BHMS: ISI is well known by their F1 series. Is the development team for Nascar Thunder 2004 the same as for the F1 series? Did experiance from developing F1 simulation in any way help you with the Nascar title?
James Hawkins: Everyone on the development team for NASCAR Thunder 2004 has worked on the F1 series and I think that experience has helped a lot. The quality of the F1 series is one of the key reasons EA SPORTS gave Image Space Incorporated the opportunity to take on NASCAR.
BHMS: We all know, that the hard core sim community is pretty hard when it comes to simulation games. What steps have been taken to make this product as "real" as possible.
James Hawkins: Above and beyond all else, to be successful, a game must appeal to a players senses and engage them. I want players to describe their experience in NASCAR Thunder as dramatic, exciting, challenging and rewarding. Believable immersion and alternate reality are terms I often use to describe my favourite games. If I believe I am in the world and making the difference, I become immersed and am consequently much more likely to come back and play some more. Scalability and depth of play are also important considerations I think.
Believable immersion is the goal. Whilst NASCAR Thunder 2004 models the cars from real specifications, models physics based upon real world principles and uses the rules of NASCAR for racing, I wouldn't say the game was a Simulation or Arcade game as such. The priority is to create an immersive experience that players want to come back to rather than absolute reality.
BHMS: There will be a PC specific game engine that provides an authentic NASCAR simulation. How did you get the real life car data, and did Tony Stewart (or any other Nascar driver) have any input on the game development?
James Hawkins: We've had several Winston Cup and also non Winston Cup drivers turn some laps and provide feedback and also worked very closely with NASCAR. As the exclusive NASCAR license holder we are able to work with them a great deal.
BHMS: Is there realism to the car's phyics and is there an advantage or disadvantage on the car make you choose at a particular track?
James Hawkins: The vehicle modelling techniques used in NASCAR Thunder 2004 are very detailed and based upon real life data. The physics system provides full 360 degrees of motion in all directions and is based upon real world principles. The Chevrolet, Ford, Dodge and Pontiac cars are all modeled to perform a little differently as in real life.
BHMS: Many people were disappointed when the PC version of NASCAR Thunder 2003 did not include the "Career Mode" that was in the console versions of the game. The press releases of 2004 boast smart AI that remembers and adapts to your driving style and a "Grudges and Alliances" feature. Will these features, and a "Career Mode" where you start as a rookie searching for sponsors, be included in the PC version this time, or will these features continue to be console-version-only features?
James Hawkins: The Grudges and Alliances feature is only present in the console versions of NASCAR Thunder 2004 but A.I. has been a major priority for P.C. and there are substantial changes over last year. In NASCAR Thunder 2004, the A.I. drivers will race closely and react to your every move. Career mode is one of the major additions to the PC game this year and places you in the role of team owner/driver, responsible for Sponsorship, R & D and racing!
BHMS: Judging by the screenshots, the weather will change during the race. Is this true and if so, how will this affect the car handling? Will we see multiple grooves?
It is possible for the weather to change during a race in NASCAR Thunder 2004. Changes in temperature and also tire wear can make different grooves more or less effective. During a race, it's common to see the A.I. controlled drivers use different grooves as the track temperature and their tire wear changes.
BHMS: Press release said that NT20004 will have the largest set of car setup options ever offered in a NASCAR simulation including options such as fender flares, rear spoiler angles, tire pressure, wedge, gearing, suspension, anti roll bar, etc. Will there be any in-game setup guide or help on how these setting affect the car? Maybe a driving school?
James Hawkins: NASCAR Thunder 2004 does not have an in-game setup guide but that seems a good idea and has been discussed for the future. The game manual for NASCAR Thunder 2004 contains a lot of good information regarding car setups.
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