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  Title: The Dilution of Sim Racing
User's Article Rating: 5.22
Number of views: 2147
Users's Comments / Reviews: 2
Article Author: Joe Flanagan
Date posted: 01-08-2002
Pages: 1 / 1
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The Dilution of Sim Racing

I'd like to start out this commentary on racing by talking about Major League Baseball. Baseball is America's favorite pastime, but it has had its share of ups and downs. The people in charge of the game have made decisions that some baseball traditionalists say the sport still hasn't recovered from. In 1994 they added two expansion teams, and this seriously reduced the average overall quality of pitchers in the league. It took a few years before enough top notch pitchers could be found to fill all the spots available, and in the mean time ERA stats were at their worst. When things finally did start to make a turn for the better, the powers that were decided to add two more teams to the league and start this cycle all over again. That meant twenty new pitchers and thirty new players had to be found, and while that hunt continues the game suffers.

Now how does this all relate to sim-racing? To understand that, lets take a quick look at the history of our sport. Doing this from memory, my chronology might not be 100% accurate but the main point will still get across. I'll stick mainly to discussing the stock car simulations, but there are other sims that are just as important to this whole scenario.

The original Nascar 1 by Papyrus had a small but dedicated following, and the "Hawaii" dial-in servers gave this group a place to get together and build a feeling of community. Nascar 2 came out and the number of internet racers exploded. The TEN multiplayer hosting service was introduced and the community grew. There are drivers who would call this the "golden age" of sim-racing. Sometime later Grand Prix Legends came out, and although it wasn't a big hit to the mass market, it was such a great simulation that many of the top stock car drivers went on to form a community of their own and leave Nascar behind. Viper Racing had a similar affect when it was released, although not to the same extent.

Then TEN was shut down. Thousands of racers were left stranded, and it took a while for us to recover from this blow to our sport. Nascar 3 was released and the WON matching service was available to us, but it just wasn't the same. Racers are dedicated people though, and through the efforts of some in the private sector the environment was made more suitable and the community was able to continue. Other games started hitting the store shelves, and racers had many more choices than ever before on what kinds of cars they could drive. Dirt Track Racing, Nascar Legends, DTR Sprint Cars, and Nascar Heat all gave the Papyrus Nascar series some competition that it never had before. The problem here though is that the community isn't growing as fast as the games are coming out. Now even Papyrus' own Nascar 4 demo is competing with Nascar 3 for racer's time, and there just aren't enough good drivers to go around.

Major League Baseball is able to continue successfully; even after the expansion decisions that some consider to be questionable. Maybe we are in a "rebuilding" stage similar to what MLB was in the years after they added new teams. MLB has a much deeper history and a much stronger foundation to rebuild on than does the sport of sim-racing. Only time will tell if we can keep the multiplayer racing community together and continue successfully. I'm sure the software developers will continue to make money, and the number of drivers will continually increase. There will always be other cars out there to race against, but there'll be less and less people that you know and recognize actually driving those cars. The racing community is changing from "Mayberry", where everybody knows everyone, to "New York City", where you don't even look at the guy next to you on the subway; you just ride along with him until the next stop. The quality of these unrecognized drivers is what may be the problem, and it will be the "traditionalists" of sim-racing that might end up getting the short end of the stick.

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Author: 04-09-2002
Couldn't have said it better. I was there in the beginning. Stopped playing all together sometime after 3 came out. I just got n2002. The game is incredible. The community is seriously lacking, though. We will never get back to the days of TEN. Because those days, that was THE only place to play and THE only game to play (n2). Being a dega head in N3 (i did my share) was better than what todays sim racing community has to offer. Outstanding article.
Author: 15-03-2004
Online racing handle is Marky Marcus cuz the youngsters on the bock started to call me that and its similar to Mark Martin. Now that we're what 2 years in from the article and first user comments, it appears things worked out with multiple race hosting and joining options. I can understand feeling that way about the player quality issue and community during the mentioned game explosion, but if you want to attract the serious racers, although having a steep learning curve, "welcome" is the word that sums it up. Oh, Iv'e been welcomed, only to be messed with, mainly on the Cup side of the house, using sneaky track hack games, attitude, etc, that actually spoiled the fun until I used the replay editor to see it going on and finally confront someone. I got flipped over after the raming session and burned up - its all good. Talk about not knowing who's in the car next to you - nobody is at times - AI controlled. Face it, the product is marketed as a Game, an arcade per se, and according to the Bill Gates volume marketing model, everyone who has an older game version is almost a guarranteed customer for any new releases. I had no idea about the Mods when I purchased NR2003 or the serious fun in sim racing. Roadcourse racing is what I like the most. I Can't understand why I haven't done this already and maybe that's because I thought simulator level racing was what real racers did and the rich. I'm now in with a basic $24 Sidewinder special with pedals, exec chair and my own thumb button clutch combo tiptronic shifting techniques. Finaly turned a 1.13 on RA and no longer strapping things down on the desk. Now perplexed about whether to try some of the other platforms and wonder when my software is going to be obsolete or leap frogged by something better. Is there an opportunity for a standard of some kind for the physics engine, even equipment which could be a requirement for some league level play? That would really explode this phenomina. We should not overlook the seruous side of Drifftingcompetition either - think I'm kidding - only just a little - ever take the scenic route on Lime Twist? Meanwhile, sticking to it and locating the wealth of downloads and informative support, I've managed to start lowering my lap times and improve my game. I've even completed a race or two with some players that have remarkable skill and haven't given me any hard time of it. Cup side owes me some rating points, no biggie, a league is where you get rated. Finally, I've had some more friendly exhanges and feel a more welcoming spirit. The benefit of participating in leagues is appeant as a way to improve and get invoved. League expansion was the thing smart people did, with computing being more affordable, to preserve the integrity of the more serious side of things. Sim racing has to be one of the coolest things to do with some free time - thanks.

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