Car manufacturers are notoriously cranky about letting their autos show damage in racing games. So why will you find bumps and bruises on the cars in Blur but not in Bizarre's other racing title Project Gotham? Apparently, it's all about the make.
Because a game like Blur doesn't have to have companies like Porsche and Ferrari, Bizarre is able to focus on the ones that will let Bizarre beat up its cars. Plus, according to Bizarre's Gareth Wilson, car-crunching games like GRID and DiRT helped to pave the way.
Just out of curiosity, how much does damage modeling matter to you?
Reader Comments (74)
Posted: May 27th 2009 11:04PM Rengozu said
ALOT !
thats one reason I just can't get into Gran Turismo. (driving simulator my ass) :p
thats one reason I just can't get into Gran Turismo. (driving simulator my ass) :p
Posted: May 28th 2009 12:32AM (Unverified) said
ABOSOLUTELY agree with the comment about Gran Turismo. I used to love the series back in the day but really? No damage. Also, does anyone remember an interview with a Forza 2 developer saying that this is all a mith about the car manufacturers being "cranky" about damage?
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Posted: May 28th 2009 3:10AM Indefinite Implosion said
@Masa:
(I don't know this for sure or anything) but I presume that for games like GT and forza, it matters much less as they are "realistic simulators", meaning that the prerogative of them is to drive as fast as possible as one would in real life, however, in games such as Burnout, one of the major elements in the gameplay is crashing/not caring about crashing so you can go faster, so car companies don't want you to be intentionally crashing as you would in those games, whereas in GT etc. you try and NOT crash.
But I agree that they should have it in GT already, but I hold the belief that they haven't because they want to hold up to having the highest level of realism (including during crashes) for all their cars, so that when you crash into a wall at 200km/h the front end bends and crumples exactly the way it would in real life.
Personally I can't wait 'til GT has damage modelling.
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(I don't know this for sure or anything) but I presume that for games like GT and forza, it matters much less as they are "realistic simulators", meaning that the prerogative of them is to drive as fast as possible as one would in real life, however, in games such as Burnout, one of the major elements in the gameplay is crashing/not caring about crashing so you can go faster, so car companies don't want you to be intentionally crashing as you would in those games, whereas in GT etc. you try and NOT crash.
But I agree that they should have it in GT already, but I hold the belief that they haven't because they want to hold up to having the highest level of realism (including during crashes) for all their cars, so that when you crash into a wall at 200km/h the front end bends and crumples exactly the way it would in real life.
Personally I can't wait 'til GT has damage modelling.
Posted: May 28th 2009 6:22AM heimbachae said
@Indefinite Implosion "but I hold the belief that they haven't because they want to hold up to having the highest level of realism "
Cars crash.... making cars in games SO they can look like they've crashed is realistic (see: Forza 2) than what GT has done to date.
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Cars crash.... making cars in games SO they can look like they've crashed is realistic (see: Forza 2) than what GT has done to date.
Posted: May 27th 2009 11:07PM Foetoid said
The Burnout games wouldn't be 1/100th the fun they are without realistic crashes. As much as i like to see them, i still LOVE NFS:Underground 2 and wish they'd make a good sequel.
Posted: May 28th 2009 6:58AM (Unverified) said
I wouldn't call them 'realistic', but the crash and damage modeling is definitely a huge part of the game.
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Posted: May 28th 2009 10:50AM (Unverified) said
NFS:U2 Still the up there as one of my favourite games of all time... the series just hasn't good it as right since.
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Posted: May 27th 2009 11:08PM The Punisher said
It doesn't matter at all. I don't see why auto makers would care.
Posted: May 28th 2009 5:28AM Istari Spartan said
It's because they're afraid that a crash that's suppose to be "realistic" mayu show up safety flaws in their vehicles that are not real, or even worse, flaws that are.
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Posted: May 27th 2009 11:08PM cmanter said
That is the biggest reason I think burnout paradise is the best racing game to date.
Posted: May 27th 2009 11:19PM spin cycle said
Burnout Paradise doesn't do damage modeling. Your car either drives as if it is undamaged or it stops working, blows up and you get a new one.
It just does cosmetic damage.
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It just does cosmetic damage.
Posted: May 28th 2009 12:06AM TheBrainninja said
It's not very accurate damage, but your car moves slower and handles more loosely when it's damaged. I have no hard data, but I've noticed the difference.
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Posted: May 28th 2009 12:13AM spin cycle said
It's just cosmetic. It doesn't affect handling.
Brainninja:
The only time I had my car work differently was when a wheel fell off and the game oddly didn't reset the car, so I was driving on 3 wheels. I tapped a wall and it blew up shortly thereafter.
At all other times, damage does zero to handling. You can make all the same jumps and turns with your car a tiny smidge from blowing up as you can in brand new shape.
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Brainninja:
The only time I had my car work differently was when a wheel fell off and the game oddly didn't reset the car, so I was driving on 3 wheels. I tapped a wall and it blew up shortly thereafter.
At all other times, damage does zero to handling. You can make all the same jumps and turns with your car a tiny smidge from blowing up as you can in brand new shape.
Posted: May 27th 2009 11:09PM (Unverified) said
When it was considered a new and exciting feature, now though, I couldn't care less.
Posted: May 27th 2009 11:11PM TheVapourRub said
What's great about damage modeling is that it shows you how terrible of a driver you are. Games like GT that don't have any damage don't seem realistic despite the fact that they're simulators.
Besides, how do they think about street racing anyways? With all the concern with danger around street racing, showing the damage and even totalling your car could kind of teach a lesson that street racing isn't exactly the safest thing. We've all heard the arguments that games (and movies) influence people, why not put in damage so that there's some argument against the people that care oh so much about that influence from games?
Besides, how do they think about street racing anyways? With all the concern with danger around street racing, showing the damage and even totalling your car could kind of teach a lesson that street racing isn't exactly the safest thing. We've all heard the arguments that games (and movies) influence people, why not put in damage so that there's some argument against the people that care oh so much about that influence from games?
Posted: May 27th 2009 11:14PM Dshark said
Damage modeling quite frankly makes or breaks a game for me. That's one of the main reasons I'm a GTA nerd and I love Forza over other games. Ya with no damage you can drift into walls and get away with it, but that's no fun. I wanna see that car BLOW THE HELL UP!
Posted: May 27th 2009 11:19PM grimm18 said
I don't care for damage modeling. I can appreciate the fact that other people do, but I'm the kind of person who is bothered by scratches on my virtual vehicle. I miss racing games like NFS: Underground, when I crashed I didn't have to stare at my glaring failure until I got it fixed, I just pressed select and my mistake blinked out of existence and a copy was summoned to replace it.
Posted: May 27th 2009 11:41PM Twinturbo120 said
Amen brother....they really need to bring the underground series back. Seriously.
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Posted: May 27th 2009 11:21PM spin cycle said
Don't give a crap about damage modeling. Cosmetic damage doesn't really matter much to me either.
When I drive simulators, I don't hit stuff, just like in real life. So damage modeling doesn't come into play. I am much more concerned with the physics of the driving than realistic damage.
When I drive simulators, I don't hit stuff, just like in real life. So damage modeling doesn't come into play. I am much more concerned with the physics of the driving than realistic damage.
Posted: May 28th 2009 6:08AM (Unverified) said
I agree that most of the time there may as well not be damage, as I try my hardest not to hit anything in the simulation games I play...
However I do like the minor damage you do sustain to be realistic, such as maybe a damaged front splitter from getting slightly too hot into an overtake making my car understeer due to the reduced aero performance.
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However I do like the minor damage you do sustain to be realistic, such as maybe a damaged front splitter from getting slightly too hot into an overtake making my car understeer due to the reduced aero performance.
Posted: May 27th 2009 11:21PM JoshMilewski said
A lot.
Gran Turismo looks like a joke when you can crash into walls and nothing happens. Kills the realism the series strives for.
Gran Turismo looks like a joke when you can crash into walls and nothing happens. Kills the realism the series strives for.
Posted: May 27th 2009 11:46PM TheVapourRub said
I remember in GT 3 where you'd just bounce directly back from the wall, and if you ever just graze a wall you'd come to almost a dead stop. I haven't played GT since... but I'm still looking forward to GT5
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Posted: May 27th 2009 11:26PM (Unverified) said
If it doesn't have damage I won't play it. Period.
Posted: May 28th 2009 5:32AM Istari Spartan said
No Mario Kart for you then, eh?
Shame, as it's a really fun GAME!!
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Shame, as it's a really fun GAME!!
Posted: May 27th 2009 11:31PM (Unverified) said
DAMAGE makes racing games so much more FUN to play
but that's it...
but that's it...
Posted: May 27th 2009 11:40PM Twinturbo120 said
I hate damage because no game has yet to bring out the realism in it. Sure you can crash and have problems with the suspension and bad downforce but that's not it.
Posted: May 27th 2009 11:40PM (Unverified) said
Only when its a game like Burnout and "Crash the fuck into shit" plays a major role
Posted: May 27th 2009 11:40PM Crusty Magic said
Well by God, my turtle shells better show cosmetic damage on the other player's car.
Posted: May 27th 2009 11:47PM DWilson8504 said
Damage is important to me. I loved the damage in Burnour Paradise. It doesn't bother me that GT doesn't have it because I can understand and accept why it doesn't have it. The thing that bothers me is the games that have non real life cars yet STILL don't have damage. That's just lame. Or ones that have damage that is just too minimal to even make a difference. Graphically there's no reason anymore to NOT have it, but I can understand why certain games don't. It'll be interesting to see which cars make it into Blur though so we can see who's cool with it and who's not.
Posted: May 27th 2009 11:50PM Jacksy said
It doesn't matter to me (well in GT:P) and the only reason for that is because penalties are there for a reason . It's not like you can go grinding around the WHOLE track. BTW concentrate on not crashing on this game.
Posted: May 27th 2009 11:51PM (Unverified) said
just out of curiosity Justin, how much time did you spend writing this article?
How many more times do you need to use 'Bizarre' in a paragraph? Jesus.
On topic, to me damaged cars would be more fun in games like gran turismo, which attempt to be simulators, rather than games like Blur.
How many more times do you need to use 'Bizarre' in a paragraph? Jesus.
On topic, to me damaged cars would be more fun in games like gran turismo, which attempt to be simulators, rather than games like Blur.
Posted: May 27th 2009 11:58PM (Unverified) said
damage please
Posted: May 27th 2009 11:56PM Roto13 said
I spend half of my time in driving games crashing into shit. :P
Posted: May 27th 2009 11:58PM Ostentaneous said
I never like it when you crash and your car still looks fine. It takes you out of the experience. I thought GRID did a really good job with its damage modeling and is probably the best looking game that does. It does effect gameplay too and there are even some sponsors that won't pay you if the car is too damaged or damaged at all.
Posted: May 28th 2009 12:10AM (Unverified) said
i like real damage. makes the game that much cooler when you can't just ride the wall to get ahead.
Posted: May 28th 2009 12:17AM GamerKingFaiz said
Damage models in a racing game make it much more realistic, and much more enjoyable, this is a great thing to know. Blur looks like it's going to be really cool, I can't wait to be able to get my hands on it!
Posted: May 28th 2009 12:18AM Deck said
Incredibly important. It makes them that much more realistic. I think it looks pretty bad in a game where you hit something and nothing shows up. Doesn't make any sense.
One of the reasons Burnout Paradise is as awesome as it is.
One of the reasons Burnout Paradise is as awesome as it is.
Posted: May 28th 2009 12:30AM (Unverified) said
It's nothing new. In Need For Speed III, the first one with police chases, Mercedes and Ferrari both forbade access to their cars in the "criminal" role. It's all rather strange, given MB's popularity among crims, but I suppose image is everything.
Posted: May 28th 2009 2:04AM TuxBobble said
Yea, GT is long overdue for damage. It's such a perfect game, aesthetically, but then there's the lack of damage that turns me off.
The graphics of a GT game just make me want to see how beautiful they can make damage look...
As for Blur, I'm not sold on it, but it's always nice to see damage modeling a la Burnout (my favorite racers to date)
The graphics of a GT game just make me want to see how beautiful they can make damage look...
As for Blur, I'm not sold on it, but it's always nice to see damage modeling a la Burnout (my favorite racers to date)
Posted: May 28th 2009 2:55AM (Unverified) said
I want more scratches and colour fades than even Burnout has. Makes the cars look more realistic. If the cars star to lean on one side and handling gets worsened it will be an extra plus.
I would like the same for Tekken 6 :)
I would like the same for Tekken 6 :)
Posted: May 28th 2009 3:03AM Lekko said
I only want damage if it is realistic to the cars. Like say... simulating what would happen if a 2000 pound well-built car hit a 600 pound poorly built low-end car at 40 mph in a curve, as opposed to how it is currently done with just simple math and "if damage = x, car = totaled." and change the look of the car to generally abused.
I want damage, yes. But if it is done, do it right. It's like enemies with hit points where you can shoot them 6 times in the face and nothing happens to them until you shoot them the seventh time and they actually die. Or you shoot them 20 times in the same ankle to kill someone in an FPS. In a sim game, things should be simulated not roughly approximated.
But I guess we have to start somewhere.
I want damage, yes. But if it is done, do it right. It's like enemies with hit points where you can shoot them 6 times in the face and nothing happens to them until you shoot them the seventh time and they actually die. Or you shoot them 20 times in the same ankle to kill someone in an FPS. In a sim game, things should be simulated not roughly approximated.
But I guess we have to start somewhere.
Posted: May 28th 2009 3:15AM Alex R said
How could you start listing car-crunching games and miss out Burnout?
Anyway, haven't they been doing that since ever? I mean, don't they just get a normal sports car and cal it a Jansen or whatever?
Anyway, haven't they been doing that since ever? I mean, don't they just get a normal sports car and cal it a Jansen or whatever?
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