There’s no more de­mand­ing au­di­ence for any sim­u­la­tor than the peo­ple who do the job for real, and Gi­ants has no short­age of farm­ers who get home from a long day and re­lax by play­ing

In­stead, Gi­ants cre­ates longevity through a ca­reer mode and tries to con­vey the feel of re­al­ity with­out ever re­strict­ing play­ers when it comes to real life’s more te­dious el­e­ments. In par­tic­u­lar, help with the lat­ter comes from li­cens­ing, part­ner­ships, and get­ting real-world ve­hi­cles into the sim, much as a rac­ing game stu­dio might court car mak­ers. “With the part­ner­ship with most of those man­u­fac­tur­ers, we get the CAD data in and can then cre­ate our re­al­time model and so on,” Am­mann says. “Work­ing di­rectly with them is re­ally help­ful, with sound record­ings and test ma­chines and con­sult­ing on how their ma­chines work. Ul­ti­mately, we’re not farm­ers here!” Nei­ther Xbox One nor PS4 is chang­ing how Gi­ants ap­proaches the task for the mo­ment, with the con­soles’ main ben­e­fit be­ing that they al­low the stu­dio to of­fer par­ity with a de­cent PC, which means HD res­o­lu­tion and 60fps. The sim­u­la­tion cer­tainly isn’t be­ing dumbed down for the new au­di­ence, with the main dif­fer­ence be­ing the con­trol scheme. This is, of course, a chal­lenge for Gi­ants, though the big­ger one by far is be­ing the pathfinder for its genre as a whole – a genre that is al­ways go­ing to find it hard to go toe-to-toe with the many bet­ter-funded re­leases on the mar­ket.

“Those triple-A prod­ucts have 50 times the bud­get and the mar­ket­ing, but in the end we don’t have to com­pete. We have our own di­men­sion, like Minecraft has,” Am­mann says, shrug­ging off ques­tions of whether an au­di­ence is ready and wait­ing. “I think that is more a prob­lem for gaming jour­nal­ists than peo­ple out there – a lot don’t un­der­stand the game and so ask why peo­ple are play­ing it. If you’re in­ter­ested in the topic, you’re in­ter­ested in the game.”

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