Forza Motorsport 4 is a realistic simulation racing game. If they want to, players can handle the clutch, tire-wear, and other minute racing details. For beginners, the game provides assists that take care of these details automatically. For example, the Braking and Steering assists make turning easier, the Line assist shows the optimal path to follow, and the Transmission assist takes care of switching the gears. For a description of the assists, check these websites.
While I was at Microsoft Research during the Summer of 2013, my mentors and I looked at patterns of progression in FM4. Among the things we published, we found that players rarely used the assist bundles shipped in FM4. FM5 came out in November 2013. This post describes how the FM5 designers used our findings on FM4 to improve the assist bundles.
Assists in FM4 and FM5
Here are the assist bundles shipped in FM4.
Easy | Medium | Hard | Advanced | Expert | |
---|---|---|---|---|---|
Steering | Assisted | Normal | Simulation | ||
Stability | ON | OFF | |||
Traction | ON | OFF | |||
Brakes | Assisted + ABS | ABS only | OFF | ||
Transmission | Automatic | Manual | Manual + clutch | ||
Trajectory Line | Full | Braking only | OFF | ||
Damage | Cosmetic | Limited | Simulation |
Below are the FM4 bundles we suggested, based on player data in Career mode.
Easy | Medium | Hard | Advanced | Expert | Comments | |
---|---|---|---|---|---|---|
Steering | Assisted | Normal | Simulation | Unchanged | ||
Stability | ON | OFF | Unchanged | |||
Traction | ON | OFF | Unchanged | |||
Brakes | Assisted + ABS | ABS only | OFF | ABS-only from Medium onwards | ||
Transmission | Automatic | Manual | Manual + clutch | Manual from Hard onwards | ||
Trajectory Line | Full | Braking only | OFF | Bumped down: shifted all cells to the left. | ||
Damage | Cosmetic | Limited | Simulation | Simulation from Hard onwards |
And below are the bundles shipped in FM5.
Easy | Medium | Hard | Pro | Veteran | Comments | |
---|---|---|---|---|---|---|
Steering | Assisted | Normal | Simpler: now binary. In Custom bundle, Assisted steering forces Assisted brakes. | |||
Stability | ON | OFF | Bumped up | |||
Traction | ON | OFF | Bumped up | |||
Brakes | Assisted + ABS | ABS only | OFF available in Custom bundle. | |||
Transmission | Automatic | Manual | Bumped up. Clutch available in Custom bundle. | |||
Trajectory Line | Full | Braking only | OFF available in Custom bundle. | |||
Damage | Cosmetic | Simulation | Simpler: now binary. |
In short, the bundles in FM5 are easier than their FM4 equivalent because the Stability, Traction, and Transmission assists have been bumped up. Clutch transmission, ABS-OFF, and no trajectory line are only available in a Custom bundle. The FM5 designers did not exactly follow the bundles we suggested. Why is that? See below.
Assist progression
For each race number, we look at how much of the player base still has an assist enabled. The goal is to see how fast players disable an assist. The graph below shows exactly this.
Let's take the Transmission assist as an example. In the first race, the Transmission is automatic for 80% of players (the orange line starts at 0.8), manual without clutch for 15% (the space between the orange and brown lines), and manual with clutch for 5% (the brown line starts at 0.95). Even among the players who reach 100 races (17% of the total player base, cf gray line), only 15% use a manual transmission with clutch. That's why in FM5, manual transmission with clutch is only available in a Custom bundle: very few players use it. Same story for the Trajectory Line-OFF and ABS-OFF assists. In the end, the FM5 designers actually used our findings in their product!
Of course, we need another study to assess whether FM5 players are actually using the default FM5 bundles or not.
A note on Rewind
When you miss a turn, you can press Y to rewind the game and try the turn again. In FM4, the ability to rewind is an assist. Turning the assist OFF grants a 20% credit bonus at the end of a race. In FM5, each rewind costs 1% of the race's credit. I like this change for several reasons:
- In FM4, I enabled rewind in case I needed it during a race. But I only rewinded every 3-4 races. 20% was a lot of credits missed, though, so it felt a bit frustrating.
- A fixed price encourages players to rewind as much as they want. So, to get more bang for the buck, they increase the difficulty of the AI opponents, and rewind every time they don't make a perfect turn. This is the same lame trick as saving-and-rerolling in RPGs. Racing this way is excruciating. It also takes longer to complete a race, so the amount of credits gained per hour may actually be lower with more difficult AI.
- FM5's rewind cost is proportional. This is advantageous for players who rewind rarely, and disadvantageous for those who rewind dozens of times per race.
- I prefer paying the cost automatically, in the stats screen at the end of a race, rather than manually, through an assist menu before the race.
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