Bill Johnson's blog
Is it a SIM or a GAME
08:56 AM on Jan 25, 2007

This is an old argument that comes up in simracing forums from time to time but I think its worth a visit. Normally the argument falls into a judgment call of whether the Sim is worthy of being called a Sim by virtue of its physics. I don't believe this is where the judgment should be made. Now don't get me wrong I like good physics but this isn't what a good simulation is derived from. Here is the key. THE SIM IS ONLY AS GOOD AS YOUR ABILITY TO PUT YOURSELF INTO THE SIMULATION. Let me explain. Even a very good game/Sim with excellent physics is just a game if the racers/players approach it form that standpoint. If it is raced with no regard to aspects of realism in safety, concern for equipment and the respect of other racers than any software is just a game. The game becomes a simulation when you "Put yourself into it" meaning your mindset is that this is a real car race with real consequences. If you over drive it or push a bad position you may be injured. Your race will be over and you will damage a expensive piece of equipment requiring you time and money to repair it. Your mindset is always "this is real" if you are in a simulation. Now to cap this off I must stay that I really don't mind calling it a game from the standpoint of keeping things in perspective. Games are for fun and racing a real car or Sim car is a game from that perspective. But to get the most enjoyment from simulation software no matter how good or bad the physics are the realism comes from the racers mindset. Others may take a different view of this. There are no right or wrong answers here just opinions and if you have one feel free to express it here. Bills Blogs are a open place for agree/disagree.



Posted by Rj Anderson at 09:40 AM on Jan 25, 2007
Comment #1

"Put yourself into it" meaning your mindset is that this is a real car race with real consequences"

That is the exact reason why, after a bad wreck, I run around the room yelling, "I'm on fire...help me Jesus, help me Jewish God, help me Tom Cruise!"

Posted by Bill Johnson at 10:22 AM on Jan 25, 2007
Comment #2

LOL with RJ. Yeper..you got it. :^)

Posted by Michael Schmidt at 12:23 PM on Jan 25, 2007
Comment #3

I have always thought it would be a good idea for a league to run 'simulated consequences'.

For instance, the league would have simulated sponsors and simulated money (from sponsors and purses).

During the season if you had a minor wreck, it would of course cost you some of your simulated money to fix the car to race before the next event. If the wreck was deemed severe enough, injury would occur and you may have to sit out for the next event or two.

All of this stuff would be applicable to practice and qual sessions as well.

That would definitely make people drive more realistically.

I actually suggested way back in the beta days of rFactor, that they include a way to track damage and engine wear in career mode. Unfortunately it didn't make the cut.

Posted by Rj Anderson at 12:38 PM on Jan 25, 2007
Comment #4

This has been done before and it did indeed add another sense or realism. I was an official during the 1st season of Nim Cross' VRW league (Virtual Racing World) and the virtual money system was a big part of the league. Owners had to pay for damaged that their cars received during the races and some teams went bankrupt. I believe Tim was a owner or driver over there.

Fun Stuff

Posted by Bill Stephens at 12:56 PM on Jan 25, 2007
Comment #5

Great stuff guys. I like the whole virtual $$$ idea & stuff. Also was there a way you guys did crashes ?? I mean if a driver was in a really bad crack up, did he have to serve some simulated hospital/recovery time ??

Posted by Rj Anderson at 01:17 PM on Jan 25, 2007
Comment #6

Nothing like driver injury and such. But I was the one in charge of reviewing every race replay and then assessing the damage costs to each car involved in a incident. There were varying levels of costs that was dependent on the severity of the damage. All of this info was entered into an excel sheet and then distributed to all owners.

It was a tedious and time consuming task.

Posted by Paul Hamilton at 04:32 PM on Jan 25, 2007
Comment #7

It's a game. To be a sim, there would have to be an extended period of time throwing money down the toilet before you could sit down to participate in an event.

Seriously, it's supposed to be fun. It's not demeaning rFactor in any way to call it a game.

Posted by Rj Anderson at 04:37 PM on Jan 25, 2007
Comment #8

I don't think it's so black & white as that. There are different levels of realism and you don't have to go all the way before considering a game a "sim". Just my opinion of course.

Posted by Mike Belcak at 02:35 PM on Jan 26, 2007
Comment #9

some of ea's console nascar games do this, money that is. but i think that would be more of a hinderance in a multiplayer game, single player fine.

hey RJ...SHAKE AND BAKE!!!!!

Posted by Darren Baker at 05:58 AM on Jan 27, 2007
Comment #10

Nascar2003 (Sorry Tim.. lol) had an addon piece of software that reviewed the race and added up what your Damage bill was.

This worked great in TransAm & GTP Mods for the game..

It's just a shame Fir$t went & stuffed the game up for everybody. Online Code was still light years in front of rFactor & GTR2..

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