It’s a big year for racing games. At this year’s E3, every single
press conference featured at least one driving game, and many seem to be
boasting similar next-gen features. In a crowded category including
Gran Turismo 6, Forza Motorsport 5, DriveClub and The Crew, EA showed
off Need for Speed Rivals, the latest entry in the long-running series and the first title from EA's Ghost studio in Gothenburg.
In an interview with IGN, EA Labels president Frank Gibeau explained why he thinks Rivals stands out from the pack, plus commented on whether he thinks Need for Speed will continue to be an annualized franchise.
“Unfortunately, racing games got to a point where you’d have 16 people ready to go, and after the first lap, 15 people didn’t care anymore,” he continued. “They’d crashed or they were far behind. It was like an F1 race with Michael Schumacher. There’s just no point. We think that having an open world where you can mingle racing, have quests and adventures to go jump through stuff and do different things, that’s the way to start re-broadening the racing category and bringing in a larger audience. We saw a lot of good feedback in that respect on Most Wanted. If you look at Rivals this year, it builds on the open world. It’s more of a country open world, as opposed to an urban open world, but we’ll look at how we create the experiences in a much more open world. It’s competition-based, but authentic to the cars. We like that idea.”
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In an interview with IGN, EA Labels president Frank Gibeau explained why he thinks Rivals stands out from the pack, plus commented on whether he thinks Need for Speed will continue to be an annualized franchise.
A lot of the driving games we go up against are simulations. The way
that we think about it internally is, that’s like going to the symphony.
Ours is about going to a Jay-Z show.
“I think we do a really good job capturing the feel of driving and
getting the chase-or-be-chased feature,” Gibeau told IGN about Need for
Speed. “A lot of the driving games we go up against are simulations. The
way that we think about it internally is, that’s like going to the
symphony. Ours is about going to a Jay-Z show. It’s rock and roll. It’s
in your face. It’s a lot more about the visceral feel of driving through
a billboard, doing a jump, but doing it in an authentic car, a car that
looks and feels like a 911 should drive. We like to tell the stories of
cops and racers. We like to tell stories in an open world. We think
that the racing category, it used to be like 20 percent of the business
back on the PS2. Now it’s single digits as far as a percentage of the
overall business. We think that there’s a lot of innovation required to
continue to keep driving as a category expanding. We think it’s the open
world approach. We think it’s the competition approach. We think it’s
the multiplayer approach.”“Unfortunately, racing games got to a point where you’d have 16 people ready to go, and after the first lap, 15 people didn’t care anymore,” he continued. “They’d crashed or they were far behind. It was like an F1 race with Michael Schumacher. There’s just no point. We think that having an open world where you can mingle racing, have quests and adventures to go jump through stuff and do different things, that’s the way to start re-broadening the racing category and bringing in a larger audience. We saw a lot of good feedback in that respect on Most Wanted. If you look at Rivals this year, it builds on the open world. It’s more of a country open world, as opposed to an urban open world, but we’ll look at how we create the experiences in a much more open world. It’s competition-based, but authentic to the cars. We like that idea.”
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