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In Gamasutra's <a href=http://www.gamasutra.com/view/feature/6477/a_rational_approach_to_racing_game_.php>latest feature</a>, game design lecturer Luke McMillan seeks to establish "a set of rational metrics for track design" by examining two arcade titles
September 6, 2011
Author: by Staff
In Gamasutra's latest feature, game design lecturer Luke McMillan seeks to establish "a set of rational metrics for track design" by examining two arcade titles: Namco's Maximum Tune 3 and Sega's Initial D 4. For example, track width is a fundamental element of racing game design that can easily be qauntified. "Track width is one of the common-sense-type metrics that is relatively easy to understand and implement. As a general rule of thumb, making the road wider will make corners easier as it creates a more obtuse angle for the clipping points and also provides some forgiveness in the track design," he writes. "When designing the scale of a track, each lane should be 1.6 car widths wide, allowing three cars to be side by side in two lanes with a very minimal distance separating them. In addition to this, the road shoulder should be around 50 percent to 75 percent the width of a car." "This makes the player take a risk by taking this strategically powerful position -- especially around corners where the lateral force will be trying to pull the vehicle's mass against the player's will." "Having a wider section of track used for a corner will allow for more margin for error. Wider corners also give experienced players more ability to apply longitudinal force as the race line can become far more smooth." The feature goes into fine detail about all elements of track design, and also contrasts the two games being discussed not just against each other but also against the simulation-oriented Gran Turismo series, to illustrate what separates arcade-style racing design from sim-oriented play. The feature, A Rational Approach To Racing Game Track Design, is live now on Gamasutra.
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