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Date: September 13, 1989 10:31
From: KIM::MOTT
To: MONCRIEF,BEHENSKY,DURFEY,MARGOLIN
From: GAWD::SUTTLES "Doctor DCL" 12-SEP-1989 10:40 To: MOTT,SUTTLES Subj: hard drivin' supercompact You had a game out in the common area last week that I hope was the super-economy test model. For what it's worth, I think the test failed. Having a shift lever for drive and neutral (as opposed to high and low, or drive and park or reverse) is pointless. "Turn key to start" mapping to a button is confusing. No brake pedal is a surprise when you enter the turn, and the only justification for park or reverse in the gearshift. The loss of feedback in the steering wheel I realize is an economic decision, but the fact remains that the game suffers greatly. I still find myself frustrated by all versions of the game because of collisions with oncoming traffic that don't seem justified by the windshield picture preceding it (two cars entirely on their own side of the yellow line shouldn't hit each other). I also feel that when you are off-road (like around a curve or turn) and driving straight and level with no _apparent_ obstacles, that crashing and burning is a cop-out. I realise that the game is a smashing (sorry) success in general, and in particular with certain individuals here that are even more critical than I with regards to quality and even realism. Nonetheless, it is this frustration at things that I don't think should happen (I admit to being in the minority) that makes me walk away during a game. The preceding paragraph is really old news to you and your team, but the first paragraph is really why I sent this message. If you wanna make a super-cheap model for marketing reasons, fine...but please, not that one! sas ps: Even though I get frustrated at the game, I keep playing it...and that is one of the measures of a game's success...
Sep 13, 1989