Monday, May 15, 2006

What makes racing fun?

Me and Renzo are working on a paper on how to automatically create fun racing tracks. And not only that, but racing tracks that are fun just for you - which means that we must first model how you drive with a neural network, and then use this model of your driving to create the tracks.

Grand plans, but will it work? Well, we'll see soon. In the meantime, here's a question for all of you: what exactly is it that makes a racing game fun? And what is it that makes a particular track/circuit in racing game fun?

Of course, in the end we want some quantitative measure we can put into our code, but the quantitative part is really up to us. What we're looking for right now is suggestions, ideas. Any sort. What makes racing fun? Please leave your comment below!


Basil Munroe Godevenos said...

I'm not a huge racing fan, but I enjoy the artefact gather missions in Jak 3. I like that there is no track, that there's freedom in a large area, but still specific goals to reach. I'd like a racing game that gave me an environment map, a starting point and a goal, and said: Go! Whoever gets there first (and does this and that on the way) wins. Of course to make it interesting, the this and that factor would move around the map at random each race, so you could never learn "the best route".

Anonymous said...

Fast straits and tight turns. Not right angle turns that force you to almost stop, but tight enough to require some skill.

Anonymous said...

Weapons on all the vehicles.