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It's "hard to push innovation" in racing games compared to other genres, reckons Star Wars: Galactic Racer creative director

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Submitted ⁨⁨6⁩ ⁨hours⁩ ago⁩ by ⁨ZippyBot@lemmy.zip [bot]⁩ to ⁨gaming@lemmy.zip⁩

https://www.rockpapershotgun.com/its-hard-to-push-innovation-in-racing-games-compared-to-other-genres-reckons-star-wars-galactic-racer-creative-director

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  • Coskii@lemmy.blahaj.zone ⁨4⁩ ⁨hours⁩ ago

    I don’t think every single game needs whatever innovation creative directors like to talk about means.

    Pod racer as a franchise will do well as long as it has:

    • customization
    • good visuals that span the star wars universes diverse locations
    • immersive sound design
    • easter eggs/lore stuff in the levels
    • reactive controls that aren’t bogged down by superfluous alternate systems
    • some way to mess with the other racers that isn’t actual weaponry
    • courses with plenty of alternate paths and potential interactibles, which may or may not be environmental hazards

    and I hope they get away from the known racers. Yes, I know the episode 1 racers are iconic. Please don’t make them the entire actual cast. They can maybe show up as special guests, secret ghosts, or course bosses.

    I’d like to see a method of “aiming” the engines, which could be like a fine control for cornering, or potentially an environmental trigger effect. Aim the engines down while going over sand/snow/water/dust? Make a plume of that material to obfuscate the course for those behind you. Aim them at a brittle looking wall while passing it to collapse it, or send bits of rubble to pelt anyone close enough behind you. Of course, its main should probably be air control and being able to move engine location for those tight fit areas we know are going to be a mainstay.

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