Monday, October 18, 2010

Racing game Genre's and Chiches.

Taken from this website based on video game chiches. I found about racing game chiches.


Racing Game Clichés

Racing is racing, right? Well, racing games have their own conventions and clichés. Can you think of any others? How would you break stereotypes and create a racing game that was different from all the others?


  • You start off with a horrible car.
  • Cars don't take damage (in arcade-type racing games, anyway).
  • Instant respawn after crashing.
  • You run out of time, not fuel.
  • You always do laps.
  • Rubber-band AI.
  • Your only goal is to finish first and progress.
  • Upgrade parts and buy new cars.
  • You can't do anything else but race.
  • You can't leave your car.
  • Your car never breaks down.
  • Going off track or getting spun around slows you down considerably.
  • Cars vary in predictable ways -- handling, top speed, acceleration, and sometimes durability.
This page from a game design book describes how they create the illusion of racing though the POV,(point of view).
Link to the page


wikipedia on Racing video games,  This describes the the two main types of driving game.
And gives a major list of all the driving games that have been on sale in the genre.
  • "Simulation style racing games strive to convincingly replicate the handling of an automobile. They often license real cars or racing leagues, but will use fantasy cars built to resemble real ones if unable to acquire them. Vehicular behavior physics are a key factor in the experience. The rigors of being a professional race driver are usually also included (such as having to deal with a car's tire condition and fuel level). Proper cornering technique and precision racing maneuvers (such as drafting) are given priority in the simulation racing games."
  • "Arcade style racing games put fun and a fast-paced experience above all else, as cars usually compete through odd ways. A key feature of arcade racers that specifically distinguishes them from simulation racers is their far more liberal physics. Whereas in real racing (and subsequently, the simulation equivalents) the driver must reduce their speed to take most turns, arcade racing games generally encourage the player to try to take turns as fast as possible (most arcade racers include a "powerslide" maneuver to allow the player to keep up their speed by drifting through a turn rather than slowly entering it). Collisions with other racers, track obstacles, or traffic vehicles is usually much more exaggerated than simulation racers as well. For the most part, arcade racers simply remove the precision required from the simulation experience and focus strictly on the racing element itself. They often license real cars and leagues, but are equally open to more exotic settings and vehicles. Races take place on highways, windy roads, or in cities; they can be multiple-lap circuits or point-to-point, with one or multiple paths (sometimes with checkpoints), or other types of competition, like demolition derby, jumping, or testing driving skills. Popular arcade racers are the Daytona USA series, the Rush, the Ridge Racer series, the Cruis'n Series, the Midnight Club series, and the classic Out Run. "
You can get many types of the racing game.
  1. Arcade
  2. Time trials
  3. Acton
  4. Stunts
  5. Circut
  6. Modifacation
  7. On / Off road
  8. Air
  9. Water
  10. Speed
  11. Simulation
Many of these can be combined to cover a greater audience.

1 comment:

  1. be sure to make clear what you have written and what is cited from another source; all of this is relevant and great ideas BUT I do not know what Dan wrote and what is by another author.

    ReplyDelete