As we’ve been working on PlayStation 4, optimising the technology and unlocking new ways of designing games and bringing people together we thought about how we could make a racing game that appeals to the most hardcore dedicated driving enthusiasts, yet at the same time appeal to people that just love cars and bring those people together.” “We needed PlayStation 4, the rise of social networking and the understanding that we now have of communities, how people play together and what they get out of that. All those aspects clicked and fell into place.” PlayStation 4 was presented to us two years ago and they were talking about how they wanted the console to be connected and connect you with friends and everything you do to bring people together. We started to see how they can integrate with games.
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“Over the last couple of years we’ve seen the rise of social networking websites and how powerful they are.
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But that would have been a lot of effort and be outside of the PlayStation experience, so we didn’t go there.” We thought we could maybe set up a website to let people run their teams. “All the while in the background we were looking at how the World Wide Web could integrate with this. Now, though, the time is finally right.įor Evolution, PlayStation 4’s raw horsepower and enhanced community support make it the perfect platform for DriveClub: “On PlayStation 2 and PlayStation 3, the connectivity didn’t really empower that kind of play,” says Jamie. Staggeringly, this concept has been in Evolution’s conscious for over nine years now, but the available tech at the time simply wasn’t at a stage that could fulfil their audacious vision. We wanted to apply that team mentality to a racing game.”
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But it doesn’t hurt as much because you’re with your team and you know what went wrong, so you go back at it and you’ll do better next time. “In team sports you share victories, but you also share defeats. “In any endeavour in life, many hands make light work – you share an experience,” says Jamie.
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I spoke with Senior Community Manager Jamie Brayshaw, who has worked with Evolution for five years during the development of the MotorStorm series after previously working with EA in a community role for various Need for Speed titles, to gain an insight into DriveClub’s community-driven mechanics and why Evolution believe racing games are heading in this direction for the next generation.Ĭommunity collaboration is DriveClub’s core concept. Evolution Studios think they’re up to the task with DriveClub, the PS4’s premier racing title first unveiled at this year’s E3.
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For the next generation, the stakes have been raised considerably, with Sony banking on the PS4 to advocate the next stride in social gaming, challenging developers to find new ways to drive the community. As a testament to its success, Autolog has been an integral part of Need for Speed since its inception in 2010’s Hot Pursuit, and is set to be engraved in the series for the foreseeable future under the helm of EA Ghost, who are developing the latest Autolog for this year’s Need for Speed Rivals.Īutolog spawned a slew of imitators such as Codemasters’ RaceNet and Turn10’s Rivals for Forza Motorsport, and while they were competent clones, they did little to expand the concept further.
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It was a revolutionary system that, coupled with a lack of load times thanks to game’s seamless free roaming, made you feel constantly connected with the competition, allowing you to compare your scores, compete in challenges and share photos with friends whilst meeting new similarly-skilled rivals. Suddenly, racing online meant more than simply beating your opponent to the finish line and twiddling your thumbsticks as you wait in laborious lobbies for the race to restart again.
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As the current console generation enters its final lap, developers have frequently relied on social networking to invigorate the racing genre in the hope to make online multiplayer racing more compelling, rewarding and enduring.ĮA’s Autolog is a shining example of social networking done right in a racing game.