NFS Shift 2: We won't add 1000 irrelevant cars
Lead designer Andy Tudor on creating a GT killer.
And all of a sudden the simulation racing genre is pretty competitive. Turn 10's Forza Motorsport 3 was released last year, Polyphony Digital's Gran Turismo 5 launched last week, and next spring will see the game EA hopes will trump them both: Slightly Mad Studios' Shift 2: Unleashed.
But EA's ambitious expectation for the game is not headline-grabbing bravado. It's a desire born out of a frustration at Shift's "stamp collecting" rivals. Here, talking to Eurogamer, lead designer Andy Tudor reveals how Shift 2 will attempt to beat them all.
Eurogamer: When's it out?
Andy Tudor: Spring. Sorry to be vague, but it's spring at the moment.
Eurogamer: Define spring.
Andy Tudor: Bunny rabbits and... No, I'm not sure about the exact dates.
Eurogamer: How did it come about that you began work on this sequel?
Andy Tudor: We've got a long-term strategy that we want to make a competing, relevant sim game. Shift 1 was the first step towards that. If you look back over Need for Speed's history, maybe the early roots of that started in ProStreet, getting people who aren't used to circuits.
And then with Shift 1 we very deliberately said, 'We're on circuits now.' Shift 2 is an evolution of that, taking on the feedback from the community, feedback from critics, innovating in key areas and deliberately going after the sim category now the Need for Speed franchise is open to many types of game, like Hot Pursuit and World.
So we're very clearly going after the sim guys.
NFS Shift 2's reveal trailer was also included in copies of this month's Hot Pursuit.
Eurogamer: Did EA wait to see how the first game performed before asking you to do another one, or did you get the green light before it released?
Andy Tudor: Like many games, many movies and TV shows, we always knew we wanted to do another one. We had so many ideas. We always knew we wanted to add more features and innovate in new areas. Towards the end of Shift 1 we were starting to think of Shift 2.
There certainly wasn't a, 'Let's see how the sales figures go and then push out a sequel,' because it's not that type of game. We clearly innovated in key areas in Shift 1 on the core experience of driving, making it visceral, making it fun and accessible, XP and precision versus aggression.
This time around we wanted to streamline, innovate and take that core experience to the next level.
Eurogamer: Eurogamer interviewed EA driving and shooting boss Patrick Solderlund recently, and he said his vision for the Shift series is for it to be the market leader in the authentic sim category and beat Gran Turismo and Forza at their own game. As the creator of Shift, how do you do that?
Andy Tudor: Those two games are on pedestals at the moment. When we're thinking about what we want to do in this game, it's not a numbers game. We're not going to add a thousand irrelevant cars. Both those games, to me, are almost like encyclopaedias. You've got a thousand cars, a thousand tracks, whatever, and basically the game is about earning cash to get another car, earning cash to get another car. It's like a grind. It's almost like stamp collecting.
That's not where the fun is. The fun is behind the wheel, feeling you're on the edge, pushing it to the limit, putting in the cars that are relevant and cool to drive, allowing you to completely customise those from factory to the works level we had in Shift 1, and giving you the chance to then play against your friends in a social way.

This is a game. Not an encyclopaedia.
Taking Autolog, which is present in Hot Pursuit, to the next level, adding more features and making the core gameplay really fun as opposed to just adding five variations of the 1986 Toyota Corolla or something like that.
From what we've found, most people have 10-15 cars in their garage anyway. They have the first car they ever buy in career, they have a car they potentially own, a Ford Focus or a Golf or something like that, and then whatever game you talk about, whether it's got classes like Forza or licences like GT or tiers like Shift 1, people usually get a car from each tier or each category in the game. And then they get their dream car, the car they've always wanted, a Ferrari or a Lamborghini or a Porsche. That's seven right there.
Then, generally, people fill out the rest with cars they want to try out, like a Dodge Challenger, that they may not have access to. So people have 10-15 cars anyway. They certainly don't fill their garage up with every single car there is in the game – all 500 of them.
It's a different way of thinking, basically. We want to take those guys on. We want to make a more authentic experience. We've put in a new elite handling model and given you more access over deadzone, sensitivity, steering aids, break assists, all that kind of stuff, to allow you to dial in the experience you want.
We all come from different backgrounds. You may love muscle cars and might think Burnout is the best game in the world. I may like Japanese tuner cars, and may think Hot Pursuit is the best game in the world. We have very different views on racing, so we want to make sure everyone is able to get the experience they want from it.
Eurogamer: Slightly Mad Studios is an independent developer. I know Patrick has a vision of this series that extends far into the future. Are you happy to exclusively develop Shift now, or are you available to create other games?
Andy Tudor: I can't comment on that. It would be nice to... No I'm not going to comment on that. I certainly don't want that on tape!
Eurogamer: So if I asked you if Microsoft has been in touch about Project Gotham Racing, would you be able to comment?
Andy Tudor: Nope, certainly not. I'm not being a d***, but no we can't comment. I'll get a kicking if I talk about that stuff. So no, sorry.
Eurogamer: What was the main complaint by fans of the first game?
Andy Tudor: Shift 1 was the only Need for Speed game out that particular year. There was Nitro on the Wii, and World was in beta at that time. It was the only PC, 360, PS3 Need for Speed game that particular year.
Therefore, the whole game design, the whole ethos, was about that evolution towards getting people onto purely circuits and getting used to circuit racing, but then also making sure what we call the heartland guys, who are the diehard guys who love Need for Speed – they've bought every single one every single year, they all have very strong opinions about whether Undercover was the best game, or whether ProStreet was the best game, or whether Porsche Unleashed was the best game – making sure those guys are happy as well.
If you look back at the design for Shift 1, there are very specific things in there to appeal to both types of gamer. Precision versus aggression XP, for example. Precision drivers are the more sim guys. Aggressive drivers are the more action-orientated audience. That's common throughout the entire career.
No news on Need for Speed: Gotham.
Looking back, it did us well. It allowed us to keep a broad appeal and make sure all different types of people could play the game. But with Hot Pursuit out this year, the action section is already covered, so we can very definitely go after the sim guys. The feedback we were getting was, we'd like more abilities to change the handling model, and specific cars they wanted. Why is this famous track location not in the game? Things like that.
The whole ethos for Shift 2 is improving and streamlining. People thought stars were a great idea in Shift 1, but when you look at it, the total thing of stars and currency and XP and precision versus aggression, there were too many currencies in the game. So we're streamlining that kind of thing.
We're making the rivals more important. They were fictional in the first game. Now we've got all the team Need for Speed drivers as rivals in this game. The Need for Speed community has been around for years and years and years, and they're the most vocal racing fans out there.
And with the inclusion of SpeedHunters.com, which is a huge website that captures car culture and what's going on right now, we've got feedback from those guys as well, like what people really want to see. We're trying to add that's tuff into Shift 2 to make it a more authentic experience.
Andy Tudor is Shift 2 lead designer at Slightly Mad Studios.
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Comments (60) Latest comment 1 year ago
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That sort of thing can come back to bite you on the bum, and going up against two well established games is no easy task (especially given the somewhat checkered background of the NFS series).
I wish them well - I'm just saying that quiet humility is the path I prefer, let your results speak for you.
Edit: "I'm just saying that quiet humility is the path I prefer" - correction, I mean elsewhere. There is nothing quiet or humble about me on here, clearly. Call it my outlet if you will.
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I love exotics as much as anyone and yes we need them too, but too many racing games are ONLY about supercars and/or the latest performance cars and leave out many classic/fun/dream cars. GT5 is the only game right now that has my 5 favourite cars of all time in (the ones I have owned, can own or will own one day). Most games, prob inc shift 2, will omit nearly all of those 5 and unless it's an amazing racing game will just be another in the sea of racers.
Maybe cos it's made by a game developer for racing game fans rather than a car nut for car nuts. That's why GT still has fans and something these arrogant f-heads fail to realise. We want lots of cars, we want 'our' real life cars (if they are at least a little sporty, not all our real life econo-boxes of course).
Still this game looks good, hope it's as good as they are mouthing off it's going to be.
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A good, meaty selection of courses is far more important I reckon.
But over all that- the handling has to be absolutely right. Compromise that and there's no sale, and on that score Shift has a lot of catching up to do.
Edit: that's not an implied criticism of the Forza/GT 'lots of cars' model. Love both those games- it's just that I'd be happy with a game with fewer cars if they absolutely nailed those cars and had a good selection of tracks.
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But WHO are these guys again, and was there last game relevent to anything, never heard of them...
best keep quiet sunny...
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Also I'm not sure what this guy has against choice - 1000 cars may be excessive but I don't like the way he tries to tell us how many cars HE thinks is enough for US. Probably just excuses for not being able to come up with the same amount of vehicles as the competition come spring...
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He should probably try playing the games he's criticising, too, if that's the impression he draws of the point of Gran Turismo (and, probably Forza, but I haven't played recent editions of that, extensively). Page 1's unpleasantly tainted in a rinse of "eau de PR", but there's a little to inspire interest on P.2 You can't really criticise aspiration, and, I'm not about to start.
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3 games of the same genre in 18 months, not exactly what I'd call tight.
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I really like this guy and strongly agree. I very much enjoyed shift and am looking forward to the sequel. Loved the cockpit view from the original and thought the sense of speed was phenomenal.
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I agree with the interview really. I don't want 1000 cars, maybe 40-50 will do. What I DO want is this: brilliant handling, physics, the ability to create my own custom races, full race weekends with qualifying etc and most importantly I want a GOOD list of race tracks for once. GT and Forza fail most those tests except for handling/physics.
I want a game that doesn't just have Suzuka and Laguna Seca oh and the Nordshlife AGAIN. I want to see Monza, Imola, Zanendorf, Zolder, Hockenheim, the AI ring, Oscherslaben, Donnington Park, Mondello Park, Watkins Glen. etc. etc. etc.
Car Porn isn't for me, but track porn is.
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But you won't. You would need to dump everything that's arcadey about it, which you clearly won't do.
The trailer is telling a lot already, it's just about giving you a maximum sense of terror. What sim racer would be impressed by that? Is this a driving sim or a crashing sim?
And if you say Shift 1 was great, then I guess I don't have to expect a lot.
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Really looking forward to Shift 2.
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Unlike NFS:Shift I'd say, which gave you a nice sense of speed but the handling was everything but realistic.
Nevertheless, maybe the sequel will be better there.
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And what is a 'relevant car' in motor sports anyway? A Bugatti Veyron? As far as I know, they're hardly ever used in a race, so one could argue it isn't relevant at all. An MX5? Not exactly fast, but they're the most used cars in motor sports, so I'd say it is. Even a Suzuki Swift is raced more than a Veyron, Ferrari or whatever.
Setting a great time with something serious like a Ferrari is *really hard* and frustrating for an untrained driver, and it's similarly hard in a sim like GT5 (or Forza for that matter). NFS isn't about that, not even Shift; it's about the thrills of driving a fast car, but not necessarily in a realistic way. Nothing wrong with that.
So my guess is that NFS:S2 will not compete with GT and Forza at all, because it's just a different thing.
Unless Shift 2 will go more towards GT/Forza, but after reading this interview I doubt it.
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They aren't mutually exclusive in case you didn't know. Loser.
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what gt5 gets so right, is that each car has some sort of driving identity to it, and learning some of the cars, and driving them is just a joy. Sure you can bypass these for the most parts and just drive F1's, Veyron's and Enzo's, BUT theres something good about having fun in a fiat 500.
Sure you can go after the racing side of it, but computer A.i is never quite right, and with all car games having the same roster of supercars, whats the point?
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That's a fair point, however, ambling round the Top Gear track in a VW Samba van was boring as hell. I was looking forward to tearing round that track, but the first time you encounter it they are effectively sticking their fingers up at you by putting you in a van...may as well have made a walking simulater (I imagine you can race other vehicles on the Top Gear track at later stages, but for me it was just another sterile experience in GT5).
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I love testing diff cars and NFS never had much of a variety -.-
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You can.... by winning the samba bus race!
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You nailed the argument on the head.
SMS are responsible for some of the best PC racing simulators ever created. Sadly, most people believe the racing simulation genre begins and ends with Forza and Gran Turismo. The problem with having X amount of vehicles is they will never be properly simulated as no one can test every car found in games like GT or Forza. This is part of the reason why iRacing has a small but highly accurate car roster & why premier PC developers like SimBin get access to data from the real race teams - it is the only way to accurately reflect the cars performance in a game.
As for most games needing more tracks than cars, I couldn't agree more! One thing that is so noticable in all racing games is the lack of tracks, Shift 2 is said to have double the amount of the first game, including Bathurst and Suzuka so lets hope it's true.
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it always blows up in there face just shut up and make the game!
Oh and I wont be buying it! ive only bought one need for speed and that was made by criterion.
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We've put in a new elite handling model
This is the most important bit. Great news, as the handling in the original wasn't good at all (weirdly).
The key to this game could well be Autolog. Based on how it works in NFS:HP, it should be even better in a circuit racer. Should be a massive sense of competition between online friends. Can't wait. If Slightly Mad can sort the handling problems from the first game, I'm all over this.
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"Eurogamer: Define spring."
"It's the season after winter when the flowers come out and lambs are born, but that's not important right now"
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Get gold in the first race in top gear special event (VW 'Samba', the wee vans) to unlock the top gear track in practice and arcade mode.
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By far the most negative commercial they could've created.
-Too few cars. Bad selection. If they want to win they'll have to be at least on the same level as Forza 3. I mean, have some daily drivers in there too. Track racing isn't all about GT cars and that s**t. People do take their Clios and shiz out for a spin during the weekends, you know...not to mention a Veyron is anything but relevant to racing.
-No anti-cheat protection online whatsoever, so basically you have leaderboards with people finishing races in under 1 second.
-Too few tracks.
-TOO FRIGGIN' FLASHY.
-Precision vs. aggression thing is rubbish. Even the aggro drivers end up being precision drivers towards level 15, so why the hell bother ?
I've got a shizload more to complaint about not just Shift, but NFS in general. Also, scrap the friggin' consoles too, they're the cancer killing gaming.
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Also slagging off the competition like this - especially when dealing with such well loved franchises - could really come back hard on him.
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And the limited car roster worked great for PGR3, I thought.
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Actually I would say GRID is a far more likely competitor for Shift. Those two games consist of much the same aesthetics, vehicles and game modes.
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I kinda agree with him about the number of cars though, but on the other hand people will be playing GT and FM for months, years... so let's make it something like 200 cars.
Strong agreement about the number of tracks in racing games. Need more.
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I find it far more enjoyable driving the regular cars in GT than suped-up, tacky monstrosities reserved for Le Mans etc.
Also, choice = good.
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"& why premier PC developers like SimBin get access to data from the real race teams - it is the only way to accurately reflect the cars performance in a game."
Do you not think the guys at Polyphony get access to all the real life data they could possibly want? Nobody in games dev has stronger and more wideranging ties with the car industry at large (I'm not bigging them up, I'm not a car sim fan, and not remotely interested in playing GT - I just like facts though, and you seem to want to surreptitiously turn this into a PC vs consoles thing).
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Saying "OMG we're not going to have virtually any cars, or tracks, its all about the racing. But umm... not the cars or tracks. It'll be a sim, but just... without cars or tracks." doesn't fill me with confidence for a "sim"
Having said that though, maybe he just wants to appear to be filling a space in the market for those who don't like the GT games.
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For those willing the filed of sim racing is vast wide open and void of competition.
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there is only one racing sim game i play or would buy and thats is Gran turismo i only play the best or wont the best content on my ps3.
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I'm not interested in the wankfest that is PC vs Console debate. I was pointing out that Slightly Mad Studios before their renaming were responsible for 3 of the most respected PC racing simulations & have the talent to make a game as good, if not better, than anything else on the market.
PC sim racers are quite probably the hardest gamers to please!