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Forza Motorsport 2 Interview

Xbox 360 Interview by Dave McCarthy

8 May, 2007

Microsoft's preview event at the Raceway Docklands allowed Eurogamer to get its hands on Forza Motorsport 2. First though, there was an opportunity to sit down with the series Game Director, Dan Greenawalt.

Eurogamer: You mention that you want this game to a wide audience, and turn gamers into car lovers and vice versa. How do you intend to do that? Is there a formal driving tutorial in the game, for example?

Dan Greenawalt: There's not a formal driving tutorial in the game. I believe that the real way you're going to get people to learn is by getting them engaged, getting them excited, getting them passionate about what they're doing. So when I look for inspiration in games I don't look to other racing games, frankly. One of the biggest inspirations for the original Forza Motorsport which has now carried over into Forza Motorsport 2 was Pokémon, just because it's a great game.

So the way we get people learning is we get them hooked. You do the first race and you level up your driver and that gives you a discount on cars, and we give you a car as well and then your car levels up, and it gives you a discount on parts. You're basically always just a few minutes away from some new thing, like levelling this up, or levelling that up, or getting an achievement. And in that way it's much more like an RPG than a standard racing game. Not in the sense of having a story, I just mean that the levelling and XP mechanic is very much like an RPG. So while you're in there you're getting hooked, and you're also getting encouraged. You might try a front-wheel drive race and learn a little bit about front-wheel drive or, try a race that's limited to 200 horsepower and you see that to be successful in this race you should reduce weight because horsepower's limited. So you start learning about cars - that weight is as important or more important than power. And that's how we start teaching people. We tell people to play around. It's a big open sandbox and as you're playing you're very specifically learning little bits of knowledge about cars and racing.

The cars we give players are very specific too. We give people a lot of cars that most people won't have heard of, but that are very cool for one reason or another. One of my favourites is the old Porsche 9146 and we give that fairly early in the career. There were a lot of people in testing who were like, "what is this car?" But then there's a race and they have to use it and they realise the car's pretty cool, and they're learning about cars and getting passionate about them.

'Forza Motorsport 2' Screenshot 1

Are all the cars diagonal? The answer is yes.

Eurogamer: But how do you make sure that the more hardcore racing fans don't feel like they have to plod through the early part of the game just to reach the decent cars?

Dan Greenawalt: Well that's the problem with tutorials, and that's actually the reason we don't have tutorials. Tutorials are like teaching a fish how to swim. You just don't need to do it. In our game, turning off all the assists gives you more money, which allows you to go through the career faster. It actually levels you faster.

Eurogamer: So if you play through the early part of the career without using the assists you'll get through to the later stages quicker?

Dan Greenawalt: Exactly. And it's the same thing online. Maybe I'm really into online racing. I can go and race online and I don't have to do all these single-player events. And it's the same thing: if I turn my assists off I'll get more money online. Or maybe I'm the opposite: I really like single-player but I don't have Live. I can still level up my entire career. That's what I meant about a sandbox. You tell your own story. If you want to just race Porsches you can just race Porsches.

Eurogamer: Can you talk a bit more about online? What are the key improvements you've made to the online modes?

Dan Greenawalt: It's been a very big drive of ours to be at the cutting edge of online. And a lot of it is because it's kind of easy for us. We're really blessed to have Xbox Live. Matchmaking, ranked matches, friend lists, voice - we just have to plug it in and we get it. We don't have to reinvent the wheel. On top of that we have an internal team that works on technology - it's a third-party entirely but it's inside of Microsoft. And they make technology that just plugs into these games. So the leaderboard-qualified tournaments that were in Project Gotham that are also part of Forza; they were made by that team. The Forza Motorsport 2 TV, the Project Gotham 3 TV; they were made by that team. So what that means is that we can just concentrate on innovating online and providing a great experience because we don't have to build the backbone. It's already made for us. So things that we've added online: auction house, Forza Motorsport 2 TV, leaderboard-qualified tournaments, advanced options, the seamless integration between single-player and multiplayer, as well as the photo uploads. Those are all things that you just don't see in other games.

'Forza Motorsport 2' Screenshot 2

Told you.

Eurogamer: How successful do you think the auction house is going to be?

Dan Greenawalt: That's a big mystery, right? It's a risk, we're taking a bet. But first off it's a car-collecting game and we force you to make a choice - do you want North America, Asia or Europe? So if I choose North America but I really want a Porsche 911 Turbo... Even if there was no tuning, no customisation, no upgrades, no nothing, just the car-collecting, there'd be reason to go to auction to get a 911. But then when you layer in upgrades - I might have taken a Civic Type R and upgraded it to be kick-ass, and I might be really good at tuning, then I could become famous as a tuner. So that's another reason to go to the auction house, to buy a pre-tuned car. But then if you go to the final step, which is painting, I think it's going to be crazy. You're going to see things online that will blow your mind, because in version 1 that's what happened.

Eurogamer: Indeed, you mentioned people painting the Mona Lisa on the side of their car. Can people resell the same piece of art multiple times?

Dan Greenawalt: We've given players a lot of tools. We've given them some very specific tools and some very powerful tools. For example, I can make a great paintjob for a Civic Type R and I can then save that out and I can sell that Civic and then buy another Civic and I just apply it and sell it and apply it and sell it. But also we consider those paint jobs to be your intellectual property, so you can lock it. If you're a great painter and you don't want someone else to claim your work as theirs, you can lock that paint job, and another person can buy it, they can race it, and they can sell it, but they can't sell it as their own and they can't change it. It's basically your signed painting. The other thing is that we've added all this advanced functionality like copying and pasting and inserting and you can save out layer groups. So you can just stamp these things out. If you've taken the time to create a great piece of art, we empower you with the equivalent of a printing press to mass produce it however you want.

Eurogamer: Finally, what's your favourite aspect of Forza 2?

Dan Greenawalt: As a game designer my favourite part is this Pokémon aspect that's so addictive. As a game designer I'm kind of like a scientist that likes to train rats, so I love to see that working. Not that I see my consumers as rats, but that's the fun of it, to entertain people, and to see that what we've designed has hooked different types of people. I don't design the game for me. I design the game for a broad group, and if you can capture a broad group it's so cool on a personal level. As far as my favourite feature it's probably the physics, because they kick ass and I'm a physics geek so I love that. And the painting area, people are just going to do s*** that you won't expect. You're going to see stuff that's going to blow your mind. It happened in version 1 and now we've given them so much more power. Honestly, it's going to be crazy one month out. I would say I'm most excited by that because I have no idea what the hell they're going to do.

Forza Motorsport 2 is due out on 8th June exclusively for Xbox 360, and our sister site Eurogamer.de happens to have some spiffing new screenshots if you fancy a look.

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Comments: 1-35 of 35 in total

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NegativeZero
08/05/07 @ 07:06
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I'm looking forward to the demo. I've never really been a big fan of racing games, but the stuff I've been reading about this recently indicates it might be the game that finally gets me interested in the genre.
Dizzy
08/05/07 @ 07:11
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The painting and selling of cars will yield some amazing results. Forza 1 had it, but here it will be even more amazing. Couldn't eliee what people did with the cars in the first game.
bluebird
08/05/07 @ 07:47
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Followed all the interviews with these guys so far, and while these features sound nice, they really market the game on these RPG/customization aspects and I hear too little about the real racing.

How is the handling and feel of the cars? The sense of speed? How about the freedom of racing? Can I go where I want in a consistant world or just tracks? How are the graphics, how real does it feel, how are effects and sound used to give the real experience of a race? Stuff like that...
Syrok [mod]
08/05/07 @ 07:50
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Only tracks I would say considering that it is a real racing game.
BrokenSymmetry
08/05/07 @ 08:04
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This game sounds good, but it will feel to be a little bit of a step back not having an in-car view like in PGR3 and TDU. Oh well, PGR4 will probably follow in the not too distant future...
NthSimulachum
08/05/07 @ 08:10
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Apparently, the physics are simply unparalleled. And it does look awesome in motion.

Wow, PGR3, and now this clawing at me. And I used to hate racing games:)
SomaticSense
08/05/07 @ 08:20
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To be honest, after reading that my anticipation has fallen back a bit. Sounds exactly like Forza 1 in every way, with seemingly nothing new except tweaked physics (Forza 1's I was never a big fan of), and a car list that is new for the Forza series, but with 97% of which having been seen in pretty much most of the recent car games, mainly GT4, PGR3, and TD:U. Should be very good then, but feels to me like it's lacking in some of the ambition to make it 'that much better than before', instead being 'same, but with better graphics'.

And he's basically admitted right there that all this talk that Turn 10 have been to going on a lot about recently, about of "making gamers love cars and vice versa" is something that was already in 'sim' type games since the first Gran Tursimo (weight restrictions, etc), and so is nothing new. So talking about as if it's some big thing that they are pioneering to make the whole experience better for non-car lovers is utter BS.
bonker
08/05/07 @ 08:31
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Had some terrific MP sessions on PGR3 yesterday, it really is a stunning game for its age and in its own right.

I hope I understood what he was saying, that the same guys who did the network code on PGR3 did it for Forza2?

PGR3 is still the only utterly glitchless MP game I've seen ...
plok
08/05/07 @ 08:41
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Come on demo! I've been sitting in my sofa with my wheel for over a week now!!
SBfistfun
08/05/07 @ 08:49
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And the painting area, people are just going to do s*** that you won't expect. You're going to see stuff that's going to blow your mind

So cock and balls mobiles ahoy then?
SomaticSense
08/05/07 @ 08:50
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Regarding the demo, it's still in the certification phase and won't be released until at least a couple of days after it gets certified. I'd expect it sometime next week, or this coming Friday at the earliest.
The Bodybuilder
08/05/07 @ 09:17
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>"Can I go where I want in a consistant world or just tracks? How are the graphics, how real does it feel, how are effects and sound used to give the real experience of a race? Stuff like that... "

What the....
Have you actually read any of the previous features in this site and others?
Mordum
08/05/07 @ 09:48
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Can't wait for this one. The original Forza managed to get me interested in the racing sim genre again after GT grew very tiresome. The GT games just seemed to concentrate on great graphics, and more and more cars (quantity rather than quality). So it was a breath of fresh air when Forza came along, with more advanced AI and physics, online play (a huge factor) deeper customization options (especially the paintshop) and a damage model (non-existent in GT). Aswell as overhauling all these features, new features such as the auction house (including unicorn cars), weekly tournaments, Forza TV, etc are being implemented, which should make this even more addictive than the first one.

Personally I'm happy with whats being offered in this sequel. Although an in-car view would have been nice, it would be an insane amount of work to recreate over 300 interiors, with each interior changing as you upgrade (dials and roll-cage for example), the game would'nt be out for another year, and I'd much rather have it now. Hopefully this will give GT another kick up the arse to get their act together, and maybe we'll then see some really exciting things from GT5 (which is exactly the reason competition between franchises is good for everyone).

Just gotta hope my 360 gets back from repair in full working order (wishful thinking I know).
miiiguel
08/05/07 @ 10:36
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I'm having wet dreams about this for sometime now.
It isn't healthy...
Darren
08/05/07 @ 11:03
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miiiguel - "I'm having wet dreams about this for sometime now.
It isn't healthy..."

Speaking of wet... I'm hearing that this game doesn't have any wet races at all. I mean a simulation on next-gen hardware that doesn't have weather effects? What were they thinking? :?
Raid
08/05/07 @ 11:14
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The guy *really* likes his Pokémon, doesn't he.

I've seen the phrase leveling up used quite a bit. I know this refers to the driver as it did in Forza, but he's saying it applies to the cars too. Do the cars actually gain abstract levels like this, or is he just referring to the addons you give them?
Area88
08/05/07 @ 12:05
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Where is the MATCHMAKING SYSTEM?

Pass!
DrDamn
08/05/07 @ 13:09
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@Bluebird - You've got to assume all producers will say their driving engine is great - wait for the demo to decide for yourself. This is the hype train though and here they have to distinguish their game from all the others - so that's what they'll talk about.

@Area88 - What about the bit where he said ... "Matchmaking, ranked matches, friend lists, voice - we just have to plug it in and we get it."
Waser
08/05/07 @ 13:45
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I never played the first one but I'm really looking forward to the demo to see if this is my sort of racing game.

I enjoyed PGR but it never got me hooked.

Anyone car to tell me how Forza compares with Gran Turismo which I find a bit dry and dull?
Area88
08/05/07 @ 14:31
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Wait so now there is a MATCHMAKING SYSTEM?

BUY!
JYM60
08/05/07 @ 14:38
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"Anyone car to tell me how Forza compares with Gran Turismo which I find a bit dry and dull?"

Dry as apposed to wet?....Um.... interesting
JackB
08/05/07 @ 14:42
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SomaticSense, you said, "To be honest, after reading that my anticipation has fallen back a bit. Sounds exactly like Forza 1 in every way, with seemingly nothing new except tweaked physics..."

You don't call any of this work they put into Forza 2 anything new? I guess they spent the last 2 years sitting on their hands.... It's not Forza 1.

60fps graphics
360fps physics
better AI, better graphics
more cars
tournaments
Forza TV
better car balance
more career races
better damage modeling
dream races
better paint tools
more upgrade options
more upgrade parts
spectator mode in lobbys
better replay options
online auctions
ability to hide your setups on leaderboards
an integrated web page with uploads of pictures, race results, auctions etc.

You call that nothing new????? I probably forgot some since that list was off the top of my head.

I wish video gamers wouldn't take 2 years of work by a developer and comment on a single article. There is so much negativity in video gaming...
Edited 2 times, most recently on 08/05/07 @ 16:04
HarryB
08/05/07 @ 15:22
#23
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all i want is an option to find games OPEN TO JOIN and not in progress... fucking fuckbag PGR3 and the whole session in progress malarky.
captainrentboy
08/05/07 @ 15:25
#24
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I'm glad the 360 is going to get a lil something to try and rival GT, but for me personally I hate these types of racers, I think it's because I'm so rediculously shit at them. I want to share everyone else's excitement over this title God dammit.
Ohh well it wont be long until DIRT is out, that's looking pretty frikkin sweet, as I'm sure PGR4 will be too, but that's months away.
Haligonian
08/05/07 @ 15:52
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This game was a major reason for buying the 360. I still play Forza a lot on the 360 and it is Very Addictive - especially the paint jobs. Once I realized that you can add layers like masks to change the apearence of the underlying layer the possiblilities are endless. Auctions will be HUGE! Trust me they are already happening on Forza but informally. The copy and paste function that allows you to copy entire paint jobs to different cars and body styles will mean that Car Clubs will have an easier time creating Team Paint Jobs. This is going to be a major 2007 game and easily the Racing Genre Game of the Year!!
miiiguel
08/05/07 @ 16:04
#26
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Racing Game of the year no doubt about it, possibly racing game of the decade...

/rushes wc and spanks monkey/
Lukus
08/05/07 @ 16:06
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I'm enjoying Eurogamer's recent obsession with the angle of publicity shots.
SomaticSense
08/05/07 @ 20:34
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@ Jack B

Barring the upgrade options, career races and 60fps, barely any of the rest really interest me. Online I especially couldn't give a fuck about.

So for the stuff that does interest me, there's not that much improvement. And it's stupid to take everything the developers say about the games performance as fact, as it's their bloody game, so of course they are going to say the AI is improved or there is better car balance (which would be like improving on a piece of shit by sticking a flower in it. CR-X anyone?). They are hardly going to say "well the AI is a bit shit really". In fact, I swear I remember Bungie saying how much the AI in Halo 2 had improved over the original...

And it's pointless having the amount of cars they have in the game, when the majority of which have either been in the last game, or were in GT4, PGR3, or TD:U. 300 cars sounds a lot, but it really isn't when you take into account the absurd number of those that are multiple variations of Skylines, Evos, and NSXs (seriously, what is the point of including both Honda and Acura NSXs?).
It may not be a big issue to some, but I'm a car anorak, and it massively important to me that new car games actually have at least some new cars. The only truly new car in this game is the Peugeot 207 RC for christ sakes, and that's only because it's technically the same as the 207 GTi that we'll be getting soon. In fact on another forum I remember looking at the entire list and making a point of listing all the new (mid 2006 onwards) cars in the game. I came up to about 6. 6 out of 300.

Don't get me wrong, I'm definitely getting this game because I (believe it or not) actually liked Forza 1 (and was going to play it today, until I got the 3 Red Lights...). It's just that everything I've heard seems to fall way short of the potential I thought the game had when playing through the original. But then, that may all change when the game arrives and I plug myself in along with my FF steering wheel :)
Edited 2 times, most recently on 08/05/07 @ 21:38
JackB
08/05/07 @ 21:42
#29
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@ SomaticSense,

Sorry you feel that way. Cheer up. Have a cookie and some milk. It will make you feel better... :-)

Seriously though, you are being way too hard on Forza 2. Given what people who've tried Forza 2 hands on have said and my reading 45 Pit Pass reports ect, over the last year, I'd say you're misinformed and a bit cranky.

You can see the improvement in AI, just from some of the videos. As for your other comments about not caring about 90% of the improvements, well that doesn't justify your comments, that Forza 2 looks just like Forza 1. That's a very inacurate statement.

And your comments about the cars. More cars is always nice, but I've never seen a review of a sports game complaining that it's no fun, because they use the same balls as last year. It's not about the balls, it's about how the balls behave.

Same for tracks. I don't want 700 tracks to learn. I'm fine working on 20 or so. That's plenty for me. I run lap after lap to improve my times. I spend hours in the batting cage or shooting hoops. I don't need more tracks, just higher quality ones. I'm happy to see Sebrign and Mugello. Wish they'd kept a couple of others and would like to see more real world tracks.

Having said all that, you'd have to be blind or very cranky to think Forza 2 is just Forza 1 two years later.
Edited 1 times, most recently on 08/05/07 @ 22:46
Mordum
08/05/07 @ 23:58
#30
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Well, people can say there are'nt enough new features in this game, but personally I think that's an unfair statement. Especially when you look at how lazy the GT sequels have been since the original years back, seemed to me that Forza 1 introduced more new features than all 3 GT sequels (and tech demo) combined.

@SomaticSense

If you're not happy with the amount new features, or improvements to existing features, what sort of new ideas would you have liked to have seen introduced in Forza 2? What for example do you hope will be introduced for GT5 and Forza 3?
AlpTighen
09/05/07 @ 04:39
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@somatic

"multiple variations of Skylines, Evos, and NSXs (seriously, what is the point of including both Honda and Acura NSXs?). "

The US has the strictest emissions/safety/fuel consumption laws in the world. In order to buy a car that breaks the rules you would have to pay a massive "collector car" tax. If it's an import, you also have to pay a special import tax (also massive). The Japanese car companies get round this by having their American subsidiary build the car for the American market. So the NSX is the Acura NSX and the Skyline is the Infiniti Skyline and so on.

I suppose they put both in because there are idiots who don't know the Honda-Acura / Nissan-Infiniti / etc. relationship and would look for the NSX under Acura and write angry letters if it weren't there.

Okay, it's not a very good reason, but it's not like they have to do a whole new car model, just change the badge.

/anorak
Mr_Whacker
09/05/07 @ 11:17
#32
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I predict this will be massive. I felt the strength of Forza 1 was offering a racing game that works for you whether you are a massive racing game fan, motor sport fan or a casual gamer.

You shall all pay many credits for my car designs!
chronom4n
09/05/07 @ 12:19
#33
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development does not happen overnight. These guys have take years and years to develop this game. I recall the developers mentioning that they devoted 3 months just to the behaviour of the tyres.

If anyone thinks that forza2 is lacking in areas, they need to give up the gaming scene. When you hear that it takes months to model one car, can you imagine how long it takes to develop the whole game into one covesive game?

I can't wait for the game to be released as i feel it is going to take the driving genre for console simulation to a whole new level. The only issue i am having with the game albeit a small issue, is that the graphics do not hit me for 10 but again I believe that compared to Forza1 it will be leaps ahead.

They have focused on making the game as user friendly as possible but at the same time trying to appeal to the guys who want a challent be it car designing, AI improvements, online antics or whatever else. Again, i have to say that this game is is with a chance of re-writing the way in which the racing genre will progress.
ruttyboy
09/05/07 @ 12:35
#34
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Regarding the Honda/Acura thing, it's presumably done because you are locked to one region, and as you can buy the car in both regions from a domestic manufacturer it would be unfair to arbitrarily chose to exclude it from one and not the other.

Also, if there is full car damage online, does that mean that when some twat rams into you on the first corner he'll write you off and ruin your entire race as well as his?
Mordum
09/05/07 @ 18:19
#35
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@ruttyboy
"Also, if there is full car damage online, does that mean that when some twat rams into you on the first corner he'll write you off and ruin your entire race as well as his?"


Always a possibility. But if the original Forza is anything to go by, then it should'nt be a major problem. Mainly because the rooms were player hosted, so if anyone was behaving lke a s*** then they'd just get booted. Plus the hosts had choices of what sort of levels of damage to choose for races, from full simulation damage to no possible contact at all.
But in my experience with the original game, it seemed that the majority of people would approach every race fairly, which is one of the reasons why I loved the game so much online.
Edited 1 times, most recently on 09/05/07 @ 19:19

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