No Project Natal or DLC plans for F1 2010

Plus: will Virgin cars be able to finish races?

Codemasters has told Eurogamer that it does not plan to support PlayStation Move or Project Natal in F1 2010, which is due out later this year, and that we're also not going to see any downloadable content.

That's because F1 2010 is the first "next-gen" instalment in a multi-year licensing deal with Formula One, and as soon as the game ships in September attention will turn to the 2011 instalment.

"No, there's no support for Natal or Move in 2010," a spokesperson for the series told Eurogamer when we were getting our hands on F1 2010 for the first time recently.

"It's something we're thinking about, something that's on our radar for future games, because it's a multi-year licence for us. It's not like a one hit and one hit only, so it's something we're considering."

That need to push forward will also preclude the team from looking at downloadable content for this year's iteration.

"There's no plan for DLC, because as soon as we're done with 2010, we're straight onto 2011," we were told, "and it's about getting that core gameplay experience right and then once we've started doing... Once we've got that nailed in 2011, maybe DLC could follow after that."

That desire to nail the authenticity has been paramount, but Codemasters was also anxious to make it clear that F1 2010 will be very playable for the average F1 fan as well as complete petrol-heads. For example, we asked whether subtleties like grip and wing angle would be influential or relevant to the majority of players and how that influenced design of the control system.

"Ideally a wheel is the best way to play it, I don't think anyone would dispute that," we were told, "but it is very playable on the pad now. We've been working on the balancing on the pad for the last six or seven weeks, getting that as tight as we can, so that you do feel little nuances like the feel of understeer and oversteer, that we can get it through the pad as well as we can.

"But also, the audio feedback and visuals can help with that, so for example, a little bit of tyre squeal when you feel like you're understeering can actually see your car kind of drift a little bit because you're getting understeer, then that's the kind of feedback that really helps with a pad, though a wheel is the best way to play it."

There may also be minor concessions to gameplay - the most obvious possibility relating to the Virgin Racing cars, which began the real-life season with fuel tanks to small to run the cars to the end of the race at race pace.

"Yeah, that's an interesting one. It's something we've got to decide whether that's definitely going in, whether you will be able to finish the first couple of races; whether we divorce that level of authenticity for gameplay reasons..."

Oh, and we asked who is likely to win the real-life season (Eurogamer's F1-loving editor reckons either Button or Alonso, slightly insanely). Our friendly F1 2010 spokesperson thinks it's "going to be between Hamilton and Vettel".

Check out our F1 2010 hands-on preview for more.

Comments (13) Latest comment 2 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • RobotRocker #1 2 years ago

    Bramwell. You are off the trolley. Its going to be Webber, no matter what Red Bull Sabotage is going on. He is producing amazing results under some extreme pressure this year and after years of hard luck. Its got to be his year.

    Oh yeah. Game looks lovely, will be interesting if they do gameplay balances in spite of real performance etc, etc.
  • nuanimal #2 2 years ago

    "It's something we're thinking about, something that's on our radar for future games, because it's a multi-year licence for us. It's not like a one hit and one hit only, so it's something we're considering."

    Read that as: Move & Natal are new and we can take our time working out if/how/when to use them, instead of rushing something out - escpecially since we've got the F1 licence tucked away nicely for a few years everyone else can just lap in the yearly updates.

  • duckncover #3 2 years ago

    "Ideally a wheel is the best way to play it, I don't think anyone would dispute that,"

    Well it certainly wasn't the case with grId (or wherever the caps are supposed to be), the best way to play was with driving aids on and a controller. Playing with a wheel and using skill puts you at a serious disadvantage in that game.

    It sounds like they are making the same mistakes. I'll go read the full preview, there might be something mentioned there about online MP and filtering people who can't drive.
  • Doctor_What #4 2 years ago

    @designerheadache : Did you miss the bit of interview training where they say 'always research the company?' ;D
  • brseg #5 2 years ago

    Good. Makes no sense to deal with natal or move anyway, does it? If you want a wheel+pedals... get a wheel and pedals! I guess we could use natal to gesture at drivers who overtake us. Or rip off visors. Hmm, maybe it has a few uses.
  • Jay-ITFC #6 2 years ago

    "Codemasters has told Eurogamer that it does not plan to support PlayStation Move or Project Natal in F1 2010, which is due out later this year, and that we're also not going to see any downloadable content."

    Fantastic news - no silly arm waving and 100% of the game on the ACTUAL disc with no micro-transaction rape in sight. Who'd have though it in 2010!? This game just keeps getting better and better.
    Edited by Jay-ITFC at 11/06/10 @ 17:03
  • StueyBoy16 #7 2 years ago

    "It's going to be Webber"

    Lol
  • feistycheese #8 2 years ago

    designerheadache

    '. . . locked me in a room for 2 hours . . .'

    Wasn't Activision by any chance?
  • DodgyG #9 2 years ago

    '. . . locked me in a room for 2 hours . . .'

    Sounds like Codies tbh
  • nasanu #10 2 years ago

    Balancing in racing games should always be done via assists. Develop a realistic physics model, then provide assists for those who don't like it. That gives the best of both worlds. Unfortunately codemasters have not demonstrated an understanding of this in their previous titles. We always get a dumbed down version that pleases nobody.

    PD has finally taken this approach to Gran Turismo after years of pleading. Hope other devs start to follow.

  • Numbat #11 2 years ago

    Totally agree with you nasanu. Dirt 2 did mark a significant improvement towards realistic handling though, so I'm hoping realism being adopted for F1 will feed into future games. I have already read somewhere that Dirt 3 is apparently returning to more realistic rally roots and away from extreme sports, which sounds great to me.

    ps won't small fuel tanks in Virgin cars just mean you need an extra pit stop?
    Edited by Numbat at 12/06/10 @ 14:28
  • dloob #12 2 years ago

    @Numbat

    No refueling in pitstops in 2010 so too small a fuel tank means you don't make the finish.
  • nasanu #13 2 years ago

    @dloob

    You turn down the engine to save fuel. But either way you finish last.