DiRT 4 New DiRT 4 Interview Previews Your Stage Feature

Paul Jeffrey

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DiRT 4 Your Stage Interview 3.jpg

Codemasters have released a brief question and answer session on the upcoming 'Your Stage' functionality coming to DiRT 4, and it sounds like an impressive piece of technology indeed...

Released as part of the regular DiRT Rally Roadbook post over on the Codemasters blog, this latest look at the new stage generation software within the upcoming game gives players yet another insight into what you can expect to find when the title launches this June.

Created as a direct response to complaints about the lack of depth offered in DiRT Rally, Your Stage is a unique solution and brings with it near endless possibilities for players and league organises aiming to best recreate the thrill of racing near blind into tough and twisting stages across a number of unique locations.

Although a lot of information has already been revealed by the developers on the run up to release in just a few short months, Codemasters have again shed further light onto the new feature with this brief interview, which can be read in full below..

In terms of the new opportunities Your Stage has brought to the table, what are you excited about being able to offer players?

Your Stage has opened up many opportunities for us as a developer and for the player experience. One good example of this is the ability to add more ‘straight’ sections into our tracks. In the past this has been avoided to a certain extent, because in order to try and maximise the amount of gameplay within the very tight track budget it was always deemed as a lesser feature. Your Stage now allows us the ability to show just what a feature section of straights can be – and not only can we add a few more straights into tracks, but we have control over how many and how long these sections can be.

We can now have some sections of straights at different lengths, some around 1km long, and these often prove to be truly fearless sections of track. Their straightness encourages the player to go flat out, but the changes in the track surface, undulation, objects and trees keep the player alert – as the consequences of going wrong when flat out could easily end your rally. This provides a great new experience for the player that comes in all shapes and sizes but is always exhilarating; sometimes you look for your next corner as safe place to catch your breath.

This system has been likened to an (albeit more technical) Scalextric track – how have the studio gone about ensuring variety within each different environment?

Your Stage has not just provided solutions for us, but also brought its own difficulties. One of the key problems we had to solve was how to ensure we could create enough variety of corners, straights and junctions for each location that would be able to provide plenty of replayability and unique experiences for the player. To achieve this we continued to research track locations to the same standard as you’ve seen in DiRT Rally, to maintain the level of detail required for a realistic experience.

This ranges from us researching the track surface and edge details through the different road shapes, through to the experiences of racing within that location and environment. The corner sequences and gameplay detail remain a high priority as with our previous titles and with Your Stage we have been able to capture many of these unique elements for the different locations. So, using Your Stage technology we are able to bring a vast quantity of the elements that make up each of these unique locations into our game for the players to experience in huge variety of different combinations. Each section of track the player experiences has been processed by our Level Design and Environment Art teams, all based on the research to maximise the detail of the player experience.

This system has an almost infinite amount of combinations of track, corners, junctions, etc – how have you used this to your advantage in the game’s Career Campaign?

Another wonderful thing with ‘Your Stage’ is that we now have the ability to tailor and tune our game for a much wider variety of players than ever before. Built into the Your Stage technology are two key components that allow this to happen: length of track and complexity of track. With these two adjustments we (and the player) have control over the two main factors for creating a progressive game with a learning curve.

The complexity covers many internal factors such as camber, corner severity, undulation, width and more. We now have the ability to create nice short tracks with simple complexity (more straights and shallow, visible corners) – and these tracks are ideal for introducing new and less experienced players to the world of rally. With the system being completely scalable we can then ramp this up to longer, less complex stages, short complex stages, and all the way to 16km technical monsters. Under the hood there is a lot more going on, and we have a huge amount of control over many additional factors including elevation and different rule sets that allow unique track construction per location. This means we can use the same system to make Spain feel like Spain, whilst Australia is made to feel like Australia, which is completely different in terms of stage composition.

All this control and flexibility has allowed us to curate the career with different tracks that allow the structure to increase the challenge as you progress and develop your skills – something we’ve not been able to do in the past. This presented its own challenges to us, but after much hard work the player should now get a much more in-depth, progressive experience from the Career Mode – as well as a colossal variety of unique tracks through the freeplay mode!

What kind of work has Your Stage required from different parts of the studio to make it feel so authentic?

The development of the Your Stage content has been a new and difficult challenge for all our content creators, and the results are testament to their skills, perseverance and the close communication between our various teams. From the initial designs, the crafting of road shapes and gameplay surfaces to the creation and detailing of the environment art, we have overcome many problems to create the authentic, seamless experiences. The Level Design, Environment Art and Tech teams have worked closely to achieve this and utilised mass quantities of real life research for each location. We have conquered the difficulties with some of the very specific requirements that needed to be met to achieve the Your Stage experience, and have processed more data than ever before.

Integration into the different landscapes has also been a huge challenge –and this was one of the big things we needed to tackle to polish and complete the player experience. Many new techniques have been created to help – and despite initial teething problems the solutions developed are providing excellent results. As a result of the team’s innovation, their new techniques have allowed Your Stage to offer the full environmental experience for each and every track.

Despite the content creation still being an expensive part of our processes we are now able to achieve a massive boost in value from our content whilst still retaining our superb attention to detail and feeling for being in a specific location.

Overall, everyone in the racing studio has worked incredibly hard – and despite the challenges and problems faced, we have achieved something truly incredible. We believe Your Stage really is a game-changer for off-road racing games and there are many plans in place to further develop, improve and expand this technology.


KEY FEATURES:

  • OVER 50 OF THE MOST BREATH-TAKING OFF-ROAD CARS EVER BUILT – Including Ford Fiesta R5, Mitsubishi Lancer Evolution VI, Subaru WRX STI NR4 and Audi Sport quattro S1 E2
  • 5 INCREDIBLE RALLY LOCATIONS WITH MILLIONS OF ROUTES – Australia, Spain, Michigan, Sweden & Wales
  • THE OFFICIAL GAME OF THE FIA WORLD RALLYCROSS CHAMPIONSHIP – Race at Montalegre, Lohéac Bretagne, Hell, Holjes & Lydden Hill in a multitude of different series
  • LANDRUSH – Short-course dirt track racing in Pro Buggies, Pro-2 Trucks, Pro-4 Trucks and Crosskart vehicles in California, Nevada and Mexico
  • JOYRIDE – Laptime challenges, smash challenges, free-play area and send challenges to friends
  • DiRT ACADEMY – Taking place at the DirtFish Rally School in Washington, USA, learn the skills, techniques and practice to become the best!
  • CAREER MODE – create your driver, compete across the disciplines, gain sponsors and build your team with clear goals and rewards
  • COMPETITIVE GAMING – Daily, weekly and month-long challenges against fellow players from around the world
  • NEXT GENERATION OF RACENET – Live ladder, leagues and tournaments, cross-platform leaderboards, enhanced CREST telemetry system
  • TUNING – Tweak your set-up based on vehicle, track and weather conditions to best suit your racing style
  • DAMAGE & REPAIRS – Wear and tear is faithfully recreated with an improved and realistic damage model. Damage can be repaired by hiring Engineers to work in the team’s Service Area between stages but with a finite amount of time available.

DiRT 4 will be released on PlayStation 4, Xbox One and PC 6th June 2017. You can pre order your digital copy of DiRT 4
HERE.

DiRT 4 Your Stage Interview.jpg
DiRT 4 Your Stage Interview 2.jpg


You can check out the RaceDepartment DiRT 4 sub forum for all the latest news and discussions regarding the new title from Codemasters. Head over to our sub forum and join in the conversation today!

Looking forward to DiRT for and stage generation? Do you think the new feature will be an effective solution to creating unique stage variations within the game? Let us know in the comments section below!
 
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It's certainly interesting concept, one of key problems (other than Tarmac physics) of DiRT Rally is the lack of stages, and basically any Rally game. It becomes eventually like circuit racing where you don't need the co-driver at all.

If the "Sim mode" physics are on similar realism level as DiRT Rally (and damage mode more realistic), definitely interested.

But if physics are even tiny bit more arcade, then nope. Feels like it's going to be less realistic than DiRT Rally, I just get that vibe. Regardless of their marketing speeches, I feel like the large arcade audience is on the forefront this time, and sim mode is some afterthought that cuts corners compared to DiRT Rally.

Hope I'm wrong. But so many games looked good in pre-release material, can't avoid being skeptical.
 
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  • Deleted member 217114

To create the legend Dirt Rally is. We need to go full out SIM mode with Your Stage and only rally in Dirt Rally 2. Nonetheless Dirt 4 looks and reads very promising too. I am excited
 

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