Interview: Reiza Studios unveils its crowdfunding plans

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When Reiza announced that June would have been a great month for Game Stock Car Extreme, we figured it was the right time to have a chat with the Brazilian dev team. We got in touch with studio boss Renato Simioni, and it seems like our timing was perfect indeed...

RaceDepartment: Let's start with something more general. I think the last couple of years have seen some kind of mainstream resurgence of the racing sim - after being relegated to a niche for several years, blockbusters like Project Cars and Assetto Corsa brought back the genre to the forefront. What do you think of the current simracing panorama, and how can things evolve from here?

Renato Simioni: Interest in realistic racers does seem to be increasing - most importantly it seems there's been some osmosis from the console userbase to the PC. Up until very recently there used to be this dichotomy where console racers (which at least marketed themselves for realism) were extremely popular and sold by the millions, while PC sims were this ultra-small hardcore niche. These days, due to a variety of factors, the gap between these markets seem to have been bridged somewhat, which is a very good thing. As technology continues to evolve and the scope for game development becomes greater, so do the costs involved, so it's very important that the simracing market grows to sustain these developments and push us to the next level.

RD: Steam is clearly the leading digital distribution platform for games, so it's an important gateway to a whole new audience. How did the GSCE Steam launch go?

Reiza: It went very well, and is still going remarkably well considering we're working with titles initially released almost 2 year ago. In hindsight we clearly underestimated how much of a role Steam has in the PC gaming market place, otherwise we'd have pushed to make the move sooner. Fortunately it does not seem like we made the move too late.

RD: GSCE is fairly unique because of its stock content - it's based on a relatively obscure racing series, with an unusual but fantastic selection of cars and tracks, yet it has managed to find a global audience. Are you going to include more Brazilian content, or perhaps focus on some other racing series in the future?

Reiza: As GSC evolved, it has become less about giving the content a proper context, and more about delivering great driving & racing experiences, which is really what simracing is mostly about. At the core though it still has Stock Car Brasil, or the brazilian racing scene in general as its main theme, so while context may no longer be required for adittional content, we still feel it is valuable to have at least some complete real-life series in the package.

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RD: After PCars (and now PCars 2) using the WMD platform and Assetto Corsa using Early Access, would you consider using any kind of crowdfunding or Early Access?

Reiza: Crowdfunding is certainly a valuable path, and actually something we are just about to experiment to try raise additional funds to continue developing GSCE further. Personally I'm not big on the idea of giving people access to alpha builds and such. While I can see how having that insight and the option (even if merely illusory) of helping develop the game is an appealing novelty to some, as an user myself I prefer my initial contact with a creative project to be with something that at least resembles the finished article. Some of my most memorable gaming experiences derived from trying a game or a sim for the first time, so I feel lifting the curtains too early can spoil that magic somewhat. Thus as a developer it's unlikely we'd elect to go in that direction ourselves. Open betas at a later stage of development on the other hand are very possible, given the nature of most sims these days where development is always ongoing and that initial platform is built on for years, whatever the initial release is it's bound to evolve substantially anyway so you might as well release it and get a revenue stream to boost that development. So long as the core features are in place and functioning properly.

RD
: Any news or details on that rumored Senna game?

Reiza: Can't share much yet, but there will be a lot more info about it before the end of the year. One thing I could advance is that while Ayrton Senna will certainly be part of our next project, its scope has probably become too broad now to call it "the Senna game".

RD
:
You've said that June is going to be a great month for GSCE. Can we get some kind of sneak peek at what's cooking in the Reiza kitchen?

Reiza: The base of the announcement is that we have licensed the ISI Motor source code, and while that's especially relevant to development of our next title, it can also have some impact into the current titles and that is what has driven us to launch a crowdfunding campaign. Our goal with the campaign, which starts tomorrow, will basically be to raise the funds to further develop GSCE (and also FTruck), making it a bigger & better simracing platform, before we wrap it up for good and shift focus to the development of our next title.

RD: Something more personal: what's your favorite car\track combo in simracing, and why?

Reiza: All our cars and all our tracks really. Bit of an obvious reply I guess but if you consider how much time we look into various cars & tracks before we elect to develop them - precisely because we figure these will provide great experiences - and then how much time we spend developing & polishing them, picking favorites becomes almost like choosing one of your own children.. Naturally the ones coming up the pipeline at any given time have the focus so right now I'm very fond of tossing the SuperV8 around Montreal, hah.

RD: Thank you for your time.

Reiza's Crowdfunding campaign is now live on Indiegogo, while the update for Game Stock Car Extreme will be released on June 26.
 
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I will support this as long as the driving dynamics don't get "dumbed down" in order to be more accessible to the masses. As long as Reiza keep the current philosophy of hardcore sim NO MATTER WHAT (sort of like ISI do) NO MATTER HOW LURING MORE MONEY AND SALES ARE then I will support them to the end.

Please don't do a GTR 2, a PCars, or what Kunos did with Assetto Corsa (go drive Netkar Pro - Kunos' previous, "non-mainstream" oriented sim, and you'll see what I mean about AC). As long as that doesn't change about Reiza then I will keep supporting them and telling everyone I can to buy their products.

Reiza are awesome, and I pray nothing changes about their vehicle dynamics and kinematics philosophy.

Wow, GTR 2 is a hardcore sim and AC is also quite good (multiplayer aside).
 
Meh making something "new" just to say it's new makes no sense, too much work for a small market, does not worth and even if it did would still be senseless. Just give the necessary and needed updates to something already good and you'll do well if you do a good job.
After all it's just different opinions. There is no argument to support any side ;)
 
Consider that ISI themselves started rF2 because... why? The existing framework was at a EOL?
That's something of a non sequitur in my opinion. The decision on how to start a new game, either through redevelopment of an existing base or the ground up development of a new base is not entirely predicated on whether what we've got already is utterly unworkable. Its really a question of design goals. ISI decided that their goals with rF2 were better served by building a new engine, and I do not know for sure either how much this new engine is a ground up development or whether it shares a considerable amount of code with its allegedly deprecated forebear. That the NSX was ported over suggests though that there is much in common still. The point is though that you can very easily continue development from a code base that is very old and thats been shown all across software development, and infact with indie games and the modding scene where we often see nearly decade old games given tremendous new life through the labour of unpaid development teams working with far less than what Reiza has just licensed for their future developments.

I think its a misunderstanding of what it means to work with old code to make something new. Its not end of line as it were. I think any software programmer will tell you that its less to do with age and more to do with how it was programmed that defines its usefulness going forward.

Whats more in terms of final build quality, something you mentioned as a real concern as of late, this should be good news to you since its almost always true that working from a known base allows for a faster, easier process of development with fewer bugs and faster fixes than having to shake down a whole new engine that is still yet to be validated in wider play.


As for R3E I find it adequate but I have had issues getting my FFB right. The sounds are simply the best though. That there's even a transmission whine volume setting says everything we need to know. Kunos could learn from them because one of the most distracting things about the GT-R is the absence of any whine any person who's seen a cockpit cam video will be familiar with.
 
If people wouldn't end projects but always keep on evolving them,
we'd still play Wolfenstein 3D, Pitstop 1 and Nascar 1990.
That doesn't necessarily mean that the limits of the engine are reached.
(Call Of Duty is the prime example for how the same engine can be used
successfully for over 10 years by just evolving it)

For one there's the economic reason to release number 2, then there's
a change in design philosophy or a new business model that might force
you into putting an end to your beloved project.
I really don't know why isiMotor2 shouldn't be able to handle the new
CPM for example - there simply are no programming limits i would know
of why you shouldn't be able to put that in.

Reiza has pushed the engine further than anybody else as far as i know.
And that was without even having access to the source code.
Just imagine what they will be able to do now.
 
Reiza has pushed the engine further than anybody else as far as i know.
And that was without even having access to the source code.

I suppose it depends on what you define as "pushing the engine". Simbin had the source code and IMO pushed ISIMotor2 much further, adding for example, rain, dazzling sun, live track, animated driver arms, pitcrew and flag marshalls, in-race saving, time-trials and driving school. All in the space of a year from rFactor's debut.
 
I suppose it depends on what you define as "pushing the engine". Simbin had the source code and IMO pushed ISIMotor2 much further, adding for example, rain, dazzling sun, live track, animated driver arms, pitcrew and flag marshalls, in-race saving, time-trials and driving school. All in the space of a year from rFactor's debut.
What is your point? Simbin HAD the suorce code. Reiza did NOT. And Reiza already said their next sim, that is based on this engine, will support 3d animations and allow us to take used tires
 
What reiza have done with the engine is wizardry.It's not often you see a developer show real love for something that they produce,and then show it to the people who purchase it.
 
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Wow, GTR 2 is a hardcore sim and AC is also quite good (multiplayer aside).
AC is good, I don't think it's bad. Infact I somewhat like it.

GTR2's default content was not hardcore. Please research. Apart from simply being able to feel it from the simplified dynamics at work, you can also discover this "technically, by the numbers" if you do some research. I'd start by checking out the articles written by the guys responsible for the NAP mod. I quickly tried finding them for you as they really go into a lot of detail regarding how "dumbed-down" aspects of GTR2's physics were but I couldn't find them (I'm sure you'd be able to find them with some more looking). However, I did come across the following from another quite technically knowledgeable person around (Chronus)
We happen to have a similar opinion to Aris's (the author of the NAP mod), that there are many things wrong in GTR2 "vanilla".

GTR2, as other SIMBIN sims, is affected by the same physics calibration problems:

- wrong inertia figures. Inertia being VITAL to car behaviour, figures which are 35 to 45% off is obviously a very important problem.

- due (in part) to SIMBIN's issues with aero degrees/ticks, negative lift reaches levels which are far from what was reported about the real life cars.

- tires have many things wrongly calibrated:
* friction coefficients,
* tire load sensitivities
* slip ratios/angles
...not to mention absurd rolling resistance figures, damper and springyness values and slip curves which help to make tires rather unforgiving.

Add to all the above suspension design flaws.

This was discussed in due time with many in the community. It was and is our understanding that SIMBIN has and had to appeal to a wide audience, not just a small hardcore group - as they say, it is after all a business and they're not a modding team. That's SIMBIN's prerogative, one we must accept.
source --> http://www.nogripracing.com/forum/showthread.php?t=335937 (post #7)

As that post states, the "core" of GTR2 is good but not the default/"vanilla" content. I'd really try to find all the details the NAP mod guys went into. It's extremely interesting to read.
 
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AC is good, I don't think it's bad. Infact I like it.

GTR2's default content was not hardcore. Please research. Apart from simply being able to feel it from the simplified dynamics at work, you can also discover this "technically, by the numbers" if you do some research. I'd start by checking out the articles written by the guys responsible for the NAP mod. I quickly tried finding them for you as they really go into a lot of detail regarding how "dumbed-down" aspects of GTR2's physics were but I couldn't find them (I'm sure you'd be able to find them with some more looking). However, I did come across the following from another quite technically knowledgeable person around (Chronus) source --> http://www.nogripracing.com/forum/showthread.php?t=335937 (post #7)

As that post states, the "core" of GTR2 is good but not the default/"vanilla" content. I'd really try to find all the details the NAP mod guys went into. It's extremely interesting to read.

All that's fine, most people love GTR 2 and I'm one of them. For its time it was a great game and it still feels good today.
 
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All that's fine, most people love GTR 2 and I'm one of them. For its time it was a great game and it still feels good today.

The creator of the NAP mod agrees with you - to quote him from the AutoSimSport article "The NAP mod doesn't change the fact that GTR2 is a great sim judged on its own merits." If you look in detail at the NAP mod, there is no suggestion that GTR2 was dumbed down to achieve wider appeal. The key changes made in the NAP mod are a reduction in downforce and increased downforce sensitivity to yaw and pitch. GTR2 typically uses exactly the same downforce and sensitivity as was used in the original "hardcore" GTR. The key difference between GTR2 and the original GTR was the tyre slip curves were much flatter beyond peak. The NAP mod author confirms that this is what the real tyres are like, and the NAP mod uses the GTR2 tyre physics with hardly any changes.

In other words, GTR2 was more realistic than GTR - not dumbed down. The NAP mod keeps the key changes GTR2 makes over GTR and primarily alters the parts of the physics in GTR2 which were carried over from GTR.
 
All that's fine, most people love GTR 2 and I'm one of them. For its time it was a great game and it still feels good today.
Good for you. I never said that you or most other people didn't love GTR 2. I purchased GTR2 and had lots of fun with it myself as well :). In-fact its still me and a friend of mine's go-to racing game for when we go to his place and use an Xbox controller and battle in time attack mode (he doesn't have a wheel).

The dynamics are quite un-dynamic a lot of the time though, definitely had some "game-ish" aspects to the overall vehicle behavior modelling. You can definitely sense a lot of un-dynamic, insensitive moments regarding vehicle behavior especially when related to your steering/throttle/brake inputs.
 

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