"Simulation" is a dirty word, says Need for Speed producer
Looks to distance new NFS from Gran Turismo and Forza
Our early impression of Need for Speed: ProStreet is that its more of a simulator gunning for the Forzas and GTs out there, but that's not the case says producer, John Doyle.
"We're definitely not looking to make a simulation. I think 'simulation' is a bit of a dirty word," said Doyle, who made it clear ProStreet is not EA's answer to Forza at all.
"There's some baggage involved in [simulations] in that it's punishing or not fun." Doyle explains that it's not a simulation that EA is aiming for, but a racing game that's believable.
"This is still Need for Speed," he says, reassuring current NFS fans. "It's still pick up and play, and about having fun but we wanted some believability in that the cars and environments look very real, they behave with physics and the way you'd expect a real car to behave and there's damage."
"If you have arcade racing on one end and hardcore sims on the other, we're not trying to be on that line at all. What we hope we're doing is carving out a new space in the genre," he added.
Check back soon for the full Need for Speed: ProStreet interview.
June 25, 2007
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