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IFCA Racing Interview with Dan Greenawalt on Forza (5) | Entertaining

nib95

Banned
I'm sorry, this was just too good to not have it's own thread. Holy crap at this interviewer and the hardcore questions. Pretty interesting answers though. Is Forza destined to become more casual friendly in future, and less hardcore? It would appear so based on titbits from this. Some choice bits bolded.

Dan Greenawalt Interview by AAR GTDon

IFCA Racing said:
Interviewer: Thank you for giving the Forza racing community some of your time today. I think I can safely say that this is welcome and exciting news to everyone on the racing side of the Forza franchise.

Dan: Oh, no problem, my pleasure.

- Interviewer: So, what took you so long? (laughing) I mean how is it that this may well be the first time you have directly addressed the Forza racing community in 5 iterations of the game?

Dan: (laughing) Uh, well, that’s not exactly the way we see it. We don’t give interviews to the leaders or fans of specific segments of our game as a rule. We haven’t given any interviews to just those in our painting community, or drifting community, which are arguably larger participation groups than what we have in our hardcore racing community. From my view as a game developer we don’t see the hard-line segregation or divisions that I know many in our community tend to see. So for example, we’ve never tried to dictate, guide, or limit what our fans want to do with Forza.

- Interviewer: Fair enough. So without a specific vision of what the Forza franchise should generally be, that is, without a specific direction from Turn 10, do you run the risk of being the Jack of all trades, and the master of none in the car simulation genre?

Dan: (laughing) Not at all. We see Forza as being the master of everything offered by any simulation car game available anywhere, whether on a console or PC. Forza stands alone in our opinion because it offers so much more at such a higher level than anything else out there.

- Interviewer: I see. Your critics say, that Turn 10 studios, and you specifically, do not entertain those who would be critical of Forza. Going through the records we couldn’t find any hard hitting interviews that offered any constructive criticism of the game before during or after a new release. Is there a reason why you don’t want to address your critics, and would you mind if we took a few shots at you?

Dan: (laughing) I give interviews to every accredited press person I can find in our industry, and I think they do their best to squeeze every morsel of new information out of me they can. You know, the subject matter is, you know, that of a game, it’s not politics or anything; it’s about fun, fun in any of the many ways that you the gamer see fit. So, you’re not usually going to have a lot of tough interviews about having fun I don’t think. So, yeah, go ahead, give me your best shot, or (laughing) shots.

- Interviewer: Thanks, we appreciate a gamer who has some game. Considering the intensity of the Forza racing community and racing fans in general, and the success of your competitors Gran Turismo 5 and iRacing, with their heavy emphasis on racing, why doesn’t FM5 follow suit? What is it about the popularity of dedicated simulation racing that you don’t like to try to compete with?

Dan: That’s a rather odd question from my point of view, and here’s why. We really do feel that we’ve covered the bases not just with racing but all aspects of car culture. So, it’s very hard to compare our product to any of the others when they don’t rise to our same level of options and playability. It’s sort of like trying to compare apples to oranges I guess.

- Interviewer: So are you saying that there is no room for improvements in the way Forza races, no reason to consider the advances and popularity of your competitors?

Dan: No, we do take a look at what others are doing; it’s just that we prefer a more balanced and broader approach to the genre. We just don’t see Forza as a hardcore narrowly focused simulation racer; we are much more than this.

- Interviewer: So what do you say to people who see Forza as simulation-lite, and lacking many of the most basic racing functions and features?

Dan: Well, everyone has their opinions of course, and that’s really part of what Forza is all about. It’s about creating those opinions, which serve to fuel the passion of the genre. I’m not really aware of any basic racing features or options absent from Forza. Can you name some?

- Interviewer: Sure, simulated pit stops, tire wear, fuel consumption, damage repairs, flag system, pace car, live tree for drag racing, to name a few.

Dan: Um, I think we do have most of those features in some form. You know, it’s one of those things where we’d like to have every good idea there is, but we have to draw lines too, otherwise we might take 5 years to produce the next version.

- Interviewer: Is that a shot at Polyphony?

Dan: I’m just sayin.

- Interviewer: Speaking of Polyphony and Kazunori Yamauchi’s Gran Turismo, what do you think of his efforts to blur the line between simulation racers and real racers with their wildly popular GT Acadamy contests, and would you ever be willing or interested in doing something similar?

Dan: It’s an interesting effort, and to be honest one that never crossed our minds. I don’t know that we would ever be attracted to doing something like that now that it has already been done.

- Interviewer: What is your personal opinion of GT5?

Dan: Oh, I think it is a very good game. I’m a fan of the series. It is why I got into this business.

- Interviewer: Do you think the feeling is mutual with Kazunori?

Dan: I assume so.

- Interviewer: Getting back to the lack of racing features in Forza, will you be updating or adding them to FM5?

Dan: Um, (laughing) I don’t agree with your premise. Forza has all or most of the racing features you mentioned.

- Interviewer: Not exactly. Yes, you do have pit stops, but they are computer controlled. You have tire wear, but without significant degradation. You have fuel consumption, but just barely, as though every car no matter the power or use of that power gets the same ridiculous mpg. You have damage repair, but only mechanical, and not on the aerodynamics. You have a drag tree, but it doesn’t actually function.

Dan: Fair points, but, but again, Forza (and Forza 5 in particular) offers so much more than these rather minor details and concerns from our niche brothers and sisters on the racing side of Forza life. We feel that the true source of Forza entertainment comes from its overall execution and the emotional connection derived from its unparalleled immersive content. I feel that any details that are allegedly missing are far outweighed by our cutting edge graphics and physics. But it’s not just these critical aspects; it’s also (in the case of FM5) the new power of the Cloud that places us on an entirely new plateau beyond anything anyone has out there. So, I think we can be forgiven if we don’t have every feature under the sun.

- Interviewer: Well, speaking for the racers, we don’t really feel you have gone all out, or the extra mile when it comes to the racing features in Forza. The general opinion is that you did just enough to get by so that you can say you have this or that feature, but often totally lacking full functionality. Is this a limitation of the Microsoft hardware, architecture, or software, or is it a lack of racing experience and culture?

Dan: Okay then, tell me how you really feel! (laughing) Seriously, we could make a hardcore race sim, but that’s not what got us here. We can’t take the path that others with less success take; we have to forge our own path. And as much as we try to be everything to everyone whether they are a car guy or not, we can only go so deep with any single feature if you know what I mean.

- Interviewer: Yes, I think I do. This is sort of the problem from the sim-racer point of view; and that is Forza isn’t precisely sure what it wants to be. It seems to have strayed far and wide from its original concept back in the day when everyone was quite sure that Forza was a racing simulator not unlike Gran Turismo. By not staying on point or with the original theme over the years, we’ve seen improvements in graphics, physics, GUI, and all sorts of non-racing innovations like the livery editor and auction house features, but very little actual improvements to the racing experience itself. Can you explain this?

Dan: Probably not to the satisfaction of the hardcore racers.

- Interviewer: Well let me ask you this then, will racing ever become the preeminent attribute of Forza in the future? Will you ever return to your roots and make simulation racing the reason for Forza again?

Dan: If you’re asking will we ever make a hardcore simulation racer, the answer is no. If you’re asking will we try to attract more people to racing by blending gaming with racing, the answer is yes.

- Interviewer: Dan, I see our time is up, and I want thank you for this extended and rather unprecedented interview. I know I was a little tough on you, but you know how the racing community is. We may be your most passionate fans.

Dan: Oh I know. We take more heat from our hardcore racers than any other segment.

- Interviewer: That being said, maybe you could cool the fires and offer the hardcore racers a little something extra this time around.

Dan: We always try to.

- Interviewer: Well, again thanks for your time, and we will be watching.
 
Tough interview, but fair questions. Dan's answers won't please everyone that's for sure. With Forza, I've always thoroughly enjoyed the series myself. But have I always thought that things like weather and time cycle changes, tyre degredation and fuel consumption would make the games even better? Yes. Those are things that add to the immersion, changes in the game that keep you on your toes and stop races becoming routine. Every lap your situation could change, different light, different grip etc. They would have been great options at least.

Forza 5 looks superb, and I've no doubt it'll be a great game. It could probably sell me an xbone on it's own if it has some great tracks and cars. But all the same I find the fact that it's going to be missing some pretty staple features of other racing games a little disappointing as a racing fan.
 
Tough interview, but fair questions.

Maybe even too tough lol. Especially if it's the first time he's ever spoken to them. Still, kudo's to them for asking tough questions, and to Dan for answering. Some more earnest and honest answers than others. He could do with less PR and sensationalism though.
 
I'm sorry, this was just too good to not have it's own thread. Holy crap at this interviewer and the hardcore questions. Pretty interesting answers though. Is Forza destined to become more casual friendly in future, and less hardcore? It would appear so based on titbits from this. Some choice bits bolded.

Dan Greenawalt Interview by AAR GTDon

I really think your grasping at straws with this. He says they wont go full simulation, not that they are going to become more casual.
 
Maybe even too tough lol. Especially if it's the first time he's ever spoken to them. Still, kudo's to them for asking tough questions, and to Dan for answering. Some more earnest and honest answers than others. He could do with less PR and sensationalism though.

I agree, the tone was a little too hard. It didn't seem to have a very cordial tone as interviews go. Fair questions but I doubt Dan will be in any hurry to speak to him again!
 
Tough interview but I do feel like their focus has wavered on the simulation aspects of the game.. if I wanted pure car porn I'd play Horizon, thanks. Well actually I do prefer Horizon to the mainline series now but thats probably because I'm a bit worn out on straight sim racers. Still it would be nice to see more sim features added to the game instead of TOP GEAR TOP GEAR TOP GEAR.
 
I really think your grasping at straws with this. He says they wont go full simulation, not that they are going to become more casual.

Hmm..not sure. Makes me think they'll go less on hardcore simulation, more on accessibility. But we shall see. There is a chance this interview may have kicked him in to the mode to start going enthusiast level again.

If youÂ’re asking will we ever make a hardcore simulation racer, the answer is no. If youÂ’re asking will we try to attract more people to racing by blending gaming with racing, the answer is yes.
 
Good interview, thanks for posting. From his answers i am happy with the direction Forza is going. GT5 felt very 'sterile' to me, i like for it to still feel fun and like a video game.
 
Dan was classy and on point, they want to deliver a game that can have a broad appreciation, as sequential as they can. Aim for a satisfactory competitive driving experience, instead of a wholesome racing simulation.
 
I really think your grasping at straws with this. He says they wont go full simulation, not that they are going to become more casual.

They're gonna be investing a lot into making the series more casual-friendly...but yeah the series will at the very least retain the same level of simulation elements, however insufficient that may be to hardcore fans.

That said, fuckin awesome interview.
 
Rather minor details?

You have to be kidding me.

Great interview, it greatly highlights what some of us has been saying since FM2 and path FM series has taken.

Rather minor details. LOL. Shame ForgdGTguy was banned, I would love to read his dance around this beautiful pole.
 
Harsh but as a Motorsport game it falls short, the guys at T10 are not stupid or naive though and I doubt the game would sell a single extra copy for all the time and effort needed to give us everything we want.

It is what is.

Dan handled it pretty well.
 
Wow, thats one heck of an interview. Well done to Dan, responded well.

But he's in obvious denial about a lot of things, even when presented with existing examples.

- Interviewer: Not exactly. Yes, you do have pit stops, but they are computer controlled. You have tire wear, but without significant degradation. You have fuel consumption, but just barely, as though every car no matter the power or use of that power gets the same ridiculous mpg. You have damage repair, but only mechanical, and not on the aerodynamics. You have a drag tree, but it doesn’t actually function.

Dan: Fair points, but, but again, Forza (and Forza 5 in particular) offers so much more than these rather minor details and concerns from our niche brothers and sisters on the racing side of Forza life. We feel that the true source of Forza entertainment comes from its overall execution and the emotional connection derived from its unparalleled immersive content. I feel that any details that are allegedly missing are far outweighed by our cutting edge graphics and physics. But it’s not just these critical aspects; it’s also (in the case of FM5) the new power of the Cloud that places us on an entirely new plateau beyond anything anyone has out there. So, I think we can be forgiven if we don’t have every feature under the sun.
 
"Jack of all trades, master of none."

I wish people would stop confusing colloquialisms for scientific fact.

It is in fact possible to be master of everything.

--

Maybe it's just me, but, uh, were early Forza games hardcore simulations? I've only played 3/4/Horizon, and 3/4 seem identical, while Horizon is arcadey genius superfun omgmoreplease.

Would it be particularly hard for them to have a 'hardcore simulation mode' vs a 'gaming superfun mode'?
 
Hmm..not sure. Makes me think they'll go less on hardcore simulation, more on accessibility. But we shall see. There is a chance this interview may have kicked him in to the mode to start going enthusiast level again.

That quote indicates staying with the status quo.
 
But itÂ’s not just these critical aspects; itÂ’s also (in the case of FM5) the new power of the Cloud that places us on an entirely new plateau beyond anything anyone has out there. So, I think we can be forgiven if we donÂ’t have every feature under the sun.

so its ok not to have racing features because they have power of the Cloud.


:-)
 
Rather minor details?

You have to be kidding me.

Great interview, it greatly highlights what some of us has been saying since FM2 and path FM series has taken.

Rather minor details. LOL. Shame ForgdGTguy was banned, I would love to read his dance around this beautiful pole.
Indeed, this is how interviews should be held. The interviewer laid out the facts and in doing so brought out what we all have suspected since forza 3 really.
 
One other thing to take away from this is that GT and Forza are going to be quite different despite both being simulation racers different games. There was a time where they were both headed in the same direction and going for similar ideals. It seems that is perhaps a thing of the past. My guess is that GT will go down a more hardcore path whilst Forza will further it's route to accessibility. In a way it's good, seeing as gamers will have more variety, but for Xbox only owners who want a pure simulation game, it might be disappointing.

Hopefully a two year development window is still ample for them to continue to add features. If day/night and weather are missing from Forza 6, I think it would be a travesty.
 
Yep this is how interviews should be done. Though hopefully getting some real answers not this politician style shit. I think FM is far better than GT but they still make many mistakes and Dan just brushes them off.
 
I really think your grasping at straws with this.

Not surprising considering this comes from Nib. Anything goes when it comes to downplaying something Xbox related.

However, I see no problem with the questions/interview really. There are some good solid ask-able questions there which should be both asked and answered without breaking too much sweat in either end.

Forza has come a long way, they've been on the right track for the most part all the way, and I'm sure it's not going to stop here. Even without external pressure I'd say it's natural that some of the more hardcore features will/should be implemented in greater detail, optionally so (to keep it accessible), further into the franchise's future.
 
Not surprising considering this comes from Nib. Anything goes when it comes to downplaying something Xbox related.

However, I see no problem with the questions/interview really. There are some good solid ask-able questions there which should be both asked and answered without breaking too much sweat in either end.

Forza has come a long way, they've been on the right track for the most part all the way, and I'm sure it's not going to stop here. Even without external pressure I'd say it's natural that some of the more hardcore features will/should be implemented in greater detail, optionally so (to keep it accessible), further into the franchise's future.

Look. Forza is a great franchise. It has a lot of features that other games do not have. I understand the accessibility thing, I really do. But, why has it/will it take so long in order to feature fundamental features missing so far?

Will adding a better implementation of pit stops/strategy really kill off the casuals?
Will adding ONE night track or ONE wet track scare off the less 'hardcore'?
Is it really that hard to get proper staging for the drag racers?
Why is it, that the painting and photography and other non racing essentials get better treatment than say, a working dyno/tuning tools?
..etc

Anyway, all i'm asking for is a little more focus, that's all..
 
Hopefully a two year development window is still ample for them to continue to add features. If day/night and weather are missing from Forza 6, I think it would be a travesty.

They can be forgiven for dialing back on certain features due to limited experience on a new platform and their well-known short development cycle doesn't help. But there would be no excuse if their next iteration doesn't come with a day/night/weather.
 
Look. Forza is a great franchise. It has a lot of features that other games do not have. I understand the accessibility thing, I really do. But, why has it/will it take so long in order to feature fundamental features missing so far?

Will adding a better implementation of pit stops/strategy really kill off the casuals?
Will adding ONE night track or ONE wet track scare off the less 'hardcore'?
Is it really that hard to get proper staging for the drag racers?
Why is it, that the painting and photography and other non racing essentials get better treatment than say, a working dyno/tuning tools?
..etc

Anyway, all i'm asking for is a little more focus, that's all..

I agree 110% with everything you wrote :)

And that kinda was the point in my previous post; the questions may seem aggressive, but when you think about it they are all fair questions, and which Dan shouldn't be offended by being asked (and I'm sure he wasn't).
 
Anyway, all i'm asking for is a little more focus, that's all..

I totally agree. This 'every thing to every man' approach inevitably takes the low road to mediocrity. Just like Top Gear is now an entertainment show that happens to feature cars, Forza is in danger of becoming a video game that happens to feature cars.

The original Forza was all about the racing. You cannot even create your own races in Forza 4 without using the multiplayer workaround.

I hope Dan reads and re-reads that interview and realises just how politically asinine some of his answers are.
 
They can be forgiven for dialing back on certain features due to limited experience on a new platform and their well-known short development cycle doesn't help. But there would be no excuse if their next iteration doesn't come with a day/night/weather.

They shouldn't have rushed the game out for launch, Microsoft should have given them much more time to develop the game. It really doesn't make any sense to me for them to release Forza 5 at launch or even on the Xbone.
I'm concerned that due to the game not selling well at launch, Microsoft will either cancel the series all together or make it completely arcadey like Horizon.

I'll admit straight up I have only ever bought Forza 3 and I'm more of a GT person but competition is good, the industry needs both titles. Even a 3rd franchise from another developer/publisher (Project Cars?) would inject even further competition to the genre.
 
A lot of fantastic questions which usually only come from the non-sycophant interviewer & it makes for great reading.
 
They've been building it behinds the scenes for years.

This isn't the usual 2 year rehash, now the new engine is in place the only way to go is forward with features.

Should FM6 not include weather and/or night for some variety I'll be very disappointed.

edit: the drag tree comment is baffling as it'd take zero effort to toggle on/off (plus penalty) for those who would like it. That shit is just being stubborn for the sake of it.
 
Great interview. This is why I don't like normal game journos asking questions about driving games. They don't know anything beyond it looks pretty.
 
Interviewer: Not exactly. Yes, you do have pit stops, but they are computer controlled. You have tire wear, but without significant degradation. You have fuel consumption, but just barely, as though every car no matter the power or use of that power gets the same ridiculous mpg. You have damage repair, but only mechanical, and not on the aerodynamics. You have a drag tree, but it doesnÂ’t actually function.

God damn this guy went in. Amazing interview that really breaks down the PR spouter to actually think and speak accordingly.

If youÂ’re asking will we ever make a hardcore simulation racer, the answer is no. If youÂ’re asking will we try to attract more people to racing by blending gaming with racing, the answer is yes.

Welp.
 
They've been building it behinds the scenes for years.

This isn't the usual 2 year rehash, now the new engine is in place the only way to go is forward with features.

Should FM6 not include weather and/or night for some variety I'll be very disappointed.

edit: the drag tree comment is baffling as it'd take zero effort to toggle on/off (plus penalty) for those who would like it. That shit is just being stubborn for the sake of it.

Wouldn't you include real time lighting and weather and stuff as the very basis of an engine and then build on top of it rather than hack it in later?

Also, what's a 'drag tree'?
 
Scathing interview but Dan did well. Now we need an GT interview to explain why that game is so ass backwards.
 
During drag races the players are artificially held back to avoid a false start. You can't move until it says go.

As for weather/night the only reasons to leave them out are performance, time or an incentive to purchase the next installment.
 
During drag races the players are artificially held back to avoid a false start. You can't move until it says go.

As for weather/night the only reasons to leave them out are performance, time or an incentive to purchase the next installment.

So you think they have all these features in the engine already but have commented them out?

Ah the lights, right, sorry, don't know anything about drag racing.
 
It's only a guess but there's generally a big enough incentive to get the next game. Forza 3 gained cockpits over Forza 2, Forza 4 doubled the player count over F3.

Forza 5 has a new graphics engine so open wheeled cars can be modelled properly, makes some sense F6 will do something we haven't seen before.
 
It's only a guess but there's generally a big enough incentive to get the next game. Forza 3 gained cockpits over Forza 2, Forza 4 doubled the player count over F3.

Forza 5 has a new graphics engine so open wheeled cars can be modelled properly, makes some sense F6 will do something we haven't seen before.

Fair enough, not that I know anything about building game engines, it just seems odd to me that you wouldn't make such fundamental concepts the base upon which you build the rest of the game engine.

I'm assuming it's easier and more efficient to add content to a more complete engine than it is to build everything with a non feature complete engine and then later amend everything to work with your now greatly changed engine, but like I said, what do I know? :D
 
It's only a guess but there's generally a big enough incentive to get the next game. Forza 3 gained cockpits over Forza 2, Forza 4 doubled the player count over F3.

Forza 5 has a new graphics engine so open wheeled cars can be modelled properly, makes some sense F6 will do something we haven't seen before.

Kinect Carwash. Was proposed for FM4, but 360 couldn't handle it.
 
They can be forgiven for dialing back on certain features due to limited experience on a new platform and their well-known short development cycle doesn't help. But there would be no excuse if their next iteration doesn't come with a day/night/weather.
There's no excuse for it NOW! Its embarrassing that they're not even going to try and make it happen.
 
I can see the hardcore racer wanting those things he mentioned like pit stops and the drag light and I don't understand why they wouldn't implement those things.

I know it won't become NFS and it won't become iRacing. That's perfect for me. I tried a sim racer on a friends PC a while ago (can't remember which one, think it was iRacing) and it just ... wasn't fun for me. But I'm probably the crowd Forza is going for. I don't like turbo boosts but I want to have some fun while racing in 'real cars' on 'real tracks' while giving me the notion of a simulation without actually having me blow my engine because I had a few beers and shifted incorrectly.

It seems that if anybody was a real sim-racing fan they'd be spending the money on a PC and wouldn't even be discussing FM (or GT for that matter) as they have to cater to a more generic audience.

But damn, tough interview, Dan handled it like a boss though, a little PR speak but he was honest at least with the vision. I agree with his vision, but I wish there was weather and something to make the races more dynamic. By the end of Forza 4 it became very routine and I was just going through the motions. Pit stops, fuel and tire consumption, weather ... could all add to the dynamic experience that each race is.
 
I can see the hardcore racer wanting those things he mentioned like pit stops and the drag light and I don't understand why they wouldn't implement those things.

I know it won't become NFS and it won't become iRacing. That's perfect for me. I tried a sim racer on a friends PC a while ago (can't remember which one, think it was iRacing) and it just ... wasn't fun for me. But I'm probably the crowd Forza is going for. I don't like turbo boosts but I want to have some fun while racing in 'real cars' on 'real tracks' while giving me the notion of a simulation without actually having me blow my engine because I had a few beers and shifted incorrectly.

It seems that if anybody was a real sim-racing fan they'd be spending the money on a PC and wouldn't even be discussing FM (or GT for that matter) as they have to cater to a more generic audience.

But damn, tough interview, Dan handled it like a boss though, a little PR speak but he was honest at least with the vision. I agree with his vision, but I wish there was weather and something to make the races more dynamic. By the end of Forza 4 it became very routine and I was just going through the motions. Pit stops, fuel and tire consumption, weather ... could all add to the dynamic experience that each race is.

I feel the same exact way.
 
Even if they don't want to make a sim racer to compete with I-Racing, which I don't think anyone expects that anyway, I still feel like they are moving away from the Motosport part of the title as well as just racing, so I am a little disappointed in that
 
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