If you personally don't care for them, then your opinion has little merit because for the devs, if there are 10 people that play exclusively on them, they have to put them in. That is to say, give me the option of using them, because if i don't want to, i can then choose not to. If they're not there in the first place, then i'm royally fucked.
Opinions on cockpit views are as diverse as the shit people take. In this here thread i will try to stay as objective as possible. I can do this because console racing games are the only games i truly care about. I ravished Japan and bought every decent ps1/2 racing game i could fine. I bought a JPN ps2 just to get GT3 early and the concept games. But i digress.
For those who don't like cockpit view, they cite their reason as being that the view is too restrictive and it takes away from the gaming experience. This is a blanket statement that doesn't apply to every game, however. It's true that most racing games make the mistake of cutting too much of the screen, but that's not a good reason to hate all cockpit views all of the time.
The problem with teh way devs model cockpit views is that they model what they think the driver sees when in the car. The result is that only half of the car is modeled.
When they also model the A pillar and the unnecessary part of the top of the windshield, it really takes a lot of real estate, making you squint to look at the road. Throw in bad lighting, like in Ferrari Trofeo Pirelli, and you're...fucked.
The horrible, abysmal handling Driving Emotion Type S had a typical, somwhat cramped cockpit view but with a twist. Unlike GT5P, the cockpit view followed your eyesight as you turned. Also, the car's gauges were slightly blurred, giving the player a sense of looking at them peripherally. Ultimately a not so good view but an excellent effort nonetheless.
Advan racing had a pretty good cockpit view in terms of field of view, but it was crappy because it was a generic view for all cars - not acceptable in today's market.
Race driver 3 didn't waste resources modeling the passenger's seat. An excellent cockpit view but missing the car's real gauge, which is needed for me.
Ferrari 355 addressed this issue by pasting the car's real gauges over the cockpit, a little unrealistic but more immerisve than RD3's view.
This view is good since it pans out the entire cockpit. I haven't played this game too much but i think this view might throw me off after a while since it's a bit lopsided.
Every now and then though, a racing game shakes up the genre, introducing uniquely new gameplay features and doing the *racing* part of the game better than anyone else. But much like that tree in the forest, will the game make an impact if no one plays it and the press fails to 'get' it? Alas a perfect cockpit view in an amazing game: Total Immersion Racing:
All the details of the cockpit that you need are there. The track is perfectly visible and your view is completely unobstructed. Of course, it helps that the car is a race car, in this instance. This is how the game does a production car:
They don't sacrifice gameplay for graphical detail, or put graphical details at the expense of gameplay.
In conclusion, and i'll update this post with more cockpit pics of different games, if the devs do their research, they can have a game with hundreds of cars and with a cockpit for each, without sacrificing precious resources like time and money, and giving the players what they want without sacrificing gameplay.
Excellent cockpit modeling, horrible driving angle. Too cramped, limited visibility.
Opinions on cockpit views are as diverse as the shit people take. In this here thread i will try to stay as objective as possible. I can do this because console racing games are the only games i truly care about. I ravished Japan and bought every decent ps1/2 racing game i could fine. I bought a JPN ps2 just to get GT3 early and the concept games. But i digress.
For those who don't like cockpit view, they cite their reason as being that the view is too restrictive and it takes away from the gaming experience. This is a blanket statement that doesn't apply to every game, however. It's true that most racing games make the mistake of cutting too much of the screen, but that's not a good reason to hate all cockpit views all of the time.
The problem with teh way devs model cockpit views is that they model what they think the driver sees when in the car. The result is that only half of the car is modeled.
When they also model the A pillar and the unnecessary part of the top of the windshield, it really takes a lot of real estate, making you squint to look at the road. Throw in bad lighting, like in Ferrari Trofeo Pirelli, and you're...fucked.
The horrible, abysmal handling Driving Emotion Type S had a typical, somwhat cramped cockpit view but with a twist. Unlike GT5P, the cockpit view followed your eyesight as you turned. Also, the car's gauges were slightly blurred, giving the player a sense of looking at them peripherally. Ultimately a not so good view but an excellent effort nonetheless.
Advan racing had a pretty good cockpit view in terms of field of view, but it was crappy because it was a generic view for all cars - not acceptable in today's market.
Race driver 3 didn't waste resources modeling the passenger's seat. An excellent cockpit view but missing the car's real gauge, which is needed for me.
Ferrari 355 addressed this issue by pasting the car's real gauges over the cockpit, a little unrealistic but more immerisve than RD3's view.
This view is good since it pans out the entire cockpit. I haven't played this game too much but i think this view might throw me off after a while since it's a bit lopsided.
Every now and then though, a racing game shakes up the genre, introducing uniquely new gameplay features and doing the *racing* part of the game better than anyone else. But much like that tree in the forest, will the game make an impact if no one plays it and the press fails to 'get' it? Alas a perfect cockpit view in an amazing game: Total Immersion Racing:
All the details of the cockpit that you need are there. The track is perfectly visible and your view is completely unobstructed. Of course, it helps that the car is a race car, in this instance. This is how the game does a production car:
They don't sacrifice gameplay for graphical detail, or put graphical details at the expense of gameplay.
In conclusion, and i'll update this post with more cockpit pics of different games, if the devs do their research, they can have a game with hundreds of cars and with a cockpit for each, without sacrificing precious resources like time and money, and giving the players what they want without sacrificing gameplay.
Excellent cockpit modeling, horrible driving angle. Too cramped, limited visibility.