OXM have posted an excellent interview with John Knowles, design director at Turn 10, discussing Forza Horizon.
Realism doesn’t always make fun – authenticity is important but so is fun.
(Interestingly sim racing game developers such as iRacing and Kunos Simulazioni have said exactly the same thing – realism is sacrificed for fun – just to varying degrees from game to game)
Forza Horizon car handling/physics:
the handling model is Forza 4, it’s exactly the same as that. The idea though is that we do want to keep you moving. In an open world game, you’re really flying around corners at higher speeds generally…We needed to make sure that we greased the rails, so to speak, and just let you glide along.
Events/Challenges versus Free roam:
Did we want other people driving around in the game, and we felt that for most people that would just ruin the game. (Players can challenge AI drivers to events) But there is a free roam online mode where you can invite all your friends and you guys can just do a roadtrip together or whatever you want to do… the free roam is pretty much just making up your rules. It’s undirected play.
No car tuning in Forza Horizon:
Some things don’t make sense, like hand tuning, that didn’t make sense in this game. Some of the more hardcore Forza fans might be a little alarmed by that, “WHAT? NO TUNING?”, but honestly you tuned for specific tracks – this game is always sending you somewhere different. It doesn’t make sense.
New GPS Voice Commands:
it’s new – it’s GPS Voice. That’s actually a huge win for open world games in general – you never have to pause or look at a map, you just say “next race,” or “festival,” or “gas station” and the green line takes you there.
With Forza 4 eye candy and arcade style game play will Forza Horizon find a niche? What do you think?
Read the full interview at: