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DRIVECLUB Addresses Multiplayer Concerns

DRIVECLUB Addresses Multiplayer Concerns

Anyone who enjoys fast-paced multiplayer battles in racing titles or the FPS genre knows there’s nothing that sucks the fun out quicker than rage quitters.

This is a concern not lost on the developers of the upcoming DRIVECLUB . Paul Rustchynsky (a designer on the project) recently posted an update to the PlayStation.Blog touting how their game plans to tackle this issue (hopefully making it a thing of the past). “I like the idea that that you don’t have to be in first place. I want everybody to enjoy the thrill of racing. I play a lot of racing games and I’m a pretty good driver, but I’m not always the guy who’s in first place. I like to have fun and take risks, rather than obsess about perfecting every single corner. The problem for drivers like me, and I think we’re in the majority, is that racing becomes too intense and intimidating when it’s all about winning.”

And that “intimidation” factor can be directly attributed to the level of those who quit in-game. If the perception is their advisory is too great to overcome, or the race is too far gone to win, they feel there is no reason to hang around anymore. In essence, this is how the act of rage quitting was born, out of hopelessness.

Rustchynsky reveals that DRIVECLUB players CAN overcome advisory (like not taking a corner correctly or a mistaken crash) by allowing them to recover quickly instead of just backing out into the lobby over and over. “In so many racing games there’s that ‘all or nothing’ mentality. One moment you’re in first place, and then suddenly you crash and you’ve lost everything. The preceding few minutes of superb driving count for nothing. With DRIVECLUB , if you’re racing online and you make a mistake it’s not game over. You don’t lose everything and you’ve still got dynamic Face-offs to keep playing for.”

Race fan will get a chance to test this new methodology first hand, as DRIVECLUB comes to their PlayStations this Fall.

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