During the development process of the four-player cooperative campaign, the goal was to enable all players to play with "as little friction as possible", with the development team then generating a list of goals for an organized campaign. After assessing the campaign layout, the team created a list of problems that could negatively influence the gameplay and came to the conclusion that there four major issues that could affect gameplay the most. With each issue, the team brainstormed a list of possible solutions, picking the solution that produced the least conflict between players. The first issue, where players could be hours apart in campaign progress, made a screen appear that informs the player of how many fans they earned, and the festivals they can upgrade or open whenever they leave a cooperative session. If players also completed races in a cooperative session that have not yet been unlocked in their single-player session, the race will appear as "completed" on the user interface in single-player. The second issue was that races could have specific requirements for cars based on the restrictions the session leader has set, players with fewer cars may not reach those specifications. The solution was considered more straightforward, which introduced a rental feature that allowed players to borrow the session leader's car during a race. For the third issue, where players with less skill may finish races in lower positions, every race was converted into a team race between the players and the AI opponents. A point system was then added for every opponent beaten. This created a structure that let inexperienced players to contribute to the campaign even if they beat only one opponent. Although the fourth issue wasn't part of the team's original goals, it did come up often during testing phases, which was that the leader of the session had to guide other players through the game, even if there was not any sort of communication between players. To resolve the problem, a feature was implemented that notified the session leader's actions to all other players whenever the leader did something, such as starting an event.[1]

  • Players could be hours apart in campaign progress
  • As races could have specific requirements for cars based on the restrictions the session leader has set, players with fewer cars may not reach those specifications
  • Players with less skill may finish races in lower positions
  • Although players are able to play without any sort of communication between each other, the one player leading the game session has to also guide players throughout the game








Development sources more

edit

Refs

edit
  1. ^ Cite error: The named reference Gama 1 was invoked but never defined (see the help page).