Nice article. Good insights and very clear ideas. A tricky question: how does racing games fit in all this?
It's tricky because we tend to think everything in terms of space, position etc, so racing it might look like a precision first person game. Bare with me for a second, I have a point. Even though a racing game is a 3d environment you move a model/camera through it, in the end the road is usually designed in such a way that, from the perspective of the car at a certain speed, it becomes almost a 2d game. It's easier to see what I mean if we look at Enduro or any 16/8 bit race game: The road is a squiggly shaped thing from the bottom of the screen funneling to the center, and the player doesn't see it self as something moving forward, instead he sees the road shape changing in front of him, and change in shape moves the car/camera away from the center. The player has to balance this shape-induced force with whatever control scheme, usually disguised as break, acceleration, steering etc.
If the road is poorly designed the game will probably suck, unless additional information is given to the player somehow, like signs, mini maps or different cameras. Rock and Roll Racing comes to mind! The road isn't smooth, it's filled with abrupt curves, obstacles and projectiles. This game would never work with a camera that isn't top down.
All that just to say, racing games have nothing to do with what is being discussed. But I thought it was interesting nonetheless
It's tricky because we tend to think everything in terms of space, position etc, so racing it might look like a precision first person game. Bare with me for a second, I have a point. Even though a racing game is a 3d environment you move a model/camera through it, in the end the road is usually designed in such a way that, from the perspective of the car at a certain speed, it becomes almost a 2d game. It's easier to see what I mean if we look at Enduro or any 16/8 bit race game: The road is a squiggly shaped thing from the bottom of the screen funneling to the center, and the player doesn't see it self as something moving forward, instead he sees the road shape changing in front of him, and change in shape moves the car/camera away from the center. The player has to balance this shape-induced force with whatever control scheme, usually disguised as break, acceleration, steering etc.
If the road is poorly designed the game will probably suck, unless additional information is given to the player somehow, like signs, mini maps or different cameras. Rock and Roll Racing comes to mind! The road isn't smooth, it's filled with abrupt curves, obstacles and projectiles. This game would never work with a camera that isn't top down.
All that just to say, racing games have nothing to do with what is being discussed. But I thought it was interesting nonetheless