As Star Wars: Galactic Racer inches closer to its October 6 release date, the ins and outs of its gameplay formula and approach are becoming more clear. This is no mere sci-fi Forza Horizon clone, nor is it a rehash of the ideas from 1999's classic Star Wars Episode I: Racer, which spawned from the iconic Tatooine racing sequence from The Phantom Menace.
Rather, Star Wars: Galactic Racer looks a lot more like Burnout or the older Need for Speed games, in the sense that there's a focus on intensity and snappy arcade mechanics rather than a vast open-world or sim-approximate features. Based on early looks at Star Wars: Galactic Racer, this design philosophy appears to have resulted in a roguelike, runs-based structure wherein players select from an assortment of challenges in the campaign mode, picking up upgrades along the way. But what this structure also facilitates is meaningful consequence, which developer Fuse Games believes is missing from the racing genre. Even as someone who loves games like Forza Horizon 6, I'm inclined to agree.
When asked about the choice to make Star Wars: Galactic Racer a roguelike, Fuse Games CEO Matt Webster told gaming outlet The Sixth Axis the following:
Yeah, well, it was recognizing that the racing genre had fallen behind some other genres – it hasn't really stolen from other games, you know? So when we talked about this, runs-based system where there was meaning meaningful decisions [sic] to make and meaningful failure. Because in racing, it's hard to have consequence when you've got a rewind button. So I made a mistake? So what. Nothing really means anything.
Webster would go on to liken the genre dynamic to that of multiplayer shooters and the battle royale craze, implying that the degree of long-term consequence introduced by permadeath is a big part of why the likes of Fortnite became so immensely popular. Webster would also point out that "racing thrives on replayability – I get better with the vehicle, I know the tracks, my skills get better." It would appear that this balance of consequence and replayability is what powers Galactic Racer's engines.
چوونەژوورەوە
بۆ ئەوەی ئیدیعای شوێنی خۆت بکەیت لەسەر لیدەربۆرد!
چوونەژوورەوە
بۆ ئەوەی ئیدیعای شوێنی خۆت بکەیت لەسەر لیدەربۆرد!
It's hard to think of a genre that does short-term replayability better than roguelike. Generally speaking, you want to avoid fail states in games—this is the essence of the "rewind" button, seen in popular series like Forza Horizon and GRID—but roguelikes make failure a necessary part of progression. In this way, failure transforms into just another curve in the gameplay loop instead of something to actively dread.
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://gamerant.com/star-wars-galactic-racer-rewind-racing-games-consequence/