Interview with Greg Bryant, Lead Designer for MotoGP3
posted 15/02/06
The Moto GP series of bike games has been extremely popular online and offline on the Xbox. Featuring great graphics, fantastic speed and accurate tracks, it's definately been an Xbox World favourite as well. With plenty of car racers available, bike fans have had to choose from the motocross titles, or wait patiently for Climax Studios to release a new Moto GP game every few years.
Well wait (almost) no longer. Moto GP 3 is heading our way and promises all new graphical goodies as well as some funky new game modes set to get the pulse rate pounding. We had a chat with Climax Studios to find out just what bike fans can expect this time around.
XBW : Hi Greg. Welcome to Xbox World Australia, the home of many a mad keen bike fan. Can you give us a quick intro to yourself and your role on Moto GP 3?
Thanks, my name is Greg Bryant, Lead Designer MotoGP3. I've been working in games around 4.1/2 years; personal experience has ranged from racing titles through to action adventure games.
Over the last year my core focus has been absorbing every aspect of MotoGP2, from the Real world Championship to the Xbox Live community. Talking with the Riders and the fans. Its fantastic to work with an established franchise with dedicated fan base, our goal from the start is to bring MotoGP Ultimate Racing Technology franchise to a wider audience.
Just a couple of quickies to get things started, what was your fave Xbox game of 2004 and what's in your Xbox right at this moment?
Well it has to be racing Title! Currently Toca2. Codemasters have done stunning job at making a racing simulation that is accessible and fun to wide audience. That aside all my consoles are loaded with various titles which I try to play when I can pull myself away from MotoGP!
For those of us that may have missed the recent press release, what are the new major features we can expect to see in Moto GP 3?
For starters, the games content has more than doubled. MotoGP3 features Extreme Street races, where the player can race against local riders around the streets and countryside of the local MOTOGP towns.
What this means for the player 16 new circuits, a full MOTOGP season update and 16 new extreme bikes. We feel the Extreme element of the title will broaden the audience MotoGP3 will appeal to.
MotoGP 3 has been about the complete motorcycle experience. We want the player to build an affinity with their Rider, take them online, offline and progress his abilities
We know that Japan and the U.K have made it into the game. What other countries will be zipping around? Will there be Phillip Island or any other Australian locations in Moto GP 3?
The Extreme locations will be all based around the GP calendar. This means the player will be racing through the outback of Australia, through the mountains of Portugal and through the streets of Prague.
The biggest feather in MotoGP3's cap is each environment is unique. There has been no re-routing of circuits or re-use of geometry, every track 100% unique, making for a varied lineup!
Are there plans to sneak in some off road and dirt track racing or is it purely street and track based?
Its purely sports bike racing, the locations will vary though some interesting environments.
The new 'Extreme mode' sounds interesting, but just what do you plan to include that will make it 'Extreme' that hasn't been in any previous motorcycle racing games?
Extreme Mode will provide the player with Grand Turismo style gameplay. The player will be able to build up a library of Motorcycles; ranging from 600cc sports bikes to 1200cc monsters.
Each bike will be finely tuned to provide players true simulation feeling with out the frustration of other titles. We feel MOTOGP's handling on tight backstreets will be enough to draw in the masses.
But the gameplay doesn't stop there, the entire game uses Seeding system, a ranking system which works seamlessly offline and online.
How many tracks in total are there? Will the cool rain effects from Moto GP 1 & 2 make a return for this 3rd game? What other weather effects can we expect to race through?
There will be 16 GP tracks taken from the 2004 race season; these will feature the cool wet weather effects.
In addition to this, there are going to be 16 extreme tracks which will have pre-set weather conditions.
How many bikes in total are there?
Handling wise, we have modeled all the GP bikes including the factory and satellite variations. This will mean that there are 12 GP bikes available to the player through career mode.
For the extreme mode, it broken down over three bike classes, 600cc, 1000cc and 1200cc, giving a player a total of 16 bikes.
On top of that, the player can also choose one of the GP or Extreme Riders in Quick race, time trail, or multiplayer.
The 3 online modes sound pretty cool. How many players will Moto GP 3 support over Xbox live for racing?
At the time or writing extreme support 10 riders per race, the GP tracks are currently supporting 16.
How many people will be able to jump into the spectator mode? Will viewers be able to control the camera as in replays?
Spectators will be able to cycle through all the replay cameras and change the camera focus between the players. The game will support a total of 16 slots in GP and 10 in slots extreme. These slots can be spectators or players.
The Commentator mode sounds like it should be fun. Where did the idea for this come up? It sounds like something you'd think up at the pub with your mates!
The commentator mode just seemed like an obvious addition to spectator mode. We feel features like this empower the player to do the things they want to do in the game and not be constrained.
Are there any other Xbox Live modes or features planned for the game? Some shooters support clans, will there be any options for gamers to create bike clans or gangs with custom logos and colours?
We want to focus our Live feature set around accessibility. We feel the key to the game is about progressing the player's Seed offline and online, so thus we want the integration of online games to be as seamless as possible. Keep you eyes pealed to how we intend to achieve this!
What graphical enhancements have been made for Moto GP 3. Is it using an enhanced engine from the last game or a brand new one? What are the differences in say, the polygon counts on the bikes between the first, second and third games?
For the environments we are using normal/bump mapping on the track surfaces with an added specular mask, which will make them look more like the real thing. We're also updating the GP tracks obviously to fit the new season as well as making some improvements on the way they are lit and textured overall.
On the bikes and rider then we've increased the amount of geometry as well as using normal mapping on the rider, which adds considerably more visual detail to the model. We're also rendering the visors differently to simulate what they look like in real life.
Another great improvement is through the use of depth of field in the replays.
Perhaps the biggest difference between GP3 and most other licensed racing games is that we have doubled the number of tracks available through the introduction of the Extreme Mode. Most licensed products are content with just providing simple updates to the official tracks but we've really pushed the boat out to provide a much richer and varied experience. We hope that the people who buy the game appreciate the extra effort and enjoy the variety of visual experiences, racing through streets and countryside provides.
Will there be options for gamers to control the arcade/sim aspects of the game to suit their tastes? If not, what style of game can we expect? A pure arcade experience, total sim with tuning options out the wazoo or something in between?
We felt for a long time that MotoGP3 should have core set of settings that all players compete at. This will provide the player the feedback, control and fidelity of Sim, but still remain to be playable and accessible like an arcade title.
We progressed MotoGP2 handling to the point where seasoned gamer should get comfortable lap times with no prior experience with the MOTOGP, but still allow the hardcore games to expose the hidden depth.
Thanks for your time today Greg, when can we expect to see Moto GP 3 released?
No problem, we are looking to have it on the shelf second quarter 2005.
Interview by Shane Bryan & Peter Lutz























