The handle vibrates...
"Sit..."
Vibration feedback is nothing new.
Back in the golden age, the 1980s, many arcade games had already learned to add a lot of vibration as a form of motion feedback.
Compared to the expensive, large-scale hydraulic cockpit, which only Sega could afford, vibration is much easier to implement.
During that period, the steering wheel of the racing arcade machine would vibrate.
The seats on motorcycle arcade machines vibrate.
Even the light guns in the light gun arcade machines vibrate.
Vibration has long been the mainstream solution for haptic feedback.
The problem is...
This isn't an arcade game.
For a long time, due to the devastating impact of vibration motors on power consumption, as well as issues with integration, lifespan, and cost, home console game controllers have been very restrained in terms of feedback. Just like Nintendo.
Nintendo actually owns quite a few peripherals.
But both NES and SNES are extremely restrained in their controller design.
Only simple key input is available.
It wasn't until Amenva exerted a little force that the world realized the controller could now be connected to vibration.
Thanks to the unique ergonomic design of the nvafsin handle, Gordon's palm fits perfectly in the grip.
The few vibration motors are conveniently located in these positions, along with padding and counterweights.
In this way, even if the current MEMS technology cannot produce real vibrations, it can still create a realistic vibration effect that is enough to shake the player's mind.
A truly amazing game that leaves players speechless with awe, without even needing to play it.
Gordon only snapped back to reality after the countdown on the screen had ticked down a few more times.
Now is not the time to be daydreaming!
"Boom--" He revved the engine again, the car tires screeched against the ground, generating almost real friction, and accelerated the car.
Players accustomed to traditional racing games like Need for Speed will likely experience a strange sense of disorientation at this moment.
Because the car's acceleration from a standstill is a bit... slow?
How should I put it?
In a normal racing game, when the player floores the accelerator, the car should immediately accelerate from 0 to 100 km/h and then surge forward in an instant.
But this game is different.
It happens to involve a process of friction leading to transmission.
Power is first generated in the engine and then transmitted to the wheels through structures such as the gearbox and transmission rods.
The wheels generate drastically different friction forces on the ground depending on the tires, and combined with the differences in suspension stiffness, this transforms the surging power into rolling force sufficient to propel the car forward.
The entire transmission process has a distinct sense of motion.
These things undoubtedly make the entire driving experience very... sluggish.
At least for players accustomed to traditional racing, it definitely feels sluggish. There's absolutely no sense of speed left.
Gordon's eyes suddenly lit up.
Because this is fucking so incredibly accurate!
[te real rivin simlatr]!
No wonder Amenva used such a slogan.
"Squeak--"
At the bend, Gordon adjusted the joystick angle to just the right position.
Perhaps this is a huge advantage of gamepads over keyboards.
Before the invention of magnetic axes, analog signal handles truly offered a unique input experience.
On a keyboard, operations are simply divided into pressing and releasing.
But in the world of game controllers, there are specific rules about where to push and in which direction to push.
The car deftly swerved at a perfectly controlled braking point, gripping the curb as it rounded the corner with almost no loss of speed. If a professional driver were present, he would have recognized just how astonishing that maneuver was.
However, even Gordon himself, who performed this technique, looked down in disbelief.
He wasn't surprised by his own skill.
It's this vibration feedback system.
He already knew that there was a vibration motor inside the controller.
But he just overlooked one thing.
This motor...
The motors are located at both ends of the handle, meaning that there is more than one motor inside.
There are at least two, and possibly four.
Gordon couldn't quite sense it, but one thing was certain.
This symmetrical layout allows for the creation of a unique "sense of space" simply by adjusting the vibration intensity of the motors on both sides.
How can I describe it? It was as if he had actually been sitting in his car as he drove past the shoulder.
This car has a rather stiff suspension.
The not-too-high height of the road shoulder is transmitted to the controller through the game.
The motor on the right side of the handle emitted a stronger vibration signal, while the one on the left side was much weaker, almost imperceptible.
This difference, combined with the real-time visuals in the game, is evident.
The brain's Gestalt effect kicks in automatically, processing these mixed signals into a single information packet.
And the result is...
3D effect!
The same technique, with slight adjustments, can be used to represent explosions from different directions or various environments that require a sense of space.
A symmetrical vibration design allows for the application of different vectors to space simply by adjusting the intensity on both sides.
The end result is that it hits exactly where you point it!
Absolutely amazing! This is even more incredible than the vibration effects on arcade machines.
"Whoosh--"
With his superb skills.
Gordon quickly overtook the car in front of him.
[vlksaen lf iii]
A message popped up on the upper right side of the screen.
Above is the artwork and detailed information of the car I just overtook.
The Volkswagen Golf is a very interesting hatchback, currently a very mainstream model in the Europe market, and also Volkswagen's mainstay model.
Surpassing it is nothing new.
After all, this car wasn't a so-called "performance car," but a perfectly ordinary family car.
Affordable, durable, and somewhat fun to drive, this is the positioning of the LF-III as a small family car.
But its appearance only increased Gordon's joy. This was exactly what he wanted!
The world is never short of racing games made for luxury cars.
The moment you open the game, it's like it wants to slap all the most awesome supercars in the world onto your face. The entire map is in a frenzy of acceleration and speed, and you won't want to let go of the accelerator for the whole game.
Admittedly, that pure sense of speed is exceptionally exhilarating for the average player.
But it completely missed the point about the true joy, or rather, the essence, of driving.
Driving is inherently a game of strategy.
Should we delay braking a bit and take Adventure to gain a greater advantage? What's the best course of action ahead?
These are all things that drivers need to constantly think about while driving.
More importantly, you need to understand your car and achieve a harmonious relationship with it.
A driver is never fighting alone; he fights alongside his beloved car.
A car is not just a tool, but also a close comrade-in-arms.
The deeper your understanding of it, the more you can push your performance to the limit. Because the driver knows exactly where the car's capabilities lie, and whether it can handle going just one more meter.
Compared to luxury supercars that Kung-Fu Master on aesthetics and pure speed, these classic consumer-grade civilian vehicles are more suitable for experiencing the concept of "driving".
Besides enjoying the speed, you can also fully enjoy the process of "breaking in" with the car.
After one round, Gordon's skill level made it a no-brainer for him to win gold.
The beginner's tutorial officially ended at this moment.
The game has now officially begun.
The opening animation is a montage of automotive history.
From Mercedes-Benz in 1886 to the Ford Motor Company, then to the booming United States car culture of the 1930s, General Motors in the 1950s, the miniaturization of cars in the 1970s, and the electrification of cars in the 1980s...
The brief opening not only introduced the development team but also took players on a journey through the magnificent history of automobiles over the past century.
When those living histories are laid out before you, especially watching cars evolve from their earliest forms to the present day, until Gordon's beloved new Camaro appears.
Then came a montage of various competition clips. Even those unfamiliar with car culture would be momentarily disoriented at this point.
Finally, we officially entered the game.
[Currency: 20000][Collector Level: 1]
As soon as he arrived, Gordon's attention was completely drawn to the two lines in the top bar.
Even though he hadn't had time to look at the game's mechanics yet.
But with just these two points laid out here, anyone with a little gaming experience can instantly guess what's going on.
Time to buy a car!
Several different buildings are distributed on the map.
Gordon immediately identified the [used car dealer].
Countless United States ' car dreams began here.
A cheap, inexpensive used car.
In the hands of a skilled mechanic, it's not necessarily impossible to demonstrate their abilities. However, even though it's a used car dealership, the prices here... aren't always so appealing.
A 1964 Porsche 911, even a used one, costs 221,000, which is a whole order of magnitude more than my current savings.
What's the point of buying this?!
Even a Dodge that has already driven 42,665 kilometers will sell for a high price of 66,300.
"I estimate that I'll need to drive on a racetrack to make money; at the very least, I'll need to get a decent car first."
Gordon scratched his head and browsed through the list.
Then he suddenly realized...
Why can't I scroll to the end of this list?
"How many cars does this game have???"
Subaru, Nissan, Toyota, Honda, Mazda, Porsche Mitsubishi, BMW Audi, Chevrolet, Chevrolet, Ford, Dodge, Pontiac, Lamborghini, Ferrari Alfa Romeo...
"Tf?"
This is like a menu, the more you flip through, the more there is. And this is a used car dealership? What would it be like buying a new car??
Unfortunately, apart from a few inexpensive small cars from Japan manufacturers at the very top, I can't afford any of the other models right now.
As a starting point, buying a decent car as a temporary solution shouldn't be a problem.
"Wait for me, Camaro, I'll be back soon!"
He glanced at the Chevrolet on the list, then quietly placed an order for a small car that cost a little over 10,000 yuan.
Looking at the various flashy shops on the map, especially the parts supplier, Gordon sighed silently.
In reality, he makes his money through racing.
Why do I need to make money through racing in a game?
I can't worry about that anymore.
Make money! Buy Chevrolet! Buy aftermarket parts!