<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[GameUP24]]></provider_name><provider_url><![CDATA[https://gameup24.wordpress.com]]></provider_url><author_name><![CDATA[William A.]]></author_name><author_url><![CDATA[https://gameup24.wordpress.com/author/louzwate/]]></author_url><title><![CDATA[Wipeout&#8217;s co-creator looks back at three decades of racing&nbsp;games]]></title><type><![CDATA[link]]></type><html><![CDATA[<div><img src='https://cdn0.vox-cdn.com/thumbor/YKg8CDWiaeBQ2KJlqDCjAKxrmRI=/226x0:1694x826/640x360/cdn0.vox-cdn.com/uploads/chorus_image/image/53584279/Table_Top_Racing.0.jpg' style='max-width:600px;' /></p>
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<p>The never-ending chase after Nintendo</p>
<p>Nick Burcombe has spent most of his career chasing <em>Super Mario Kart</em>&#8216;s shadow. The <em>Wipeout</em> co-creator and Playrise founder remembers a time, before <em>Wipeout</em>&#8216;s release, when Shigeru Miyamoto and his entourage came to the game&#8217;s E3 stand to check it out. </p>
<p>&quot;It took all my effort not to run up to him and start screeching about how <em>Mario Kart</em> was the best game ever and how it had been a massive influence on my thinking about <em>Wipeout</em>&#8216;s game structure,&quot; he recalls. Instead, he froze, gave a slight bow, smiled for a moment and tried to hand Miyamoto a game controller. &quot;He smiled back, bowed a little and thanked me before moved on to the next part of the stand.&quot; </p>
<p>It&#8217;s a moment that&#8217;s stayed with Burcombe as he continues now, with this week&#8217;s Xbox One release of <em>Micro Machines</em>-styled combat racer <em>Tabletop Racing: World Tour</em>, to look for ways to capture the perfect blend of difficulty, accessibility and depth. Influential as it was on his thinking, though, <em>Mario Kart</em> wasn&#8217;t the beginning of Burcombe&#8217;s obsession with cars racing around a track. Back in the 1970s and &#8217;80s, he spent his Sundays watching Formula One with his dad, fascinated by the high-tech approach to circuit racing and the sheer speed of the cars. He never had much of a natural ability out on the real track — even now he&#8217;s yet to win a go-kart race, he says — but he could get a taste of it in video games. </p>
<p>He got a BBC Micro B computer when he was a teenager and immediately fell in with <em>Revs</em>, one of the earliest racing games, and poured his energy into mastering the tracks. He felt a profound sense of achievement just in &quot;getting a clean lap in without skidding off the track.&quot; The framerate never got higher than low-double digits. The controls were keyboard-based and a little unresponsive. But in his imagination <em>Revs</em> captured the essence of Formula One racing, and it started a lifelong obsession with the driving genre.</p>
<p>&quot;I&#8217;ve played virtually every driving game since those days,&quot; he says. </p>
<p>Burcombe got his first taste of game development while he was still in high school. His father owned a printing firm, which was hired to produce the boxes that would showcase Roger Dean&#8217;s<a href="http://ift.tt/Y3aqw9"> memorable cover artwork</a> for Psygnosis&#8217; games. He nagged his dad to show him what they were working on, and dad went one better: he hooked the teenager up as a tester at the company for the summer holidays. </p>
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<aside><q>“When I finally turned the music off and put on my own stuff, it sort of took me to another place. It took me to this kind of trance-like zone where it just flowed.”</q></aside>
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<p>&quot;I went into the Port of Liverpool building,&quot; Burcombe recalls, &quot;and sat and tested [simulation game] <em>Terrapods</em>. Looking for bugs, and trying to make it crash, which wasn&#8217;t too hard to be honest.&quot; It was a dream to be meeting some of his heroes, and to be helping on games at the cutting edge of technology.</p>
<p>A few years later it got even better. In 1989, when Burcombe was a year into college, Psygnosis offered him a job as the company&#8217;s first full-time tester. He arrived in time to see the company&#8217;s rise, which began with the release of the critically-acclaimed <em>Shadow of the Beast</em> later that year. </p>
<p>&quot;To watch a company like that explode into what it did before Sony bought it [in 1993] was incredible, and it was very very exciting to be part of,&quot; Burcombe continues. Psygnosis&#8217; technical talents — in both art and code — were universally hailed, but they weren&#8217;t well backed-up by good design. This presented the young tester with an opportunity to stand out and progress within the company. </p>
<p>&quot;Not that many people at the time were focused on what was actually happening to gamers,&quot; he recalls. But his boss, John White, soon recognized a potential in him to do just that and promoted Burcombe first to &quot;gameplay coordinator&quot; — providing early gameplay testing and feedback — and then to &quot;gameplay director&quot; — a design support role that he describes mostly as a bunch of &quot;salvage jobs&quot; to get things playing better. </p>
<p>Then along came <em>Wipeout</em>. </p>
<p>The idea for <em>Wipeout</em> began in a pub with artist Jim Bowers discussing his concept animation for a high-speed racer with Burcombe, who had just completed <em>Super Mario Kart</em> on its 150cc mode thanks to a little help from some techno music. The regular game music had put too much pressure on Burcombe, especially during the final lap — when its tempo and volume rises. &quot;I just couldn&#8217;t handle it,&quot; he recalls. &quot;I&#8217;d lost six or seven races in a row.&quot; </p>
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<cite>Psygnosis</cite><figcaption>Wipeout</figcaption></figure>
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<p>&quot;I had a friend of mine at the time who used to work at Psygnosis called Digby Rogers on the couch next to me. And he couldn&#8217;t understand why I just kept trying and trying and trying,&quot; Burcombe continues. &quot;And when I finally turned the music off and put on my own stuff, it sort of took me to another place. It took me to this kind of trance-like zone where it just flowed.&quot; Suddenly he could beat it comfortably. </p>
<p>Burcombe still thinks of <em>Super Mario Kart</em> as a seminal title. &quot;It&#8217;s very, very well balanced,&quot; he says. &quot;And the difficulty&#8217;s about perfect.&quot; As you get better, you advance to more complex tracks and faster speed classes, and the game reveals itself to you. &quot;When you knew when to slide, which shortcuts you could jump over or take, it had this extra layer of depth to the level design that was sort of — you knew it was built-in after you&#8217;d discovered it,&quot; he says. </p>
<p>&quot;They knew you were going to end up at this point, and I&#8217;ve always tried to replicate a bit of that, [to] make sure that people who end up mastering my games can go much further than me with it because they&#8217;ll find flexibility in the system, effectively, that allows them to play at an even higher level.&quot; </p>
<p>In <em>Wipeout</em>, he thinks he captured both this and the zen-like flow experience that had set the project in motion. But only partially. <em>Wipeout</em> was too hard to learn, too hard to master. &quot;A lot of people gave up on <em>Wipeout</em> very early because it was very, very hard,&quot; he says. </p>
<p>Most of the difficulty problems were fixed in the sequel, <em>Wipeout XL</em> (<em>2097</em> in Europe), after which he opted to leave the company with several colleagues rather than make the third entry. Burcombe looks back on this decision as a mistake. &quot;There&#8217;s a moment of career reflection where I&#8217;d probably say now, to anybody who&#8217;s seen some modicum of success, yes, it may have been tiring and have been very stressful trying to get these games out and doing whatever,&quot; he says, &quot;but don&#8217;t walk away from a good thing.&quot; </p>
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<cite>Curly Monsters</cite><figcaption>N-Gen Racing</figcaption></figure>
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<p>He soon found just how hard it can be to strike gold again. The group&#8217;s new studio, Curly Monsters, released two games, both commercial failures. The first, <em>N-Gen Racing</em>, made the mistake of thinking that people would be into a <em>Gran Turismo</em>-with-aircraft game, while the second, Xbox-exclusive <em>Wipeout</em>-like futuristic racer <em>Quantum Redshift</em>, lacked the inspiration and coherence of its spiritual predecessor. </p>
<p>A few years later Burcombe was back at Sony Liverpool, working on his dream project, <em>Formula One 05</em>. During development he got to try a Formula One experience that included several laps driving former F1 racer Luca Badoer&#8217;s eye-catching banana-yellow 1996 car. </p>
<p>&quot;The acceleration and the grip was absolutely astounding and blew me away,&quot; Burcombe recalls. It was also difficult just to see anything. &quot;Every time you rev the engine your eyeballs are vibrating at the same frequency as the revs of the engine.&quot;</p>
<p>The team introduced a distortion in the <em>F1 05</em> graphics to emulate the sensation, but Burcombe found that there are physiological effects that simply don&#8217;t translate into a game. &quot;The instant G forces that apply to your body,&quot; he says, &quot;that push you back in your seat, and you&#8217;re holding onto the wheel just to keep enough forward [so] that you can see where the track is — it was incredible.&quot; </p>
<p>Now, over a decade later, after two more <em>F1</em> games and a stint in consulting, Burcombe&#8217;s running his own studio and he&#8217;s back to reimagining <em>Mario Kart</em>. Playrise found early success in 2013 with mobile <em>Mario Kart</em>-meets-<em>Micro Machines</em> combat racer <em>Table Top Racing</em>. &quot;But after that everything moved to free-to-play at a rate of knots I&#8217;d not seen before,&quot; Burcombe says. And that wasn&#8217;t going to work for them. &quot;You need to be a different shape of business, really, to understand how that works and how to make the most of it,&quot; he continues. &quot;It&#8217;s all analytics driven. We didn&#8217;t want to be that kind of company.&quot; </p>
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<cite>Playrise Digital</cite><figcaption>Table Top Racing: World Tour</figcaption></figure>
<p>Instead, the team turned to consoles — to PlayStation 4 and Vita, and soon Xbox One — with a new version, dubbed <em>Table Top Racing: World Tour</em>. The franchise now has 11.5 million lifetime downloads across all platforms, and he&#8217;s delighted to be able to say that Playrise owns the rights — which means that if it continues to succeed, the team can call the shots and set its own future direction. </p>
<p>Either way, he&#8217;ll be sticking with the racing genre. &quot;I&#8217;m not one for chasing down FPSes because they&#8217;re the biggest hits at the moment,&quot; he says. &quot;I like to focus on what I like and make games that I still want to play.&quot; And despite having now developed around 10 racing games during his career, Burcombe still believes he has more to contribute. </p>
<p>&quot;You never feel like you&#8217;ve achieved your goals,&quot; he explains, &quot;because by the time you&#8217;ve finished a project you&#8217;re thinking about what could we have done? Where could we have taken it? Where would we like to take it next? How do we expand it in a different direction? How do we surprise and delight in that area?&quot;</p>
<p><em>Source: <a style="text-decoration:none;" href="http://ift.tt/2mnwVzq">Polygon &#8211;  Full</a></em></div>
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