Prevent oversteering catastrophe in racing games

Posted by jdm on Game Development See other posts from Game Development or by jdm
Published on 2012-12-03T14:46:40Z Indexed on 2012/12/03 23:25 UTC
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When playing GTA III on Android I noticed something that has been annoying me in almost every racing game I've played (maybe except Mario Kart): Driving straight ahead is easy, but curves are really hard. When I switch lanes or pass somebody, the car starts swiveling back and forth, and any attempt to correct it makes it only worse. The only thing I can do is to hit the brakes. I think this is some kind of oversteering.

What makes it so irritating is that it never happens to me in real life (thank god :-)), so 90% of the games with vehicles inside feel unreal to me (despite probably having really good physics engines). I've talked to a couple of people about this, and it seems either you 'get' racing games, or you don't. With a lot of practice, I did manage to get semi-good at some games (e.g. from the Need for Speed series), by driving very cautiously, braking a lot (and usually getting a cramp in my fingers).

What can you do as a game developer to prevent the oversteering resonance catastrophe, and make driving feel right? (For a casual racing game, that doesn't strive for 100% realistic physics)

I also wonder what games like Super Mario Kart exactly do differently so that they don't have so much oversteering?

I guess one problem is that if you play with a keyboard or a touchscreen (but not wheels and pedals), you only have digital input: gas pressed or not, steering left/right or not, and it's much harder to steer appropriately for a given speed. The other thing is that you probably don't have a good sense of speed, and drive much faster than you would (safely) in reality. From the top of my head, one solution might be to vary the steering response with speed.

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