![]() That elevator pitch laid the frame for GRID: Autosport's DNA, and the established GRID team used all of its existing expertise, tech and resources to produce prototypes that placed that raw, tense driving experience at the forefront. ”GRID Autosport already had the team and the technology ready to go – we were prototyping the new game within weeks of officially starting the project, and the team were already well aware of improvements and changes they wanted to make.” From there, Nicholls tells me that the rest of the game, "pretty much designed itself." Anything that got in the way of that pure gameplay was consider expendable, such as superfluous menus. Jokingly, Nicholls recalled the classic episode of The Simpsons where Homer's brother Herb invites him to craft a car for the average man. It was a complete disaster, a mutated ideal designed by committee that ended up ruining Herb's company. Codemasters had to avoid 'pulling a Homer' by being selective with the feedback it listened to most, while still acknowledging less vocalised, yet relevant concerns. "I think the most obvious example is the way Matt Pickering – our Multiplayer Designer – decided to react to fan feedback about the online game progression in GRID2," Nicholls continues. "Matt was closely involved in the patching program, and helped make sure we introduced updates to gameplay, voting and more besides. "Seeing, however, that players didn’t like the way cars were treated like unlocks, and how easy it was to “complete” the online game, Matt decided to turn GRID Autosport’s multiplayer on its head, and introduce the system we have today, based on owning cars with persistent stats and developing a bond with those cars. "I think people forget that we’re not a company the size of the EAs and the Ubisofts of this world. ![]()
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