That was...
SPOnG: The new two-tier player system - the upper tier, just playing the game, and the deeper tier of gamers who fine-tune all the cars – looks pretty innovative ways of using the online networking systems. Do you have any other methods of multiplayer or modes that will be present in the game?
John Doyle: We’ll be rolling out the full multiplayer story over the next month or so, but we will certainly be having the blueprint sharing that allows you to build fame by creating those blueprints and sharing them with others. There’ll be a lot of other things too, we’ll be doing… well, it’s kind of a tease but we’ve done a lot of work with our online to try and reinvent online competition. I think we have some exciting things that we’ll be able to roll out over the next month or two.
..then...
SPOnG: Look forward to that. Finally, what have you enjoyed most about producing this game, and what’s the thing you learned most from your research? It’s obvious that you listened to the players of
Carbon a lot from your presentation, so what was the most important thing you learnt from your consumer base?
but...
John Doyle: I think the biggest thing was [the matter of] us keying in on the fact that performance is really where the culture is moving right now, and being able to determine that what we needed to deliver really needed to play up on that raw power and violence of these cars. That was our biggest piece of learning out of the research I think that helped build the concept of
ProStreet. The most rewarding part for me has been working on for this long and finally being able to play it.
..this is now.
SPOnG: Thanks a lot for your time.
John Doyle: No problem, thank you.
[b]Don't forget to read out
Need For Speed: ProStreet preview
right here.