how the MM community helped change the game forever – Playsport Games

Motorsport Manager Mobile 3 is the largest and best version of the Motorsport Manager series on mobile. With a completely refurbished art style, plenty of new features and even augmented reality mode, it is truly flooded with new things to do.

So what motivated all these changes? And what role has the community of sports executives played in the MMM3 design? We caught Luke Finley-Maxwell from the crew to find out.

Tell me who you are and what you do at Playsport Games.

I’m Locke and I’m one of the game designers at Playsport. I was a computer designer for Motorsport Manager, Motorsport Manager Mobile 2 (MMM2) and Motorsport Manager Mobile 3 (MMM3).

MMM3 was launched a little over a month ago. Can you tell us a little bit about how it went?

We were very happy with the launch and the response from the community. At first we feared that MMM3 might be too big, but the community’s response to the new features was very positive.

MMM3 feels like no small evolution from the second game in the mobile series. For those who may not know, what do you think are the main differences between the two games?

Without a doubt, the biggest difference is the scale. MMM3 brings new racing categories, new team members, dynamic teams, market share, voting rules for each championship and more.

Changes to the rules can change the way you play Motorsport Manager Mobile 3

We tried to take the best parts from MMM2 and expand them to create a much deeper management experience.

MMM3 has seen the addition of other in-game racing categories, each with different ways of playing. What was the thinking behind their introduction to the mobile game and how much did the gaming experience on the computer shape it?

While we were really proud of what we were able to do with MMM2, we realized that it only emphasized one aspect of the world of motor sports.

When we were given the task of building a sequel, we knew the priority would be to bring in other forms of racing and give players the feeling that they were entering the ecosystem of a living and breathing motor sport.

We really enjoyed adding GT and Endurance to the computer, and their unique mechanics made them a perfect mobile fit.

MMM3 has placed a much stronger emphasis on building the right team, with players having to bring together the best engineers and mechanics to thrive. Why was it introduced and how did the team work on balancing this mechanics?

This goes back to the idea of ​​building a deeper motor sport ecosystem. Having a second staff type in a team forces the player to make different financial decisions and helps to make the team feel like a larger entity.

We settled for racing mechanics for the second team type because we wanted to return mechanics bonuses from MM PC.

Mechanics bonuses add a layer of complexity to the MM3

Mechanics’ bonuses are great for two reasons. First, they provide a great juicy decision before each race, and secondly, unique bonuses are an interesting feature to consider when deciding who to hire.

While in balance, our biggest task was to make sure our original team type was not overshadowed by the new race mechanics. This required a lot of changes both in the design and in the user interface.

Although the MMM2 looks good for a SIM game, the 3D environment and driver art in the MMM3 is quite a step up. What motivated the change and how did it affect the game?

We wanted your drivers and crew to have a greater presence at headquarters and we could not do that with our old two-dimensional painted portraits.

Changing the characters for 3D processing allowed us to fully incorporate them into the screens and make them stand out. It also allowed us to use different head types in the game and make each driver feel a little more like his character.

In terms of environments, the ‘Track Track’ art style was chosen to provide a better focal point during the race.

MMM3’s new art style in fine action

Reducing the slice environment also allowed the art team to fill each circle with more details without overloading the phone. Not only that, but the slice style works great with the new AR functionality!

Speaking of AR functionality, this is the first time we see AR in the racing series. Why did the team add it to the game and what do you feel it added to the experience?

We’re always looking for ways to bring the player closer to the race, and when we saw what was possible with AR it seemed like a natural match.

The Ardennes, but on an office desk

When we saw the Ardennes sitting on the office desk for the first time we went crazy! We all grabbed turns on the phone and went straight down the track to watch the race.

Finally, is there anything the team has learned in creating MMM3 that will go into future games?

I think it’s mostly to continue our philosophy of listening to the player base and seeing where we can push the game.

When we started MMM3 we wrote down a list of requested features and feedback from the community and tried to incorporate them as much as possible in the overall design of the game. I think the community response has strengthened our belief that this is the right direction.

Download Motorsport Manager Mobile 3 at iOS or Humanoid now.

Motorsport Manager Mobile 3: How the MM community helped change the game forever2018-10-25sport gameshttps://www.playsportgames.com/wp-content/uploads/2018/10/screen-shot-2018-10-17-at-12.31.05.png200 pixels200 pixels

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