The 302

Sometimes, enough is too much

Why would Force Dynamics make a small, limited-range motion platform after going to all the effort of convincing everyone how important it is to have a lot of motion range? Well, part of the answer is from here. We're not just a simulator company. Sometimes our job is to think not just about how to make the best simulation experience possible, but about how to do the best job for the customer. And that's where the 302 comes in.

Built to suit

The 302 was designed to be small, flexible, and tough. It's meant for situations where the attention should be on the content rather than the delivery - paradoxically, the whole idea is for the rider to forget about the motion platform. That's not to say that the driver doesn't experience much motion, or isn't excited by it. But sometimes you want the motion to deliver the experience rather than the other way around.

Case in point? Microsoft's Turn 10 Studios came to us before the launch of Forza 3. They wanted people to experience the realism and detail in their physics engine, but they wanted people to remember the game, not the motion.

A customized Turn 10 302 running at the Tokyo Games Show

We worked with Turn 10 to set up motion cueing that provided a more subtle experience to the rider: Enough to make it obvious that they were driving a 'real' car, enough to feel the camber changes and suspension modeling, but not so much that it overwhelmed the basic point: That this is something you could go out and get and drive at home.

A huge, impactful motion experience might have been more impressive, but our job wasn't to showcase our hardware, it was to use our hardware to showcase Turn 10's software. The 302 platform was the best way to accomplish that.

So, did it work? Maybe the best thing to do is  let Gamespot's E3 Hands-on from 2009 answer for us:



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