(I have discussed this briefly in another post but I feel it deserves its own topic)
Hints and tips -
So after watching newbies play the game on YouTube I think that it is important to find a way to explain certain things to players so they have some exposure to the various ‘problems’ that they might encounter mid race or in the game i.e. not knowing what a weapon does, not knowing what game features are available/hidden, not understanding play mechanics like boost, jump, weapon alt fire or target switching.
Modern games cycle through hints and tips while a level is loading and I think adding a feature like this to Grip would benefit the player.
Acrophobia has a section of track that opens up, a big platform. When racers hit this area they don’t know which way to go as a result barriers and walls have been put in place. I’ve seen some comments suggesting that force fields be added or whatever. I personally like this area as a point of difference in the same way that flood zone worked in RC1.
To get around the shock to new players, ‘where do I go? crap, now I’ve lost position!’ Preview this section of track with a preview or flyby before the race. A few sections of each track can be shown to the player in this way.
This will ad style, show off the artwork, and work to educate the player subtly (without having to fence everything in and look after them to much). Want to bring something to the players attention, do a quick flyby over it. The player then knows about it and shouldn't feel cheated.
Maybe make viewing compulsory the very first time the track is driven (in any mode) and then make it skipable.