The team wants players to have a social experience

Aug 25, 2013 21:33 GMT  ·  By

The development team working on Need for Speed: Rivals says that it has made the decision to limit the frame rate of the upcoming racing title in order to have the computing power required to also deliver the AllDrive features.

Marcus Nilsson, an executive producer at studio Ghost, says that the service is specifically designed to enhance the experience of all players and it needs to run smoothly at all times.

He tells Eurogamer that "It is a choice we made to be able to push what we believe is really important for our typical gamer: get a lot of things happening on the screen at the same time. Anything can happen in AllDrive. That’s the key innovation with this game. You don’t have single-player, co-op or multiplayer."

He adds, "I could be playing the game, setting a time, and all of a sudden you could come into that world, and you could be carrying AI, I could be carrying AI, and all of a sudden, on that screen, there are a lot of cars. We always have to budget for the worst case scenario."

The Ghost team working on Need for Speed: Rivals believes that a solid 30 FPS on the PC and on current-gen consoles is enough to give gamers a satisfactory racing experience regardless of the mode they are using.

The developers say that the new racing title is designed to be best enjoyed with a few friends and they believe that, if they upgrade the number of people involved to 36 or more, the potential for chaos is too high.

Need for Speed: Rivals is set to launch on the PC, the PlayStation 3, and the Xbox 360 on November 19 in North America and three days later in Europe, with versions linked to next-gen devices from Microsoft and Sony also in development.