Being an Italian studio, Italians do have some advantage over the rest of the world following Assetto Corsa. One example is this interview in Italian, by Eduardo Ullo for ILVIDEOGIOCO. However, this is 2017 and thanks to online tools like Google Translate, we can get a pretty good idea about what has been discussed, even if some translations artifacts might be in there. The ones I could spot, were corrected. The ones that you spot, please let us know in comments below
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#wannabe English version:
Assetto Corsa continues to be one of those highly loved automotive titles and especially played by enthusiasts.
It is definitely one of those games made in Italy that has had the merit of relaunching the video game industry in the international arena. Thanks to the passion and dedication of Kunos Simulation, which has always been able to support it to the fullest extent and to stimulate the vast utilization by proposing an alternation of content and updates that have increasingly covered and expanded the product and its contents. By now, Assetto Corsa has 18 circuits, 19 with the future Laguna Seca (n.b. ETA Fall 2017), in over 30 different configurations with 143 cars. By the end of the year, the title will contain over 150 cars.
The release on PS4 and Xbox One has also increased the user base, with the game passing 1,5 million copies distributed across all three platforms. The data also includes bundles and is definitely remarkable.
The near future has the red Ferrari flavor as soon as a new DLC dedicated to the 70th anniversary of the Maranello House will be released. But beyond the red ones there is more. And to learn more about this real phenomenon that is Assetto Corsa, we have heard Marco Massarutto, one of the key figures of Kunos Simulazioni. We talked to him about the present, the future, and some little anecdotes. Here's what he said in this interview.
Edoardo: Your success continues on consoles, what is your winning recipe, what do you think keeps the players glued to Assetto Corsa?
Marco: The first build of Assetto Corsa's development was created in 2011, we have been working on the full-time project for six years, we should have had enough, yet we Kunos also "play" with Assetto Corsa every day, curing even more details, whenever possible. I believe that the public perceives it, and can appreciate and enjoy our "creature".
E: In addition to the DLC dedicated to Ferrari's 70 years anniversary, what else are you preparing ?
Marco: The Ferrari DLC itself is no joke: we have chosen several legendary cars and we are working to reproduce them with an incredible cure. Work on the Giulia Quadrifoglio is not a secret, as well that related to Laguna Seca circuit, now that we have overcome some logistical and bureaucratic problems with the structure that took us longer than due. About the rest, it is to soon to reveal.
E: You have the merit of bringing back the Porsche brand in a video game after years and years, do you have other shots in mind, maybe even for official championships or anything else?
Marco: More than this?
At the right time you will know everything
.
E: Additional features?
Marco: We are in the refinement phase: the latest build has been an important step in terms of the features and behavior of AI, which has gained many approvals. Now we are working to bring these features to console. It is at this stage that everything is complicated because the approval procedures of Sony and Microsoft are not simple.
E: Could Assetto Corsa go the eSports route ?
Marco: As our platform is open to modding and not being conceived from the start for eSports, it does not fit perfectly into a discipline where it is crucial to ensure a rigorous ranking system and that everyone is in the same conditions. With this growing phenomenon, we may eventually devote ourselves with a different approach in the coming years. And with an ex-new product.
E: How and how has the game changed since you released the Early Access version ?
Marco: Referring to Early Access would not be correct: let's say rather that the degree of evolution, content and updates that Assetto Corsa has had since the launch of version 1.0 to today's 14th build, usually in other games occurs between a product and the chapter that comes out the next year, and it is usually bought again: who has trusted us in 2013 - and we are extremely grateful to it - can still enjoy a product that was again and significantly updated just 6 weeks ago. Without spending an extra euro.
E: And how much will it change again ?
Marco: That's hard to say, the set of modifications we've made to the engine has almost reached the maximum evolution level since we designed it.
E: Andy Tudor (of Slightly Mad Studios) has launched his own on Project Cars 2 stating that their title is the most technologically advanced, Yamauchi spoke about the cars in GT Sport saying they will be durable over time. Do you agree with these statements? How is Assetto Corsa positioned ?
Marco: It's normal that every developer points the attention on the features he knows best or in which he believes more about his product. The developer's challenge, including us, is to be able to make the public appreciate the aspects on which they have worked the most. PCARS2 and GT Sport are new games that will be released this year, and they will have to show if the words expended by their authors are truthful, to the test of the facts. As far as we are concerned, I think that Assetto Corsa has already answered a number of questions. The challenge for us will be reconfirmation in the future, not in the immediate future.
E: In all these years, what was the most difficult time ?
Marco: If I were to isolate one, the launch of netKar PRO, our first title, in 2006. It was not an easy time, but we got absolute determination. And it served us because we did not commit any kind of mistakes anymore. We could write a book on difficult moments, but they allowed us to appreciate even more the escalation we have experienced since 2012, and that has not stopped. 2016 has been an exciting year, but we have been for a long period of time under pressure due to the launch of the console version and parallel development on PC. I'm glad we went out well, even as a team.
E: And in what did you feel accomplished ?
Marco: I can not speak to others, perhaps except for Stefano Casillo, with whom I have shared every moment of my work life in the last 14 years. Stefano can only be proud of the work he has done on Assetto Corsa: he has written by him self a big part of source code, graphic and physical engine, artificial intelligence and multiplayer. As far as I'm concerned, I'm proud to have run a war machine from a team of 5 people and an initial budget of 70,000 Euros. Today we are in 25, and we are still an eighth of people working on pCARS and a 20th of those working on Turn10. And of course the results obtained in terms of licenses - Ferrari, Porsche, Lamborghini, the Nordschleife for the first time in Laserscan, all in an independent racing production, I'll always bring them with me.
E: The criticism and compliment that you most appreciated ?
Marco: When they write "You make me feel proud to be Italian". It always excites me.
E: Have you ever thought of a Nintendo Switch version ? If yes, let's talk about it, we are curious, if not, tell us the reasons ?
Marco: No, and I explain why: to bring Assetto Corsa on 3 platforms we went far beyond our posibilities. We are proud of being successful, but you also need to be realistic about the workload you can sustain. Posting a game on consoles is much more than just a simple porting job. The workload to be managed globally, in logistical, commercial, legal terms, can be exhausting.
E: What were the compromises in developing the console issue ?
Marco: Mostly in the graphic field, as the physical engine and the AI use a lot of processors, we have had to work hard to ensure the best possible compromise between graphic impact and fluidity, looking for the best balance in the use of hardware resources.
E: Quiet and inexhaustible question: are you thinking about Assetto Corsa 2 ?
Marco: Assetto Corsa was released in 2014, we are in 2017. If I said we were not thinking, I would not be credible. But any other consideration is still premature.
E: Well, what else should the sequel from the first chapter be different and what would be the difficulties to make it better than the title you have made and support ?
Marco: I am convinced that with Assetto Corsa we have offered a truly unique driving experience: in the future, we will have to confirm how good we have done on the front of the driving model, focusing more on the "experience" as a whole, at the balancing level of the championships , the career, the AI, and using a more user friendly approach to the UI, which for Assetto Corsa was designed in 2012, when we had no idea that the game would come to include more than 150 cars of all kinds.
E: What are the jobs on the new headquarters ?
Marco: They are finished in March, now we are totally operational.
E: Thank you very much for the availability.
Marco: It's always a pleasure, thanks to you for the attention you keep on dedicating.
And from us, thank you ilvideogioco for this interesting interview.
#wannabe English version:
Assetto Corsa continues to be one of those highly loved automotive titles and especially played by enthusiasts.
It is definitely one of those games made in Italy that has had the merit of relaunching the video game industry in the international arena. Thanks to the passion and dedication of Kunos Simulation, which has always been able to support it to the fullest extent and to stimulate the vast utilization by proposing an alternation of content and updates that have increasingly covered and expanded the product and its contents. By now, Assetto Corsa has 18 circuits, 19 with the future Laguna Seca (n.b. ETA Fall 2017), in over 30 different configurations with 143 cars. By the end of the year, the title will contain over 150 cars.
The release on PS4 and Xbox One has also increased the user base, with the game passing 1,5 million copies distributed across all three platforms. The data also includes bundles and is definitely remarkable.
The near future has the red Ferrari flavor as soon as a new DLC dedicated to the 70th anniversary of the Maranello House will be released. But beyond the red ones there is more. And to learn more about this real phenomenon that is Assetto Corsa, we have heard Marco Massarutto, one of the key figures of Kunos Simulazioni. We talked to him about the present, the future, and some little anecdotes. Here's what he said in this interview.
Edoardo: Your success continues on consoles, what is your winning recipe, what do you think keeps the players glued to Assetto Corsa?
Marco: The first build of Assetto Corsa's development was created in 2011, we have been working on the full-time project for six years, we should have had enough, yet we Kunos also "play" with Assetto Corsa every day, curing even more details, whenever possible. I believe that the public perceives it, and can appreciate and enjoy our "creature".
E: In addition to the DLC dedicated to Ferrari's 70 years anniversary, what else are you preparing ?
Marco: The Ferrari DLC itself is no joke: we have chosen several legendary cars and we are working to reproduce them with an incredible cure. Work on the Giulia Quadrifoglio is not a secret, as well that related to Laguna Seca circuit, now that we have overcome some logistical and bureaucratic problems with the structure that took us longer than due. About the rest, it is to soon to reveal.
E: You have the merit of bringing back the Porsche brand in a video game after years and years, do you have other shots in mind, maybe even for official championships or anything else?
Marco: More than this?
E: Additional features?
Marco: We are in the refinement phase: the latest build has been an important step in terms of the features and behavior of AI, which has gained many approvals. Now we are working to bring these features to console. It is at this stage that everything is complicated because the approval procedures of Sony and Microsoft are not simple.
E: Could Assetto Corsa go the eSports route ?
Marco: As our platform is open to modding and not being conceived from the start for eSports, it does not fit perfectly into a discipline where it is crucial to ensure a rigorous ranking system and that everyone is in the same conditions. With this growing phenomenon, we may eventually devote ourselves with a different approach in the coming years. And with an ex-new product.
E: How and how has the game changed since you released the Early Access version ?
Marco: Referring to Early Access would not be correct: let's say rather that the degree of evolution, content and updates that Assetto Corsa has had since the launch of version 1.0 to today's 14th build, usually in other games occurs between a product and the chapter that comes out the next year, and it is usually bought again: who has trusted us in 2013 - and we are extremely grateful to it - can still enjoy a product that was again and significantly updated just 6 weeks ago. Without spending an extra euro.
E: And how much will it change again ?
Marco: That's hard to say, the set of modifications we've made to the engine has almost reached the maximum evolution level since we designed it.
E: Andy Tudor (of Slightly Mad Studios) has launched his own on Project Cars 2 stating that their title is the most technologically advanced, Yamauchi spoke about the cars in GT Sport saying they will be durable over time. Do you agree with these statements? How is Assetto Corsa positioned ?
Marco: It's normal that every developer points the attention on the features he knows best or in which he believes more about his product. The developer's challenge, including us, is to be able to make the public appreciate the aspects on which they have worked the most. PCARS2 and GT Sport are new games that will be released this year, and they will have to show if the words expended by their authors are truthful, to the test of the facts. As far as we are concerned, I think that Assetto Corsa has already answered a number of questions. The challenge for us will be reconfirmation in the future, not in the immediate future.
E: In all these years, what was the most difficult time ?
Marco: If I were to isolate one, the launch of netKar PRO, our first title, in 2006. It was not an easy time, but we got absolute determination. And it served us because we did not commit any kind of mistakes anymore. We could write a book on difficult moments, but they allowed us to appreciate even more the escalation we have experienced since 2012, and that has not stopped. 2016 has been an exciting year, but we have been for a long period of time under pressure due to the launch of the console version and parallel development on PC. I'm glad we went out well, even as a team.
E: And in what did you feel accomplished ?
Marco: I can not speak to others, perhaps except for Stefano Casillo, with whom I have shared every moment of my work life in the last 14 years. Stefano can only be proud of the work he has done on Assetto Corsa: he has written by him self a big part of source code, graphic and physical engine, artificial intelligence and multiplayer. As far as I'm concerned, I'm proud to have run a war machine from a team of 5 people and an initial budget of 70,000 Euros. Today we are in 25, and we are still an eighth of people working on pCARS and a 20th of those working on Turn10. And of course the results obtained in terms of licenses - Ferrari, Porsche, Lamborghini, the Nordschleife for the first time in Laserscan, all in an independent racing production, I'll always bring them with me.
E: The criticism and compliment that you most appreciated ?
Marco: When they write "You make me feel proud to be Italian". It always excites me.
E: Have you ever thought of a Nintendo Switch version ? If yes, let's talk about it, we are curious, if not, tell us the reasons ?
Marco: No, and I explain why: to bring Assetto Corsa on 3 platforms we went far beyond our posibilities. We are proud of being successful, but you also need to be realistic about the workload you can sustain. Posting a game on consoles is much more than just a simple porting job. The workload to be managed globally, in logistical, commercial, legal terms, can be exhausting.
E: What were the compromises in developing the console issue ?
Marco: Mostly in the graphic field, as the physical engine and the AI use a lot of processors, we have had to work hard to ensure the best possible compromise between graphic impact and fluidity, looking for the best balance in the use of hardware resources.
E: Quiet and inexhaustible question: are you thinking about Assetto Corsa 2 ?
Marco: Assetto Corsa was released in 2014, we are in 2017. If I said we were not thinking, I would not be credible. But any other consideration is still premature.
E: Well, what else should the sequel from the first chapter be different and what would be the difficulties to make it better than the title you have made and support ?
Marco: I am convinced that with Assetto Corsa we have offered a truly unique driving experience: in the future, we will have to confirm how good we have done on the front of the driving model, focusing more on the "experience" as a whole, at the balancing level of the championships , the career, the AI, and using a more user friendly approach to the UI, which for Assetto Corsa was designed in 2012, when we had no idea that the game would come to include more than 150 cars of all kinds.
E: What are the jobs on the new headquarters ?
Marco: They are finished in March, now we are totally operational.
E: Thank you very much for the availability.
Marco: It's always a pleasure, thanks to you for the attention you keep on dedicating.
And from us, thank you ilvideogioco for this interesting interview.