What F1 23 Could Learn from a 26-Year-Old Game

With its release just a month away, Formula 1 fans do not have to wait much longer to get in the virtual driver's seat and race along the real season in F1 23. Official games have not always been released during the season, however, and as a result, a PS1 classic had a feature that the current series should adopt: Race-specific driver and team lineups.

The very first F1 game for the PlayStation 1 simply called Formula 1 was released in September of 1996 and featured the full 1995 season - releasing a game featuring a season that has been over for almost a year at the time of its launch would be unthinkable today. As the PS1 itself was only released in late 1995 in the majority of the world (September for North America and Europe, November for Australia - almost a full year after the December 1994 release in Japan), some delay had to be factored in.

Even if the game's content was outdated by the time it launched, it did have an interesting advantage in an age when games could not simply be updated via the internet: Formula 1 included all 35 drivers and 13 teams of the 1995 season. Starting grids were limited to 26 cars at the time, though - so how did Psygnosis and Bizarre Creations make this work?

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As the season progressed, multiple teams made or were forced to make driver changes. This is accurately reflected in the game, with the most prominent example being Nigel Mansell: The 1992 World Champion initially planned to race with McLaren in 1995, but could not fit properly in the MP4/10, which was subsequently reworked to accomodate Mansell in time for the San Marino Grand Prix. After finishing in 10th at Imola and retiring with handling issues from the next race in Spain, Mansell never raced in F1 again. Accordingly, he appears in those two races in Formula 1, replacing Mark Blundell.

Farewell, Simtek!​

Driver changes in other teams are accurately reflected as well, resulting in players being able to choose out of up to four drivers for certain teams. Meanwhile, the grid is slimmed down to 24 cars after the Monaco Grand Prix due to the Simtek team folding after that round, meaning it does not appear in the game anymore either unless the player decides to drive one of their cars - in that case, 25 cars take to the grid.

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Interestingly, reserve drivers can replace the accurate ones, too, if the player wants to race as a substitute. An example: Even though Pedro Lamy only drove for Minardi from the Hungarian Grand Prix onwards, it is still possible to select the Portuguese for earlier rounds. He will then replace Pierluigi Martini, who was in the seat in the first half of the season.

More Immersion & Accuracy​

With driver changes being much less frequent, the current series of F1 games would have it relatively easy in theory if they added all drivers of a season to the respective titles. Driver transfers are already present in career mode, and real-world driver swaps are usually reflected in the games' updates.

The next step would be applying these changes to their specific races, which could be done via the updates that are released as the season progresses. After the real season concludes, players could be offered the option to use the grid that raced at the end of the season, or use race-specific grids.

Even better: As liveries get updated throughout the season and special car designs get released for limited times, seeing all these changes reflected for the respective races would add to the immersion of the game. Car models get updated as well, though with the pace of development, it would be tough to keep up with this for every race. Major updates or low-downforce versions for circuits like Monza would be more realistic to include.

As accurate as the series' representation of race weekends already are, this step would raise this bar even further - and by making it optional, it would not be forced upon those that would not want it.

Your Thoughts​

Did you know about the driver swaps in the Formula 1 PS1 game already? Would you like race-specific drivers and liveries in the modern F1 games? Let us know in the comments below!

Bonus Reading​

All 1995 Driver & Team Changes
Full Article
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

I'll drag out F1 World Championship for N64 again.
Granted they didn't have real life videos intoducing the challenges. However, they were all based on real events from the 1997 season, but your goal is often to surpass the actual results. And they were split into three categories. Offense, Defense and Trouble.

Offense A: Olivier Panis at Barcelona. Bridgestone entered F1 in 1997. Goodyear introduced a new super-soft tyre at the Spanish GP, and they produced brilliant qualifying times. However, the more durable Bridgestones didn't have to stop as often. The challenge is to pass as many drivers as you can while the Goodyear-runners make an extra stop. If you make it to third place, you get top score.

Offense B: Giancarlo Fisichella at Montreal. In Canada Goodyear re-introduced the super-soft tyres that they brought to Spain. Even though they were improved, there was still issues. Fisichella decided to stay out longer in the hope of gaining time with blistered tyres. If you manage to take the lead at the end of lap 53, you will get top score (the race was red flagged after that IRL).

Offense C: Shinji Nakano at Hungaroring: Nakano had an opportunity to score in Hungary, being close to and somewhat battling with Irvine and the Schumacher brothers. The goal here is to beat them all, and catch Johnny Herbert to get a podium!

Offense D: David Coulthard at Monza. In the 1997 Italian GP, Alesi took the early lead ahead of HH-Frentzen and Coulthard. After Frentzen pitted, Coulthard was following Alesi. The challenge here is to either pass Alesi on track, or follow him in the pits, and do a quicker stop and exit the pit in the lead.

Offense E: Michael Schumacher at Jerez. Here the challenge is to build up a large lead over "The Williams Driver". The issue is, Frentzen have not pitted yet, and when you catch up, he will do his best to slow you down to help his teammate catch up. Pass Frentzen as quick as you can, and build some distance.

Defense A: David Coulthard at Melbourne. Coulthard surprised everyone by leading the Australian GP. In the closing laps, Coulthard was under pressure from Frentzen while Schumacher tried to catch them both. The objective is to hold them behind and score the win!

Defense B: Gerhard Berger at Hockenheim. In Germany, Berger had a solid lead over Fisichella, but was getting close to running out of fuel, so it was time for a pit-stop. Fischella overtook Berger during the stop. The challenge is to build enoug gap to Fisichella behind that you can maintain your lead, and possibly extend it after exiting the pit.

Defense C: Michael Schumacher at Magny-Cours: Schumacher had a healthy lead in the French GP, and a victory was safe. However, his brother Ralf Schumacher was running a fine race in 6th place. Here the challenge is to not lap Ralf, so he may be able to benefit from last lap retirements, while at the same time, not letting Frentzen near and by yourself.

Defense D: Heinz-Harald Frentzen at Imola. During the San Marino GP, Frentzen tried desperately to hold Schumacher behind him. However, with several cars in front of them, there is a chance that Frentzen could build a little gap to Schumacher by passing them effectively. Use the lapped cars as help, and get around 10 seconds down to Schumacher to get top score.

Defense E: Mika Häkkinen at Silverstone. In the British GP, Häkkinen was in third, quite far behind the leaders. However, he kept himself out on the track after the leaders had pitted. The challenge is to build a gap to the ones who pitted. (How "defensive" this is, idk).

Trouble A: Michael Schumacher at Spa. Pre-race the track was drenched due to rain. After the start of the race it stopped. Almost all the drivers were on wet tyres and had to stop, but Schumacher on intermediate could continue on a drying track. Gain as much time as possible in these conditions.

Trouble B: Ukyo Katayama at Hungaroring. Katayama struggled to keep in the top 10 of the race, and did experience brake issues, with close to failure and not very effective brakes at all. The objective is to try and record as good lap times as you can in these conditons.

Trouble C: Giancarlo Fischella at Hockenheim. This is the only challenge that is in a way "connected" to another, as you raced against Fisichella in this race in Defense B. Fisichella had a great race in Germany, but disaster struck when he lost his left rear. He did manage to crawl to the pits and get new tyres on. Return to the circuit and gain back as much as you can. The challenge here isn't so much the comeback, but driving with 3 wheels on the car.

Trouble D: Heinz-Harald Frentzen at Monaco. Light downpour, but Williams decided to sent Frentzen out on slicks. The idea was to gain positions if/when the rain stopped. Sadly for them, the rain just got heavier. The aim here is to stay in the lead for as long as possible with slicks on a wet track.

Trouble E: Obviously this is the one. Damon Hill at Hungaroring. The most famous of the modern era. You are leading the Hungarian GP, and you'll experience issues that leaves you with just first and second gear to use. The goal is to manage what Hill didn't. Win the race!

If you manage to nail all of them. The ultimate challenge appears.
Eddie Irvine at Suzuka. It's time to be the ultimate team player. In Japan, Irvine got ahead of "The Williams Driver" and blocked him. Letting Schumacher to overtake them both. In the Ultimate Challenge, you must do this, and then try to finish as high up the order as possible as Irvine, while "The Williams Driver" finishes in a lower position.

In addition this, F1 World Championship on the N64 had the 107% rule implemented when you drove on the hardest difficulty (but only for you, not AI).
You could choose between 97 Events or not. With 97 Events on, the drivers qualify where they did, they retire at the same time in the races etc. With it off, this does not happen.
The game also have red flags(!). I have however, only experienced that once. I don't know how.

OLE here to bring us the N64 goodness!

God, I loved that mode(scenario). F1 1998 also had it, even though(like real life) I disliked the new car shapes(they seemed take up way more space on the same tracks) and the AI got way more aggressive.

I remember one challenge was as Barrichello at Spain and one as Coulthard at Austria(after having dropped to the rear of the field). Anther one was the famous pit strategy by MSC at Hungary IIRC.

I think I remember the red flags too. Not sure if you could cause it by parking your own car at Monaco and block the track or if you wrecked an AI car and it would cause a traffic jam by itself. But anywhere else was VERY unlikely.

The one thing I am very sad about(once I learned about the real season) is that neither F1 '97(PS1) nor F1 World Grand Prix(N64) included the MasterCard Lola team. I'd have loved to drive the car since the livery was so cool.

The PS1 game included the team in the booklet that came with the game. It's a bit weird as they did include the original season finale track with Estoril...

The N64 game added a silver and gold car as well as a track at Hawaii... thanks, I'd rather have had Lola and Estoril.

Both titles had cool music though.

F1 '95 and Nascar '99 even had something in common there: Music tracks by Joe Satriani(Back To Shalla-Bal and Summer Song in F1 '95, Surfing With The Alien in Nascar '99).
 
This was my first F1 game and I was addicted to it, it started my journey into sim racing, was so great with the real commentary done and the actual TV graphics. The only thing that let it down was the speed of the cars was very slow compared to real life.
 
If I remember correctly the original Playstation F1 game had a bug which caused your team mate to pit every lap if they pitted on the same lap as you pitted - at least that's how I remember it.

I even remember it being Playstation Magazine's (UK) lead story the month after they gave it a glowing review with the title "F1 blows a gasket"

Please don't give EA ideas - the F1 games are bugged more than enough anyway.
 
The one thing I am very sad about(once I learned about the real season) is that neither F1 '97(PS1) nor F1 World Grand Prix(N64) included the MasterCard Lola team. I'd have loved to drive the car since the livery was so cool.
Define "cool" lol

It looks like something I would build with leftover lego pieces... which is sorta like the real car anyways :laugh:

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This game, on PS started my love... ...for Joe Satriani!!!! ...oh and also racing games! than F! 97' ...than GT2 was the next step, with the cd wich smelled like burning clutch and tires!! ...c'mon Steam, try to beat that!!
 
This game, on PS started my love... ...for Joe Satriani!!!! ...oh and also racing games! than F! 97' ...than GT2 was the next step, with the cd wich smelled like burning clutch and tires!! ...c'mon Steam, try to beat that!!
Nah, Steam was gift from the heavens. I cant imagine a world where we would need to go out and physically buy games... eww :roflmao:
 
Dont forget how rough Gran Turismo 2 was ;)

But yeah, games were way more polished then
Yeah, but there were so manyyyyyy cars

Tbh. I don't know whether it's the lack of attention span of the youth that drives the devs, or the lack of attention of the devs that kills the attention span of the youths,

Either way it seems that many of the games developed now have a weeks worth of play before the next interesting things shoulders it's way into the buyers circle, and I honestly doubt the motivation of devs of many beta releases, it's like they're excited then just can't be bothered.
 
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This was the game that got me into F1! I remember fighting w/ the neighborhood kids over who got to be Michael Schumacher lol...
 
I must be the only one with the opposite opinion, I never liked those PS1 F1 games, ugly, bad, unreal, maybe the last ones that came out for the console were more acceptable, but most of the ones I tried to play, I gave up on the spot.

I know that was what I had at the time, but I couldn't please myself at all
 
Gaming was generally more exciting them imo. A smaller industry overall but more exciting as the jumps in technology and gameplay were more dramatic than they are now. Now we have small incremental changes and graphics that have looked pretty acceptable for a long time now.

I remember seeing Tomb Raider playing on a Saturn in HMV and was blown away by the leap from 16-bit. I had a PC (maybe a 486dx66) but even so, this was amazing. Now I just look forward to a bit better than last year. This said that Unrecord looks almost real and I suppose once we get to real, where do we go?
 
Rodriggo
Premium
I really do appreciate the F1 CM series especially living here in the States where there really was nothing to play for many years in the early 00s and where now series like NASCAR and Indy don't know their ass from their elbow.

If I have one hope for it moving forward is that they concentrate on varying and prioritizing the on-track experience over things like canned cutscenes, Will Buxton interviews, multi-player, and anything and everything F1 Life (micro-transactions).

Just a couple of suggestions:

Deeper team profiles

Joining one team over another has never felt different enough. Joining Ferrari should feel very different than joining Haas for example. It doesn't even need to be done in expensive graphics or environments, can just be in a menu/team management ui but expectations and team inter-dynamics need to be vastly different. And ideally this should also be dynamic. A back marker Ferrari should expect different results than a front running one. It would also add immersion if your engineer spoke English with an Italian, German, Japanese, French, or American accent.

A deeper rival and reputation system
Instead of a linear 1-v-1 competition over a set # of races it's a dynamic system that effects your standing with the entire paddock. One that can ebb and flow with what you do on the track and not mean the same thing to certain teams or drivers. If you're a consistent and clean driver you attract certain teams, if you are an aggressive driver you only attract others. And it can all change race to race.

More varied car and tire management during the race
Building off their direction to including failures or temporary impingements in the recent years, add in the ability to continue the race in a permanently weakened state, the ability to nurse the car home, losing certain gears, keeping the car below a certain rpm, shifting early, coasting to save your brakes. Also just retiring to the garage as well would be a nice small detail to add.

Team orders
This is an obvious one really. How terrific would it be to be the #2 to a Hamilton or Verstappen and have Jeff tell you to let them by only to not follow orders and have that affect variables across your career save including your rep with that driver, the team, and the paddock as a whole? The team rep drops, you are no longer offered the latest upgrades at the same pace as the #1. Or on the flip side you continue to get good results and the team rep and teammate rep diverges. You suplant the #1 and that driver leaves as a result to another team. Or your aggression attracts attention from a team that would like to sign you away?

Just some thoughts.

EA will eventually ring the neck of the series for a penny but in the meantime there might still be a great game left to put out one of these years.
 
I remember this F1 '95 game fondly. I own the PC version and the 1997 sequel. For me Bizarre Creations made some of the best racing games ever. F1 '95 is a rare example where it was released after the F1 season was finished. The game came out in 1996 so the game devs could include everything. F1 '95 is my favourite official F1 game. I know most people from my time like F1 '97 more. Maybe F1' 97 is technically better but for me the intro, the UI, music and game modes in F1 '95 are superior. PC game modding is so extensive today it doesn't matter if EA/Codemasters don't add extra drivers or car liveries. Modders will find a way to add content or create a mod for a PC racing sim that is better than the official game. Game developers are constrained by contracts, money & time where as PC modders are not.
 
Hi all. At that time it was just an amazing game. She did a good job conveying the atmosphere of F1 racing in those years. Not like now. Spent many hours playing it. It has an amazing soundtrack. I listen to them to this day. I really liked the rain. There was one problem: when I set the difficulty higher, then the weaker cars became much faster than the Williams and it was simply impossible to catch up with them.
 
Not hours ...but years racing that game! Full grids, great graphics for the time, total inmersion great "realism" and good music!!! plus great comments from M.Walker (RIP), I even still have the console and the disc!
 
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Sonny Mastrangioli
Premium
Grand Prix 3 made by Geoff Crammond was the ABSOLUTE PEAK of F1 Games. Nobody has been able to replicate it since. No matter how much you tweak Assetto Corsa to do so with 1998 tracks, drivers, and seasons.
 
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