While striving to create an authentic and demanding driving experience for dedicated simulation racers, there is a concern that achieving this may deter casual gamers who simply seek instant enjoyment when getting behind the wheel.
The official F1 games have faced a delicate balance in recent years, and this was a key focus in one of the major updates for the F1 2023 release.
Game developers Electronic Arts implemented a new handling model to enhance the stability and realism of the game’s cars, aiming to satisfy both groups of players.
As F1 2023’s senior creative director, Lee Mather told Motorsport.com: “There was a significant amount of work done to achieve what sounded like a fairly simple goal.
We reached a stage where we were talking about the aspects of the performance that we believed were lacking, not only in terms of the technology, but also in terms of the players’ overall experience.
“It is quite simple to become engrossed in the excitement of new technology and think, ‘Let’s work on developing this.’ However, it is important to consider the ultimate objective behind implementing such a change.”
The instruction provided to the team in charge was to prioritize stability. Our goal was to create a car that is stable, user-friendly, and, at its peak performance, exceptionally easy to drive.

F1 2023 rendering
Photo by: Electronic Arts
Having an F1 car that feels easier to drive at its peak may seem a bit counterintuitive for a game that wants to challenge its best players, but Mather says it is actually a step closer to realism.
He clarified that, according to drivers, an F1 car is relatively easy to drive when it is performing at its peak.
It is evident that this creates a distinct sensation for a player, but it is crucial for them to still experience a sense of being a hero. Therefore, when you engage in a qualifying trim with the highest quality tires on a clear track, which has been previously used and has some rubber residue, it should be an excellent and secure experience.
“Subsequently, this presents us with the chance to create an experience for the player where they can sense the gradual decrease in grip due to tire wear, accumulation of marbles, and the onset of rain, while still maintaining control over the car.”
Traction and inertia
A criticism of past F1 games was that the cars would quickly lose control and spin out, particularly when accelerating too aggressively.
Instead of a small amount of wheelspin that could be easily corrected, players would discover that the entire rear end abruptly lost traction, causing them to spin or veer off the track without warning.
Mather clarified that significant efforts were made for F1 2023 to tackle this issue and enhance the realism of the tyre model.

Rendering from F1 2023
He mentioned that a major issue we faced in previous games was the lack of traction.
Not only did the traction fluctuate, but it also had an effect on the car’s rotation. Both the lateral grip and longitudinal grip were completely lost.
We made significant modifications to the tire model in order to fine-tune this correlation. Therefore, when experiencing wheelspin, the car does not solely move forward, but it also maintains some level of lateral control, preventing it from purely sliding sideways.
Our physics experts excel at analyzing this type of situation, particularly because there is a rotating mass involved with the wheel and tire. We have dedicated significant effort to studying inertia in this context.
“We also explored the same concept with the car’s body rotation and its responsiveness to rotation. A car that rotates in a less agile manner is undoubtedly easier to control since it takes longer to slide. However, this approach is not realistic, enjoyable, or captivating.”
“If you possess a vehicle that is both responsive and agile, the downside is that it becomes quite challenging to catch. Therefore, in addition to those aspects, we also focused on enhancing the connection between aerodynamic grip and tire traction.”
Assistance also arrived from an outside source, as the data shared by the Mercedes team enabled Mather’s team to more accurately align the performance characteristics of the F1 2023 car with its real-world counterpart.

F1 2023 rendering
Photo by: Electronic Arts
He mentioned that we could compare it with certain overlays that Mercedes willingly provided.
“We were able to analyze the areas where our car excelled in terms of traction and cornering speeds, as well as identify any issues with lap time delivery, such as problems with tire grip or aerodynamics. Consequently, we could make adjustments to improve the overall performance and balance of the car.”
The inclusion of these elements resulted in an exceptionally reliable handling model.
The sim versus game debate
Having driven an F1-level sim, the handling model of F1 2023 is certainly the closest the game’s franchise has come yet to mirroring the experience of real-world F1 car dynamics – even if they remain very different.
It is crucial to note that the car operates in a manner that meets your expectations. There are no unusual driving behaviors, uncontrollable slides, or unexpected spinning occurrences.
But there is definitely a greater comfort zone at play in F1 2023 that doesn’t exist in the real sims. It’s not as brutal to drive, it isn’t an animal to handle over kerbs and bumps, and there isn’t that intensity of hanging on for dear life as you battle on the edge of adhesion.
Mather explains that his personal encounter with an F1 sim helped him grasp the subtle differences between a simulator and a game. He emphasizes that his main focus is on creating an enjoyable experience for players.

F1 2023 rendering
Photo by: Electronic Arts
“I was far from matching Jenson’s time, but I managed to navigate the track quite easily,” he stated. “This was possible because the correlation between the appropriate gear for each corner was almost identical to the game. Moreover, today it is even more similar, making it potentially even simpler.”
“It was not challenging to maneuver through the circuit; however, as I began to push harder, incidents naturally occurred. And I believe that is what we strive for. We aim to find that perfect balance where players can race, have fun, engage, and ultimately have an exceptional experience.”
“Then, for the players at the real extreme end of the scale, when they start looking for those absolute tenths, that’s where obviously the pressure comes in and the mistakes come in. And I think the handling model allows for that as well.”
Lando Norris, a highly skilled driver for McLaren, has extensive experience in evaluating games, simulators, and real F1 cars. He firmly believes that playing F1 on a console can never replicate the authentic experience.
“The games are incredibly simple and enjoyable,” he remarks. “There are no obstacles or barriers that impede progress, allowing us to drive at a faster pace within the game. However, there is still room for improvement.”
However, the distinct separation between a game and a simulator/the actual experience is nothing to be embarrassed about, as they have entirely different objectives in mind.
Norris stated that there is a distinction between games and simulation programs.
“One is it is a game and it’s meant to make you happy and enjoy it. And it’s not often that you enjoy driving on a simulator because it’s a very different experience. You’re actually driving it rather than just playing it.”

Lando Norris, McLaren, on the grid with his engineer
Photo by: Andy Hone / Motorsport Images
Mather says that the feedback he has had from Norris – knowing that F1 2023 is not designed to be a 100% simulator – has been encouraging.
“He expressed great enthusiasm when discussing the game,” he stated. “Naturally, he drew comparisons to iRacing and rFactor, both of which are games designed for PC users and target a distinct audience. However, we were genuinely satisfied with his remarks as they emphasized the aspects in which we believed we had made notable enhancements.”
“We receive a significant amount of feedback from professional Esports drivers as well. However, we must exercise caution in our actions and decisions in this area, as it has the potential to completely disconnect from our audience.”
We have developed a highly organized game where, by disabling all assistance and completing races at full length, players can enjoy an incredibly realistic F1 experience. Additionally, even those who are new to racing games can participate by utilizing features such as traction control, ABS, dynamic racing line, and steering assist.
Looking to the future
The F1 2023 handling model changes have received positive feedback from players. However, Mather emphasizes that his team will not become complacent and consider the job finished.
Work will continue on fine-tuning how the game cars produce their lap time so that they are as in line with the real world as possible.

F1 2023 rendering
Photo by: Electronic Arts
He proposes that as console technology advances, there will be more opportunities to enhance things, with a particular focus on the latest generation models.
He mentioned that the initial step is to simulate something with utmost realism. In order to make the car generate its lap time in a manner similar to an F1 car, we must simulate it at an exceptionally advanced level.
“And where a game such as ours maybe is behind some of the PC-specific titles is in things like the fidelity of the tyre model, the ability to sample track surfaces at such an incredible rate that a PC can, and we are running a huge amount of capacity to have such intelligent AI opposition.
“We continuously enhance our technology as we are currently focusing on developing suspension for the upcoming year and similar advancements. Therefore, physics remains an ongoing area of progress.”
“It is an ever-shifting target since, with each new generation of hardware, we gain access to increased performance, enabling us to prioritize accomplishing tasks in the most efficient manner.”
Mather believes that the key to the F1 franchise’s success lies in creating cars that are both fun and demanding to drive, while still being accessible to a wide audience.
He cites one of the key messages that has come from Sky F1 pundit and former driver Anthony Davidson, who has helped consult on the F1 games for many years.
Mather stated that since he is currently an active simulator driver for Mercedes, he is capable of providing highly valuable input.
“And one thing he mentioned right from the start is that for an F1 driver, driving an F1 car is not challenging. A gamer should not feel inadequate if the game is excessively hard for them.”
In the past, our game was seen as excessively difficult in an unrealistic way, lacking some of the benefits that come with such a challenge. I believe we have effectively addressed and balanced this issue in the current year.
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