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Don't build your product like a new Need for Speed Unbound

Have you played NFS Unbound already? I did. I was keen to see it. The idea of mixing real-like graphics with some cartoon people and effects was... controversial.

Here's the thing.

NFS Unbound is beautiful. I was stunned. I love it, never seen a more beautiful car game. But the physics are 💩 which makes it not playable at all. You can stop the car from 300 km/h in ~10 m. You cannot predict when the game decides you're turning harder or softer or when to stop you when you initialize drift. It's a game of who can keep the throttle open longer.

That's probably the most disappointing thing ever. You have a product you love looking at, but you hate using it.

Don't build your products like that. Design is crucial, but don't forget about usability, accessibility, and UX.

<mike drop>

on November 30, 2022
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    NFS Unbound is a visual masterpiece, but the driving physics really let it down. It’s like buying a gorgeous sports car and realizing the steering wheel is made of rubber. The unpredictability of the handling kills any real immersion. That instant braking from 300 km/h feels like a mobile game logic glitch.

    Speaking of mobile games — that’s why I still enjoy something like Dr. Driving. It’s simple, low-spec, but surprisingly realistic in how it handles basic driving dynamics. https://thedrdrivingapk.com/ in this post they have mentioned about the driving physics of dr driving