Post-Race Ruminations
And now, Papyrus is no more, along with Vivendi Universal components Sierra and Impressions Games. Why? Clearly Vivendi felt it needed to undertake a little general housecleaning. But in the specific case of Papyrus, there was quite likely more to the story. Kaemmer has some strong feelings in this regard. "I think there were a number of factors that led to Papyrus' closure. Chief among them is that interest in simulations, a category somewhat different than most games, hasn't grown at the same rate as interest in games in general. Simulations are more difficult to market, since the fundamental enjoyment you get out of them is learning a difficult skill. People buying a toy--which is how people think of computer "games"-- apparently don't expect or want to master a difficult skill."
"The computer game business is really becoming a toy business, especially with the popularity of console gaming. That's not the right market for a simulation. To revisit the golf analogy, it's like trying to sell real golf clubs at a mini-golf pavilion. Certainly you would sell some, but too many of the people coming through to play mini-golf aren't interested in real golf--it's too difficult and time consuming. That's what's happening to simulations, I think. The game industry is saying, 'Look, people aren't buying very many of these golf clubs--can we make a cheaper bag? Plastic instead of leather? Can you make it easier to play golf? It's too hard, plus people have to walk too far.'"
"The real problem is that we're reaching the wrong customers. If Papyrus were to have dumbed down the experience in order to make a console game, they would have had no competitive advantage. There are a zillion driving "games" out there and many of them look really nice since the console budgets allow for a lot of flash. But none of them are true driving simulators, despite what they say. They don't need to be. They are being sold by the licenses. What Papyrus did that really nobody else did was make true simulations--you can really find out what racing is like with a Papyrus simulation. If you can do well in GPL or NR2003, you know how to drive a car at the limit."
"For auto racing simulations there has always been a disconnection between the experience as a participant, which is what we were providing, and the experience as a spectator, which is what has always been used to sell the game. Auto racing is far more exciting for the participant than for the spectator, but people who haven't participated in it don't realize that. They are more interested in the soap opera that is professional racing, in the personalities of the drivers, and the paint schemes on the cars. That's why we've always had to rely on big licenses: NASCAR, IndyCar, F1, Porsche, Ferrari, and so on. Unfortunately, those licenses are getting more and more costly, and now it is absolutely necessary to be making console games to be able to afford the licenses. EA bought an exclusive license to NASCAR on all platforms, so they will be the sole NASCAR game producer for the next few years. And now that VUG can no longer sell Papyrus' NASCAR simulations, they decided to shutter Papyrus."
In fact, Kaemmer had already left the Papyrus stable before the doors had officially closed, after it "became apparent that there would be nothing in our future other than NASCAR sims." Although he maintains the NASCAR series was not in itself a problem, he also says it represented a very small slice of the overall racing experience--which was a much bigger pie that he wanted to more fully explore.
And that's just what the future holds. Along with right-hand man Steve Myers, Kaemmer has recently become associated with a very powerful ally: John Henry, principal owner of his hometown Boston Red Sox. Henry himself is a longtime ardent supporter and proponent of Papyrus, and together the two have founded FIRST-Racing.net, LLC and acquired the rights to Papyrus' simulation technology from Vivendi. The goal? To deliver an all-encompassing racing experience that incorporates everything from real-world track experience to online virtual competition.
"We actually see our new company as being in the racing and driving business, more than the game business. We are putting together a global Web site that will be a central place for anyone interested in racing and driving--from beginners, who need some initial instruction in a racing school, up to professional race drivers who would like the opportunity to get track time at a low cost. In addition to providing a simulator and training, we will be sanctioning online race series at all levels--from 140 hp Formula Fords up to 800 hp champ cars, with everything in between--and in many types of cars, including formula, sports car, stock car, even off-road cars. Racing is a very expensive sport, so not many people get a chance to participate. We would like to change that, to allow more people to really learn about racing and to experience some of the thrill. In addition, we want to open up the data formats so that our members can build virtual racecars of all types and tracks as well."
In the interim, the ex-boss of Papyrus has spent a good portion of the last two years revitalizing and recuperating from a 17-year overextended work schedule. He's also honed his real-life racing skills in the Skip Barber Formula Dodge Series, where he has managed more than his fair share of wins. It somehow doesn't seem surprising that Kaemmer has just recently built a kit car--a Caterham Super Seven.
In 1987, the Berlin Wall stood tall, Homer Simpson was an unknown, and home computers were quirky curiosities based on the even quirkier MS-DOS operating system. Yet 1987 was also the year in which David Kaemmer began a long multidecade journey that would shape and then reshape the virtual racing world.
That journey has not ended.
Previous PageBack to GameSpot
More Features
Games you may like…
-
NASCAR Racing 4
(PC) -
NASCAR Legends
(PC) -
NASCAR Racing 2003
(PC) -
NASCAR Racing 3
(PC) -
NASCAR Racing 2002
(PC)

