Re: mainstream racing games and their accessibility

Oh, a few more:

Older games:

Papyrus's older games had braking help. You still had to steer but breaking help was a thing, it penalized you though especially on the ovals.  You could run flat out and beat the AI without if you got good enough, with it on you'd scrubb off 40-5 mph on entry to a corner whereas the AI would scrubb off about half that...but on street/road ourses it was flipped, you were quickr over the course of a lap with it on but slower over a race distance. The autobrake was also tied into the pit speed limiter, and in talking at SMS with a few ex Papy guys I never got a straight answer as to why, but that was a thing in all their sims up to NR4, you want to not get busted speeding in th pits? Take the penalty of auto braking then.

Indy 500 (Papy's first ever game) didn't have any assists but it had for the time good sound design, you could on a PC speaker hear when you were nudging the wall or grass and as it was Indy pre-warmup lanes you ould d dive down in the turns.

What else....hm.....let's see....the triggers comment made me want to point out that's been a thing for a long, long while as far back as the TOA Race Driver series on consoles, RD3 in particular. PS2 gen or early PS3 gen even, it had triggers that rumbled on PC gamepads at least, consoles....not so much

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