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Rewind: A final look at F1 22 to try and foresee how F1 23 will be

At Gamepolis in Málaga last summer our own David Caballero hosted an interview panel with Codemasters' senior creative director Lee Mather in which both discussed different aspects of the yearly and officially-licensed Formula 1 game by EA. Here we recover the full recording for F1 fans to learn more about F1 Life and storytelling, the new tracks, VR and simulation, feedback from real drivers and teams, cross-play and much more, also hinting at the direction EA and the studio are taking for F1 23 and beyond...

Audio transcription

"Hello, hello! Good afternoon everyone, thanks for coming.
I'm David Caballero, I'm the editor-in-chief at Gamereactor Spain and it turns out that we are quite fans of car games, of sim racing, of racing in general, of arcade car games."

"We love them.
I brought my wheel because I'm such a geek and because it's with which I play F1 22, which is the last title published by Electronic Arts, the second published by Electronic Arts, in the F1 official license series, in the F1 circus."

"And well, as you know, Electronic Arts absorbed Codemasters, who are experts in car games mainly, and whose senior creative director was going to be with us today, but well, you know how the issue is to fly from the UK these days."

"He was going to interrupt his holidays to come and meet you in person, but it has not been possible.
Luckily, we have known each other for many years.
We talked about F1 22 recently and we are going to be talking to him for the next almost full hour."

"We are going to switch to speaking in English.
At the end there will be a round of questions that you can do perfectly in Spanish and I will help you to transmit them to Lee."

"So without further delay, let's see if we can have that connection.
Hello, hello.
Hi.
Hi there.
Nice to meet you again, Lee."

"Yeah, good to see you again as always.
Hope everybody's doing well.
We always break our promise of meeting in person.
We never get that chance."

"I know it's hellish to fly from the UK right now and it's really difficult, but it's really nice to have you here at Gamepolis in Malaga.
I can enjoy the beach, you cannot."

"But you know, let's talk F1 and let's talk cars, let's talk your latest work.
Can we say it is a success story already?
When it released in Spain, its debut was even better than F1 2021."

"So would you say this is a success story and what would you say is the key to that success?
Yeah, I think so far we're really, really pleased with the reception F1 2022 has had and it is really doing very well for us again."

"I think it's a combination of a number of things.
It's us constantly refreshing the feature set, adding new things to the game, but also the sport this year has played a really big part in creating a totally different on-track experience and a totally different feel."

"And of course now with the real backing of EA behind the game and behind us, we're really broadening the appeal and reaching a much wider audience as the sport itself is as well."

"So really it's a combination of a number of really cool things.
Do you think the new features that you guys introduced this year have more to do with that success or the fact that F1 is getting bigger in Spain, and of course thanks to Fernando Alonso and Carlos Sainz and the stars we have there?
I think it's definitely a combination of both."

"I think it's the fact that the sport's always had some of the coolest drivers in the world, but we're now seeing them more openly, we're seeing more of those drivers and I think people connect with people way more than they do a team or a car."

"Obviously Ferrari is potentially the exception.
Ferrari is such a strong thing for Italy, but in terms of drivers, I find that I do follow a driver, and when they go to a team I maybe had very little interest in, I still follow that driver."

"So I think it's that we now see so much more of the drivers, of their lifestyle, of what they're doing, of where they're going, of the kind of person they are, and I think that has really brought people into it."

"And then of course us translating that into the game has helped to bring the game along with the sport.
When I mentioned the better debut compared to last year, I was referring mainly to physical copies, as we got the data at Game Reactor and realised that the car is faster this year, as they say in the F1."

"But would you say this is even a bigger achievement given how many players are now going all digital?
Yeah, I think there's still a number of people out there who like to get their hands on a physical copy, isn't there?
I certainly am always very proud to be able to pull out my collection of F1 games and the certain game series where I do like to keep that physical copy."

"But then for convenience, digital is fantastic.
I play on a number of different platforms in a number of different locations.
Obviously I play in the office, I play at home, I play remotely, and digital completely untethers you from a device, which is fantastic."

"It is really nice to talk to you today because normally we want to learn about the game before it's released, but this is like a post-launch."

"It's very recent, you guys released on July 1st.
So I guess that during these few weeks, almost a full month with the game in the market, you guys got some feedback from the community and from the fans coming from other years."

"So what can you tell us about how players have received this new entry?
Yeah, and that's something we are getting so much more and so much clearer feedback on now as part of EA."

"They're really able to clearly and concisely process the feedback that we're getting from our community.
So we can have that conversation with them of areas that they might want to see some changes or some improvements, but we've definitely seen the way that people play the game has changed slightly again because the new handling and the new cars, players have gone and started doing sort of a Grand Prix or a time trial to get a feel for it before they then move on to do driver career or my team."

"And obviously we saw players instantly all start looking at Miami.
Miami was a track that got a lot of engagement straight from the off, which was really exciting."

"And then of course the supercars as well, we were really interested to see how people would engage with those.
I know there was some controversy around those going into the game and we had the confidence that they were going to be well-received and that they would be a really good addition."

"And that's very much the feedback we've had as well.
Yeah. Let's talk about Miami a little bit later because I'm interested in that track specifically.
And of course, Paul Ricard as we speak, they're racing in France."

"But before that, you mentioned the supercars and all that is part of the new F1 Live future, which sort of is a substitute to Breaking Point, which last year had this narrative and this sort of cinematic approach to it."

"And it's completely different features.
So how do you say players are feeling about that?
We really loved Breaking Point and we were missing it this year."

"But of course, F1 Live has this personal hub that you can customize in the supercars, such as the ones you have behind you.
Yeah, it was very much a case of Breaking Point we knew was going to be something that wouldn't be done within a 12-month period."

"It's such a huge undertaking.
I think I've mentioned a number of times that we did the F2 feeder series in 2019 and then Breaking Point didn't come along till 2021."

"And that's because of the time it takes to create not only the content for a mode like that, but to write the script.
We've got professional script writers."

"And I think it's not something that you can just do in a 12-month dev cycle.
So we always knew that that was going to be a two-year cadence."

"And then obviously we're always looking at what inspires us from the sport and that's where the supercars came from with the Pirelli Hot Laps."

"But also we want players to have an experience they can personalize and customize for themselves because obviously it's Formula 1, it's the same sport every year, but there's so many things we can do within that to give players a new experience and a fresh experience."

"And that's where life comes in.
So you're telling me that we can expect Breaking Point to come back in like a year or two?
I'm not going to confirm or deny anything."

"All right.
Here at Game Police, there is a booth for F1 and players are competing.
And of course, competition is a big part of F1 in general."

"So what can you tell us about the competitive side of it?
How F1 can work as an esports game and how can players compete this year more seriously?
I brought my fanatic racing wheel here because I wanted to try and register a nice lap time."

"Yeah, taking it seriously then.
Yeah, the esports is another amazing area of growth for us in the last few years.
And we often talk about Chen Bolakbasi, who's now moved into Formula 2, who obviously did have real world race experience, but was also a really big stalwart of our F1 esports series."

"And of course, this year, we're expanding that further and we're already going through the qualification rounds now.
You'll be seeing those running.
And of course, we'll be planning something big for the future rounds."

"We mentioned the development time you take for each entry before with the breaking point, etc.
There is something, allow me to say, slightly weird about the timing you guys choose to release an F1 game."

"I know it's successful because we've seen that, but it's early July and the games are successful.
And that's not usually the case, right?
This season starts in March."

"So I know that you guys have to tweak a lot of things that have just been announced and the new cars and the changes to the cars and the tires, etc.
Very last minute."

"But can players expect the game to release closer to the start of the season, say March or April?
I mean, to be totally honest, we've been bringing the release date earlier in the year as we've tried over the years."

"Obviously, the last couple of years, there's been other challenges, which have meant that that sort of movement of the data slowed a little.
In fact, we came a little later than I think we'd originally planned this year.
But there were so many things outside of our control."

"So to release earlier in the season is something we would very much like to do.
It's not something we can just do overnight.
There's a lot of challenges. There's a lot of things that take time.
But if you consider when we launched in, I think, 2010, I'm pretty sure we launched it around September, if I remember correctly."

"So bringing that earlier in the year is something that we've worked on and something that we want to do.
And it's a balancing act.
It's a really fine balancing act between date and quality for us."

"And it's important that the quality is there and we don't want to compromise quality just to come out earlier.
That's interesting because the other day I was at EA Vancouver playing FIFA 23 for the first time."

"And, you know, they had this, not the same, but similar problems when it comes to release.
When the season starts, they cannot do that.
They have to be like one or two months later because they have to integrate all that's new and all the licensing, et cetera, which you don't have a problem with, right?
Let's talk about the tracks a little bit."

"And there's been tweaks to some of the tracks and there's been some that are completely new.
So as I said, as we speak, they are right now racing at the Paul Ricard for the France Grand Prix."

"And also one of the main new features is Miami.
So what can you tell us about those two specific tracks or any other that you want to talk about?
Yeah, I mean, Paul Ricard's obviously now been on the calendar for a few years and it's a very unique circuit."

"It's a very visually striking circuit, which is, yeah, totally unique in that respect.
And I believe that the runoff areas on the circuit have got degrees of increasing sort of coarseness to the painted surfaces as well, which is quite interesting."

"I think it is a one-of-a-kind circuit and really exciting.
But of course, yeah, Miami is a great addition to the game.
And I always think it's one of those circuits where 90% of the track suits a Formula 1 car perfectly."

"It's fast, it's flowing, it really suits a modern Formula 1 car.
And then you reach that section that's just underneath the flyover and it's just where a Formula 1 car feels clumsy and not really in its element."

"And that really mixes up the feel of the flow of the circuit.
But yeah, I think Miami's a great track and it looks incredible.
And it's obviously had a huge positive impact again on Formula 1 in North America."

"All right, let's get a little bit more hardcore.
Another one of the big features this year is that you can play VR.
I've been testing the game myself with an Omen gaming rig with this Reverb G2 headset."

"And it's amazing that for the first time you really can look around and it's very interesting for some of the turns to be able to see who's next to you and to see the apex of the turn, etc.
So what can you tell us about the whole process and specifically the technical process that goes into adapting a racing game that you guys want to look beautiful on PS4, PS5, Xbox One, Xbox Series, and PC?
But now VR is taking into account a whole bunch of new platforms because first and foremost you need a gaming PC and then you need that to be able to run the game in VR which is really demanding."

"Yeah, I think one of the things that's probably put us in good stead for the VR version of the game is that previous generation we only launched on that generation of platform whereas now obviously we're on PS4, PS5, Xbox One, and Xbox Series which means we've got a very scalable engine."

"We've got very scalable tech.
Obviously we can choose, now the player can choose to run in a graphics mode or a performance mode on the latest platforms.
So that gives us more flexibility and the ability to tailor the performances that's required for VR because essentially you're rendering the game twice and that does require a lot of performance which is why obviously PC is the ideal platform for us to go on to first for VR."

"We also have been looking at it, I mean, I know anybody who'll have seen interviews with me over the last few years, I regularly got asked about VR and I always said we were investigating it and that was very much the case because we always had it in mind that it was going to come to the series."

"And those investigations involved at the time when Codemasters purchased Evolution Studios, Evo had done Drive Club in VR so we learned a lot from that team and what they'd done and then obviously the Dirt team also did VR and then there were VR versions of the Project Cars games that were available as well."

"So we've had a great deal of things we could learn and then I think as I've said in interviews with this year's game we partnered with Behaviour Interactive who did the VR work on the Dirt games so they understood the tech really well from the beginning even though the engines have diversified over the years and the F1 engine is very much the F1 version of Ego it still gave them a good understanding and they know what to do and how to deal with a game that's incredibly fast-paced and also can be quite abrupt in what happens."

"Again, it's all those things that you need to consider that you don't need to think about when you're playing with a monitor.
You want the player to experience the intensity but without discomfort.
How do you personally play when you go hardcore?
You sit on your cockpit, you grab your professional racing wheel and what do you choose?
Three-screen setup or VR now that's available for F1?
I wish I was in a position to have something as fancy as that."

"If I'm playing on PC, I generally do play with the VR because it's just such an immersive experience.
It's absolutely tremendous.
I tend to game on console a lot more than PC as moving my rig up and down in the house is quite heavy so I tend to play on Series X with my rig in the lounge and a 55-inch OLED TV."

"That's my preferred.
It depends on what I'm doing.
If it's a competitive race, then I will do anything I can to give myself the advantage."

"If it's more casual and more fun, then I'm happy to sit in the lounge on a large TV.
You can play on the controller as well, no problem.
That's something that changes a little bit every single year."

"What would you say to those players that demand more hardcore simulation?
I know you guys want every player to be happy.
F1 is shared by many, same as FIFA.
You have to be accessible, you have to play well on a controller, but then you have the more hardcore sim races that want these to feel even more demanding, realistic, and to feel every little detail on the very expensive hardware that they've bought."

"What can you tell those players that want F1 to really be even more of a pure simulator?
This year, again, we've been looking at the feedback that we're getting from the community."

"A large portion of the community who do feedback are obviously the hardcore end of the scale because they are super engaged.
They want to talk to us about these things.
They want to understand what we've been doing."

"For that, we're already working on some updates to the handling, to the tire model, based on that feedback.
We're also, obviously, we've looked at things we could do not just with the actual handling model as well."

"This year, the pit stop mechanic where time you're pulling to the pit stop, again, is more akin to Formula 1.
We've made the changes to the safety car and the formation map so players can enjoy them in a simulation format or as a broadcast presentation."

"We try to cater to both audiences without compromising.
The game is built as a sim.
The handling model is created by David Greco who uses a wheel purely while he's doing that work."

"Then we layer on the assists for the pad and we layer on the adjustments that allow it to be played on a pad.
Of course, the tire model is still incredibly in-depth, the way that the wear works, the way that marbling builds upon the tires, the way that the wetness works."

"All of those things are really, really intricately simulated.
I know we talked about the tires model like a month ago before the game released, but for the audience present here, can you tell them what has changed for this new tire type to feel like it's feeling in real life that they need more time to get to the appropriate temperature, exceed threshold?
How can players feel that difference in the game?
Yeah, I think there's been a number of changes."

"As I say, we are currently going through some feedback from the community where we're going to make some small tweaks as well to the way that the tires feel, but also the torque delivery of the engines, another area that we're looking at."

"With regard to the tires, yeah, as you mentioned, the heating them up is very different this year because, as in real life, the teams are no longer allowed to use the brakes to generate as much heat as they previously did, which used to allow them to heat the internals of the tire up more effectively."

"That's something players are experiencing in the game.
And what you'll certainly find is, in previous years where sometimes the undercut was incredibly powerful, you're finding now that you'll come out and it's taking longer to get the tires up to temperature, which actually puts you more at risk by trying to achieve the undercut."

"And there are times where the overcut is actually slightly more effective if that person who you're racing with closely has screwed up their reheating of the tires after the pit stop."

"So, again, it's another strategic element that people, I don't think they were quite expecting it to be so powerful and so game-changing.
One thing that I'm not sure about, I don't know if you guys, you probably made that official, is the game cross-play."

"Can players with Xbox play versus or, you know, with players that are on PlayStation and PC?
So cross-play is coming.
Cross-play isn't enabled in the game at the moment."

"Yeah, and it's coming.
We're currently going through the final testing phase.
It's something that we planned for launch.
But again, this year there's been a lot of things going on in the world that put things outside of our control."

"So, yeah, we always planned cross-play for this year.
We're excited to get that one in.
You don't have a release window for that yet, I guess?
We've got an idea."

"But yeah, we'll be talking about that one publicly soon.
It was another of the big features.
We're talking too much about FIFA 23, but, you know, it was one of the big announcements that it's finally the very last FIFA is going to be cross-play."

"So it came to my mind and I thought that it would be really nice for F1 22 as well.
Which brings me to the next question.
The game is available on the platforms that we mentioned."

"I think Stadia as well?
Not this year, no.
Not this year?
What about the Nintendo Switch?
There is a huge Nintendo Switch fan community here at Game Police this year, and they love racing games."

"But, you know, F1 normally doesn't release on the platform.
And I remember that fantastic F1 game that we got on the Nintendo 64.
And, you know, I have that kind of feeling that I want to play this handheld on the train."

"I don't need to bring my racing wheel with me.
So what can you tell them and tell me about the Nintendo Switch?
It's a huge platform.
And, of course, we're talking about a success story in terms of sales."

"Yeah, I'm glad you referenced the N64 version of an F1 game.
I've still got that.
Of course.
Yeah, a fantastic game."

"I've still got that in the loft with my N64.
Yeah, I mean, Switch, very much like VR, is one of those where if we were to do it, the timing would need to be right.
And, again, we learn in the text becoming more flexible, we're able to accommodate different levels of platform."

"But, ultimately, F1 is an enormous, enormous game.
And there's always challenges when going to, you know, a different platform such as Switch.
So, again, it's similar to VR."

"It's a regular ongoing conversation and discussion that we have.
And you mentioned the supercars and the game is out already.
So I don't know if you guys got feedback about that or if you've talked to the community or to players that have tried the supercars instead of one-seater on the track."

"How does it feel?
Does it feel more like GRID or more like project cars, as you mentioned?
Or, of course, not like an F1 car."

"So how do they feel and how are players feeling driving a supercar such as Mercedes on the track?
Yeah, I think everybody's been very surprised.
I think people were expecting them to basically, for us to transplant GRID into F1, which was never the plan."

"It was always to recreate those cars as we recreate a Formula 1 car.
So they do feel very realistic.
They do have that weight to them."

"They do move around.
We always set out to recreate them effectively by taking the data that we could get from the manufacturers and recreating those cars."

"And we've certainly seen that people are using them as a great learning aid as well.
Because in a Formula 1 car, you brake with a few metres to the corner and then you turn the car."

"And if you get it wrong, you're in the gravel.
In a road car, you brake so much earlier.
You've got time to process what's going on.
You've got time to consider where to turn the car in."

"And you can make adjustments.
And then obviously when you jump to the Formula 1 car, you've learned the circuit.
All you need to do then is just sort of gradually edge that braking point further forward until you find the optimal."

"So they're a great chance to do something a little bit different to the Formula 1.
It's a chance to sit back and have a break from the intensity of a Formula 1 car."

"But they're also a really good learning aid as well.
They're a really good way for players who maybe don't know some of the circuits so well to learn those tracks.
OK."

"Closing one.
Let's talk a little bit about graphics.
Then we will have the audience hopefully asking some questions directly."

"But first, some of them have been here for an Epic Games talk right before yours.
So what can you tell them about the engine you guys use, the sort of updates and new features that you are introducing this year in terms of graphics, and how different the game looks compared to last year's?
Yeah, I think obviously, as I mentioned, we create F1 on our ego engine, and that gives us great flexibility to work on the areas that are important for the Formula 1 game."

"And this year, some of the areas obviously are, if you see in the F1 life location, for example, things that we did in there that then benefit on track.
So things like the ray trace reflections we already had, but now we've got ray trace shadows."

"We've worked in areas like that.
So on PC, you get the advantage of those while on track.
On console, obviously they're only in replays and also in the F1 life environment."

"But things like the super cars as well allowed us to push the tech even further.
So before we'd never had cars with windscreens that had to have rain effects on or reflections on the windscreens and things like that."

"And all that's tech that just adds to the realism of the overall image because all of the cars benefit from that, that sort of movement in the tech.
Really nice."

"So I'm going to switch to Spanish now to check if there is anyone in the audience that wants to ask anything about F1 22.
Let's get the mic.
Yes."

"Yes.
Yes.
Yes.
Yes.
Yes."

"Yes.
Yes.
Yes.
Yes.
Yes."

"Yes.
Yes.
Yes.
Yes.
Yes."

"Yes.
It is really nice question, Lee, because we talked about perpoising a month ago and how you guys, what to do with that, because it's disgusting for players. So the question was if real drivers give you any feedback on how the game feels and if any of them has come and say, hey, I really don't like how this feels. You have to change this, this and that. And then during the season and during the races themselves, you, of course, got this perpoising effect, which we talked about, and also the little changes that are communicated during the race, like such as, for example, if you stepped on the line, you have to make decisions. And it's very hectic this year and there's a lot of new things happening. If you guys are sort of considering all of that and trying to implement that in-game. I know we talked about perpoising but of course it's for this specific question."

"Yeah, obviously with the perpoising, we have tried it recently. I don't know if I mentioned this at length recently, but we actually decided to try it in our physics to see if we could recreate it in the same way that it obviously works in real life, which is, you know, the car bottoms out, it causes the small bounce, which detaches the aero, which causes the car to bounce up and then it reattaches the aero, which brings the car back down and it gets stuck in obviously a loop of attaching and detaching of the aero. And we tried it and it works as expected in the physics. It's horrible. It's really vile. It's not pleasant because there's no way that the eye can compensate for what's going on on the screen as it can in real life. So if you're bouncing, your eye compensates. If somebody shakes the world in front of you around and you're static, it's really unpleasant. And in VR it was particularly sick inducing. But yeah, we definitely get feedback from the drivers. Admittedly this year it's been a little bit less over the last year because of really the restrictions on getting close to the drivers. You know, in the past we'd be able to get the game in front of the drivers, they'd be able to try it and we'd get great feedback. I know, as we've said over the years, you know, Lando has given us some fantastic feedback. And then during sort of the 2020 lockdown, we did the virtual Grand Prix's where we had the Formula One drivers play the game. That was great for feedback. So we still get great feedback from the teams and the drivers, but probably more so these days through the engineers, which is insane. You know, the Formula One eSports teams have got drivers who are working with the real Formula One engineers and they're feeding back to us. It's mind blowing the sort of people that we now get to speak to about the game and the level of feedback that they can give us."

"I really don't want to try out...
Yes, there are drivers from their own homes. And as Lee has explained, not only the drivers, which in the last two years with the pandemic it's much more difficult to get close to them, but also the engineers and eSports drivers. There are teams like Williams, which has an eSports team linked to the real team. So they test with F1, but then they also normally have their own simulators."

"Yes, over here. The question was about the MyTeam mode in Formula One.
The mode, sorry?
The MyTeam mode, my team mode.
Ah, MyTeam, yes."

"It allows you to personalize the cars with different pre-designs already pre-established.
So it was to know how a game like Gran Turismo incorporates an option that is to upload your own brands, your own logos, images to the web and be able to personalize the car completely from scratch. If that's going to be possible in the future in Formula One."

"I guess there's some licensing to that. He's asking whether for the MyTeam mode that you can customize your team precisely and your car, the designs you can choose from to stick on the car are pre-designed. And there are other games such as Gran Turismo that offer the opportunity to use a website to upload your custom designs and then the game can absorb that, import it and put it on the car. Is that something that you're looking into for either this year or following games?
So as I mentioned with F1 Life, customization and personalization is something that we really want to improve and grow in the game in the coming years. And giving the players more freedom to do things with deliveries is definitely something we want to do. It's not as straightforward as it is with other titles because Formula One is very, very big on sponsorship and sponsorships and sponsors that conflict are ones that would be very problematic for us, which is why we use the fictional sponsors in MyTeam because you couldn't really have Texaco next to Patronus next to Shell, for example."

"That would be Petrochemicals. The competing brands, they all work very differently.
So there's a lot more for us to consider with that sort of thing in Formula One. But in terms of giving the players more customization options and more personalization, it's definitely something we want to continue to do in the coming years. And how we do things in MyTeam is one of those areas where we do want to pursue some additional things."

"Perfect. I think there was another question over there.
My question is about the F1 Manager, the official FIA HD, if they plan to implement it for next year or in future updates. And also the topic of real commentators.
Implementing a mode like the F1 Manager game. I mean, a manager mode, but within..."

"The FIA HD.
Sorry, I didn't get you.
The HD. The official F1 HD.
I didn't get you.
The graphics of the... Ok, ok. As it is in the F1 Manager."

"Yes.
Understood. If they are going to implement it in F1 2022. And the other one was?
Yes, also to bring some famous commentator like Rollo Dazón, Lobato, or the English one.
I think they include them, but I don't follow them much."

"At least in Spanish games there are the generic ones from a long time ago.
Ok, ok.
So, yeah. He was wondering about the official graphics from the FIA that they use in the F1 Manager game.
If that's something that you're considering to implement into your game."

"And also in terms of commentators. If we can expect you to use, for example, some of the legendary narrators that we have in Spain.
So, with regards to the official on-screen graphics, we do use quite a large number of the official ones.
But the difference with F1 2022 compared to Manager is, Manager is your spectating, essentially.
So, it can have a very TV-style presentation. It can mirror it entirely."

"The information we have to present is slightly different because you're actively driving the car.
So, you need additional information on the OSD that wouldn't traditionally exist in the world of F1.
So, that's where we have to have some creative license.
We obviously want to try and be as authentic as possible. And every year we strive to make it as authentic and realistic as possible."

"Sometimes that information isn't available to us very early in the season.
Formula 1 themselves work on those things quite late as well.
So, we try to include as much of the authentic graphics as possible.
Including the Amazon Web Services elements as well."

"So, those are areas that we do strive to try and keep as authentic as possible.
But they do need to be slightly different based on what we need the player to see.
It's not all just... Obviously, you're not spectating.
So, you have to have different information presented to you that you wouldn't see while watching on TV."

"And then... Sorry, what was the last part of the question?
How about the commentators?
Ah, yes. Commentators.
So, obviously, this year we've expanded the commentary teams in the UK and a number of other areas."

"And we're working with the teams at Electronic Arts now to understand who the famous commentators are in other territories.
So, we can continue to expand that in future years.
So, that's definitely an area that we're continuing to grow as well.
Cazada?
Muy bien, creo que no hay más preguntas."

"Correcto?
All right, that's about it.
So, thank you so much.
Lee, we hope to meet you here in person, hopefully for F1 23 in a year from now here in Malaga at Game Police."

"But thanks anyway for your time during your vacation and at the weekend.
So, really nice to meet you.
And please, I hope you can hear this.
Thank you. Thank you very much."

"See you on the track. Take care.
Bye-bye."

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