Living On the GRID: Behind the Wheel of the Realistic New Racing Reboot

Codemasters’ GRID series has always been in a weird place among racing games, not quite a simulator or an arcade racer but somewhere in the middle, with realistic car handling but a relative lack of car customization options. With the newest title, due out later this year, GRID is getting a soft reboot, and an increased focus on in-race rivalries and dynamic stories.
Simon Barlow, principal game designer on the 2019 edition of GRID, wants players to see the human stories in the races. While simulation games are hyper-focused on accurately depicting car handling and various tweaks to vehicles, and arcade racers tend to focus on the races staying fun without as much care toward realism, GRID is trying to create the dynamic stories that arise within motorsports—rivalries, allies, trading paint and trading positions.
To do this, the latest GRID (which, as you may have noticed, has dropped the numbering seen in previous titles, making talking about it as difficult as any other game that does this) has implemented a race director AI, similar to other dynamic AI systems seen in games like Left 4 Dead. This race director is, put simply, focused on the parts of the race that the player might not be part of. Each of the game’s 400-plus unique AI drivers might be igniting rivalries with one another, running each other off the road, or directing their teammates to protect them as they attempt an overtake.