How Bad Choices Wrecked Trackmania‘s Momentum
When I asked for an interview with a Nadeo representative about Trackmania’s history, I was not expecting it to be with Florent Castelnerac, Managing Director of Nadeo. I was also expecting it to be via email. Castelnerac preferred Skype. To see “the global strategy”, as he put it in his reply. He understood that it could be “disorienting at first sight”.
So we Skyped.
There simply isn’t a racing experience on PC quite like Trackmania 2’s three games (this is confusing and I’ll explain shortly) other than another Trackmania game. The titles are arcade racers which hark back to an older era, one where Excitebike and RPM Racing were still gold standards of fun, creativity, and financial success.
The link between Trackmania and those older arcade racers is solidified byTrackmania’s main selling point, its track editor. The track editor is remarkably robust, relying on simple block placement to create all manner of tracks which, because of the series’ loose relationship with real world physics, can be completely nuts. More importantly, because of its toolbox nature, the editor is simple to use. There’s no code or any complexity beyond testing a track after it’s made to make sure it’s able to be completed. Less mod than toybox, anyone can complete it.
Starting in 2003, with the first Trackmania, Nadeo released a steady procession of games in the series. Each entry centered on new “environments”, with each environment consisting of new physical locations and art styles coupled with a car type for each one. Those different cars handled differently, meaning that Nadeo was able to explore different styles of arcade racing over the course of their games.
The combination of user made tracks and multiple environments allowed for a tremendous depth of experience. This was made even deeper and more diverse by allowing servers to run multiple environments, changing each round. You could stick to the single environment servers, of course, but the allure of switching from the almost realistic handling of Coast to the bouncy chaos of City to the pure speed of Island, all on player created tracks you’d never seen before, was irresistible.
Nadeo was also an early proponent of e-sports. While it never quite caught on in the US, Trackmania was always at European competitions and conventions. Nadeo’s PR team very aggressively promoted this aspect of the series, offering promotion in game to high profile tournaments and racing teams. It was well ahead of its time, given the explosion of e-sports this decade.
Trackmania seemed ready to conquer the world, or at least the PC racing market. In 2007, Trackmania United came out, a compilation of all seven environments from the first Trackmania and its followups, Trackmania Sunrise and Trackmania Nations. You could log in and find thousands of people playing online. Even the niche Stunt mode, where you deliberately flipped and wrecked your car for points, garnered teeming populations on the servers running it. A release for Wii (in those heady days when everyone was decrying the imminent death of PC gaming) was announced, a sure sign that Trackmania was about to go supernova and yet another link to its illustrious arcade racer forebears on Nintendo’s older systems. Ubisoft purchased Nadeo in 2009 on the back of Trackmania’s steady success.
The explosion never came. The Wii version came out, after numerous delays, in 2010, a full three years after United. Reviews were mixed, with the outdated graphics being a sticking point. In 2011, Trackmania 2 Canyon, the first entry in Nadeo’s next generation of Trackmania games, was released. It didn’t flop, but the buzz was muted and the population undeniably smaller than what the glory days of the mid-00s marshaled.
On Ubisoft’s corporate site, Trackmania is nowhere to be found on the company’s list of top brands.