In terms of the driving experience, and the tracks, we were very confident that we were already delivering something that played great, looked great and so on. "It was only one key area that we needed the extra time for. "It wasn’t that new problems cropped up, but we needed to take the time up until early 2014 to do a full assessment about where the game was at and the amount of work we’d need to do to deliver something that we originally promised," he explained. Was the further delay due to the discovery of new issues? When I put this to Rushy, the response I received still didn't quite manage to settle the matter. While one can imagine the complicated processes that need to be worked out, there's still some consternation among PlayStation owners as regards why the title was at first delayed from November 2013 until "early 2014" and then, after this time period came and went with no update, was finally redefined yesterday as October this year. That’s especially true of Driveclub: you need to be able to seamlessly join a club and play with other people, you need to be able to get involved with Challenges that aren’t just one-against-one but with thousands of people involved in the same challenge, and also just make it easy to find people online." "Like any kind of social network there needs to be a lot of groundwork done to get everything in place before you can launch the platform. We took it back, and used some new technologies to create a seamless and slick, instant, always-on Dynamic Menu. So it’s basically creating something that, whether you’re racing or not racing, you’re part of this Driveclub universe and can stay in touch with your friends and clubmates. "So we took it back, and used some new technologies to create a seamless and slick, instant, always-on Dynamic Menu, which basically means that you can access all your activity feeds, what’s going on in your profile, what other players are doing in the game, and also interact with the Android and iOS companion apps simultaneously as well. "When we were building the original interface, we tried a lot of different technologies and they weren’t quite the right fit," he explains.
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