Il portale di Blackhole Motorsport ha pubblicato una interessante intervista a James Hawkins, produttore prima della serie F1 ed ora di quella Nascar Thunder della EA Sports; eccovene un brano:
BHMS: We all know, that the hard core sim community is pretty hard when it comes to simulation games. What steps have been taken to make this product as "real" as possible.
James Hawkins: Above and beyond all else, to be successful, a game must appeal to a players senses and engage them. I want players to describe their experience in NASCAR Thunder as dramatic, exciting, challenging and rewarding. Believable immersion and alternate reality are terms I often use to describe my favourite games. If I believe I am in the world and making the difference, I become immersed and am consequently much more likely to come back and play some more. Scalability and depth of play are also important considerations I think. Believable immersion is the goal. Whilst NASCAR Thunder 2004 models the cars from real specifications, models physics based upon real world principles and uses the rules of NASCAR for racing, I wouldn't say the game was a Simulation or Arcade game as such. The priority is to create an immersive experience that players want to come back to rather than absolute reality.