I worked at a company years ago that licensed the Need For Speed software and we put them in Arcade Cabinets.
As part of that work, we would put demo builds at a certain arcade location (Dave & Busters) and go on a Friday/Saturday night and watch people play the game to generate feedback on how to improve it.
One of the fundamental issues we found is people over-correcting when they steer... which we traced back to a feature almost all driving games have. That is, there is camera inertia for 3rd person camera.
When you turn the car, there is an inertia before the camera starts to follow the car... i.e., the car is actually turning on in the game, but the overall scene doesn't appear to move in sync .. it takes (for example) 1/10th of a second before the world turns and matches the car. But in that 1/10th of a second, the player doesn't think he's doing anything, so turns harder.
It ultimately creates players who would ping-pong off the walls on many circuits.
The solution for these players is one of two options
- In our 3rd person perspective cameras, we turned the inertia almost completely off.
- Play in 1st player camera perspectives... the hood camera is a good one to start with.
By turning off the camera inertia, players success rate with the game went up significantly, and instances of players ping-ponging off the walls diminished greatly.