From HandWiki - Reading time: 9 min
| Formula One 2003 | |
|---|---|
| Developer(s) | Studio Liverpool |
| Publisher(s) | Sony Computer Entertainment |
| Series | Formula One |
| Platform(s) | PlayStation 2 |
| Release |
|
| Genre(s) | Racing |
| Mode(s) | Single-player, multiplayer |
Formula One 2003 is a racing video game developed by Studio Liverpool and published by Sony Computer Entertainment exclusively for PlayStation 2. It is a sequel to the 2002 video game Formula One 2002 and was based on the 2003 Formula One World Championship.[1]
The game features all ten teams and twenty drivers competing in the 2003 Formula One World Championship (except for mid-season changes), as well as the sixteen circuits and Grands Prix that formed the championship calendar. The game also includes the new one-shot qualifying rules and points system introduced for the 2003 Formula One World Championship, as well as the alterations to the Hungaroring and Suzuka circuits.[1]
There are eleven game modes available for single and multiplayer, including single-player arcade and simulation single race, time trial and championship modes, multiplayer for up to 4 players and a non-interactive spectator option.[1] Online connectivity is not supported.[2]
The game features all the drivers and tracks from the 2003 Formula One World Championship, but does not represent the replacement drivers that featured in the real 2003 Formula One World Championship, therefore Nicolas Kiesa, Zsolt Baumgartner, Marc Gené and Takuma Sato are not featured.
Formula One 2003 was announced in a press release from Sony Computer Entertainment on in June 2003 with a July release date.[3][4] The game was the first Formula One series to have an exclusive license from the Formula One Administration (FOA), which is responsible for the commercial rights and promotion of the Formula One world championship.[3] The exclusive license granted Sony Computer Entertainment the sole rights to the Formula One series for four years.[3]
The game features 16 official Formula One circuits based on the 2003 Formula One World Championship:
Similar to the FIFA series, Formula One 2003 has different cover art depending on the region. David Coulthard's McLaren MP4-17D is used on the European/Global release.[5] Fernando Alonso's Renault R23B was used on the Spanish release.[6] Michael Schumacher's Ferrari F2003-GA is moved from the second car to the leading car for the Italian release.[7] Heinz-Harald Frentzen's Sauber C22 is featured on the Swiss and Dutch releases.[8] Mark Webber's Jaguar R4 is used on the Australian edition.[9]
Formula One 2003 gained mixed to positive reviews upon release, holding an aggregate score of 67.20% on GameRankings.[10]
Kristan Reed of Eurogamer praised the controls and the graphics, stating that "every track is packed with detail, down to the individual trackside adverts, yet there is never any hint of pop up or the kind of draw distance issues that have blighted just about every F1 game ever made".[11] He did however have reservations about the game's car damage and crash physics. He gave the game 8 out of 10.[11] Brodie Gibbons of Futuregamez also praised the graphics but criticised the sound and replay value, scoring the game 77%.[12] Writing in The Guardian , Jack Schofield noted that the game did not offer a large improvement over its predecessor outside the rule changes, but concluded that it "offers more than enough to keep casual gamers happy".[2]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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