Since Gran Turismo deals with many more cars than any other series they also deal with many more manufacturers. Some manufacturers build their reputation around safety. Also, some have a limit to what they will allow. I can see others, like say VW, that have a huge focus on how much it will protect the driver in an accident that they may want crashes on their cars to be designed to reflect their safety features. But of course, how much fun is it to have a chain reaction accident and find yourself surround by airbags from every conceivable side?I must admit i feel a bit uneasy about the whole "some cars will not support damage. I somehow do not understand this... since they support damage in other driving games? (TD:U, FM2, NFSseries...) we're even talking Ferrari, lambo, Astin Martin, Porsche, Audi, Mercs... which car companies are we talking about here?
very good read.
I guess it now settles the Car Damage/manufacturer's choice; finally.
I must admit i feel a bit uneasy about the whole "some cars will not support damage. I somehow do not understand this... since they support damage in other driving games? (TD:U, FM2, NFSseries...) we're even talking Ferrari, lambo, Astin Martin, Porsche, Audi, Mercs... which car companies are we talking about here?
KazIn these 15 years of Gran Turismo I haven't had any holidays.
very good read.
I guess it now settles the Car Damage/manufacturer's choice; finally.
I must admit i feel a bit uneasy about the whole "some cars will not support damage. I somehow do not understand this... since they support damage in other driving games? (TD:U, FM2, NFSseries...) we're even talking Ferrari, lambo, Astin Martin, Porsche, Audi, Mercs... which car companies are we talking about here?
man I can't wait for GT5 now! I'm not going to get GT5P, then it will be much more fun when GT5 is released!
Although it would be nice to have "realistic damage" - major crashes, roll-overs etc., I think the limited Forza model is acceptable. F1:CE features many race-ending impacts, but with practice it leads to more cautious, realistic driving. It is important, however, that the AI is also programmed to drive in a realistically cautious way.
I gotta say i'm a bit worried that he thinks 1080p is so important... it's not.
All you have to do is look at crysis in 720p and compare it to say.. bioshock in 1080p.
Crysis still looks a LOT better than bioshock even if it's running at half the res.
if PD used that extra fillrate on more shaders, GT5 could look even better than it does right now.
I think that damage part in the interview is pretty much the same things Kazunori has been repeating in nearly every interview all along the past year. He has said many times already "there will be damage", but the evidence is still missing so all quiet on the Western Front.
That's a nice interview. I really like it. I especially love those places were Kaz admits that he is a perfectionist (as we all know it's true). He's brilliant! Some people hate but I really admire perfectionists and I have to mention that Kazunori Yamauchi is my idol! Hopefully some day I can be half as good as he is. I am quite sure it's not possible to be as passionate about and concentrated on sth like Kaz is when it comes to Gran Turismo. He has been dealing with this series for 15 years and he is not losing interest, willing nor passion at all. He already knows that there will be GT6 and I guess he has an image of it in his mind already. Gran Turismo is almost his life!
Some time ago I was a bit disappointed in Polyphony and Gran Turismo because of the delays but now I completely understand them. It's not possible to create sth perfect within a short period of time, in process like game development you must take your time...after developing, designing and all that stuff there is testing and during the testing time there are not only mistakes to eliminate but some new ideas might pop out of your head (this might happen already during the development) and you just need to use them. Of course the development process itself might take much longer than it seems at the beginning. And when one car model takes half an year to create and one course twice as much (for one designer) then it's obvious that huge game like Gran Turismo 5 can't be completed in a couple of years (at least not with the human resource that Polyphony has - ~90 people).
i agree with you, a man devoted 15 years to racing gameswow
and i thought it was 100 people in the teami was close
but one question, how come he wont employee a bit more handful of talented workers to speed up the progress. other companies have 200 workers and still make good games.
That's an interesting comment... although a bit inaccurate. The reason Shaders exist is to simulate effects and "fillrate" (so to speak). It creates effect where there is not enough rendering power to make them native off the engine. That's how Quake3 introduced so much EyeCandy from their engine at the time.
As for Crysis and Bioshock, i think Bioshock looks a lot better in terms of textural detail then Crysis. Don't be fooled by the super nice beaches and cool ocean effects... the engine can't render more then 3-4 lights at one time and the Texture memory is so sparce it needs to stream content every so seconds. Bioshock is based of Unreal and loads its whole package in one lot, allowing for far more memory usage on the cpu. It can run close to 30 lights at the same time, plus perhaps a few dynamic lights here and there (which Crysis cannot do). Its all EyeCandy and "Magic" rather then pure engine power.
As for 1080p vs 720p... there's a hell of a difference in image quality and surprisingly, not that much processing power is needed to go up to 1080p. Usually its the engine that just doesn't take it well. The main difference comes from how well the console actually runs it out of the box. The 360 doesn't do 1080p Native, while the PS3 does. So i totally understand what he means by the PS3 being superior.
Anyways, i'm glad of their decisions, its the right ones so far.