“My First Gran Turismo” May Expand With Updates in the Future, and Why It Was Made

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I liked MFGT for what it is - a free 13GB demo where, if newcomers to Gran Turismo or sim racing decide they like it, they can then buy Gran Turismo 7, which still has regular content updates on top of everything that is in the game currently.

It is just my opinion, but PD entertaining content updates for MFGT seems neither here nor there...
  1. If the target audience plays the demo and wants more content, then why not just buy GT7?
  2. And if PD wants to create more content in the format or style of MFGT, then why not add those in a content update of GT7?
 
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If nothing else, that should alleviate the worry I've seen a couple of people have where, because the MFGT ending explicitly says "39 tracks/118 layouts" as opposed to a less specific "500+ cars", they were worried GT7 wasn't ever getting any more tracks.
 
So this really is Gran Turismo for Boys, 20 years after its announcement (Nov 2004)! Boys young and old at that :D. It really shows Kazunori's perseverance. But, I wonder if it wouldn't be tough for Polyphony to udpate GT7 as well as MFGT while probably also working on new title.
 
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If the target audience plays the demo and wants more content, then why not just buy GT7?
It's (normally) £70 and 130GB of downloads and has to be updated monthly or it doesn't work at all.

Fine for those of us already-invested, regular players, but expensive and tedious for the majority of console owners who aren't - and not great for kids or the elderly-elderly referenced by Kaz in the interview.

And if PD wants to create more content in the format or style of MFGT, then why not add those in a content update of GT7?
Who says that they won't? All the content of MFGT is from GT7, why would that stop being the case?
 
I remember GT1 demo, there was 3 cars available and 1 track Clubman Stage Route 5 and you have limited time to play it. This demo MFGT is much, much more and yet still people complain about the content. I also remember that my friends and I set a goal for ourselves of who would go further within the time limit. That was good times.
 
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I can see future MFGT content cover the limited access cars and inaccessible cars found in the game. But I'd like to see Race mode reworked to be closer to the GT2 Arcade Disc career mode, where the different car groups are represented as classes instead of the race event names, and fulfilling the Goodies menu by repeating a few times can unlock the hidden content. Would make for a grander lite game that still is a scrape off of the full GT7 experience.
 
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It's a bit weird for Kaz to mention activities like mahjong, mentioning that ladies will come together to play, but MFGT doesn't have multiplayer. A game in those settings tend to be party games, and multiplayer is essential for party games. I think Smash Ultimate is a good example of a game that can cater to both serious competitive play and casual chaos alike.

The advantage that MFGT has over GT7 is that the cars in MFGT have been specially tuned and split into three classes, which in theory should give them closely comparable performance. GT1 and GT2 Arcade Mode used to very prominently seperate cars based on classes of performance (A, B, C, etc.), and it's always puzzled me why newer games have made performance tiers less and less obvious. I've watched first timers play GT Sport in local multiplayer before, and they wound up choosing cars in completely different categories, resulting in a very isolating "race", with comments like, "why are you so fast? I'm pressing the accelerator the whole time!"



The three classes of cars in MFGT, along with the simplified UI with easy numbers attached to stats, is a very big step in the right direction. Simply reintroducing local multiplayer functionality to MFGT (and maybe tossing in some Oohira Isamu music?) would really make MFGT a good party game.
 
It's (normally) £70 and 130GB of downloads and has to be updated monthly or it doesn't work at all.

Fine for those of us already-invested, regular players, but expensive and tedious for the majority of console owners who aren't - and not great for kids or the elderly-elderly referenced by Kaz in the interview.
To me the question is, what is the real purpose of My First Gran Turismo?

It is listed as a Trial on the PlayStation Store. The game concludes with an in-game promotional video for Gran Turismo 7. To me, that is the main purpose - to get people to buy the main product, and that is obviously where the ROI for Sony/PD will be. If the demo itself appeals to certain demographics that wouldn't otherwise be playing GT7 for whatever reason, then that's great too.

What I don't quite understand is, if the current MFGT content (which in my opinion, covers a pretty good cross-section of the GT experience) is not enough for people to buy GT7, then what difference is additional DLC content going to make?

And if they do decide to add DLC content for a free demo, then how much additional content is going to be satisfactory?
Who says that they won't? All the content of MFGT is from GT7, why would that stop being the case?
Resources (costs, staff) that are designing, tailoring and testing GT7 content that is being neatly packaged into MFGT content updates would be resources that aren't being completely utilized for GT7 updates or the next GT title. For reasons above, I also don't see how there can be additional ROI by adding more content into a free demo.
 
To me the question is, what is the real purpose of My First Gran Turismo?
It's to provide a very condensed, limited-feature demo of the driving of Gran Turismo, without the expense and massive download, for GT-curious people who've never taken the plunge.
Resources (costs, staff) that are designing, tailoring and testing GT7 content that is being neatly packaged into MFGT content updates would be resources that aren't being completely utilized for GT7 updates or the next GT title. For reasons above, I also don't see how there can be additional ROI by adding more content into a free demo.
Any heavy lifting has already been done in making the structure. There may be some meetings over what cars from GT7 will be included in MFGT.
 
I don't have a PlayStation Portal, but this would be a cool mobile game like the original GTPSP.
A nice little game I can do a few races on and then load up my gift car(s) and Credits to GT7. ;)
 
I like MFGT goes to the essential: driving

No scapes, no tuning, no paintbooth, no endless sluggish grinding, no online stuff, just simple and straight forward 👍
I could be wrong, but it feels like in the license tests in this demo, if you run off the track or fail, the retry button come up right away, unlike in GT 7, you have to wait quite a bit when the screen shrinks until you're able to retry the test, unless you know where you're likely going to make mistake and retry manually using the option button.
 
The advantage that MFGT has over GT7 is that the cars in MFGT have been specially tuned and split into three classes, which in theory should give them closely comparable performance. GT1 and GT2 Arcade Mode used to very prominently seperate cars based on classes of performance (A, B, C, etc.), and it's always puzzled me why newer games have made performance tiers less and less obvious. I've watched first timers play GT Sport in local multiplayer before, and they wound up choosing cars in completely different categories, resulting in a very isolating "race", with comments like, "why are you so fast? I'm pressing the accelerator the whole time!"
GT starts using their own measuring stats in PP since GT5, though no classes/division (except for GT7's Gr. classes for racecars). Maybe because there are too wide of a car range to properly cover those classes in a balanced way.

For the Arcades (the cars provided by the mode outside of garage), they cover smaller range of cars, particularly smaller for GT1 and GT2 where C Class covers the econoboxes, B Class covers the 200hp range sport cars, A Class covers the 300hp sport cars (and more for GT1), and S Class in GT2 covers supercars. But for PP to be divided to this, it'd range between Fiat 500 F's 87 to Tomahawk X's 1380....

Even GT3 already have the classes cover too wide range of cars, like the S Class featuring Group Cs and a 500hp road concept car.

By this they can also feature car statistics, like speed, acceleration, etc., though I think only GT1 had a rather accurate representation of this. GT2 had some bizzare decisions (like Alto having full acceleration) while not showing the garage cars' stats, and GT3 only have the car's top speed actually vary for stats. GT Sport did do this, and yes, it doesn't seem to be enough to cover all cars, like how among road cars, even stock Viper GTS 2002 already had almost full top speed stat wise.
 
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GT starts using their own measuring stats in PP since GT5, though no classes/division (except for GT7's Gr. classes for racecars). Maybe because there are too wide of a car range to properly cover those classes in a balanced way.

For the Arcades (the cars provided by the mode outside of garage), they cover smaller range of cars, particularly smaller for GT1 and GT2 where C Class covers the econoboxes, B Class covers the 200hp range sport cars, A Class covers the 300hp sport cars (and more for GT1), and S Class in GT2 covers supercars. But for PP to be divided to this, it'd range between Fiat 500 F's 87 to Tomahawk X's 1380....

Even GT3 already have the classes cover too wide range of cars, like the S Class featuring Group Cs and a 500hp road concept car.

By this they can also feature car statistics, like speed, acceleration, etc., though I think only GT1 had a rather accurate representation of this. GT2 had some bizzare decisions (like Alto having full acceleration) while not showing the garage cars' stats, and GT3 only have the car's top speed actually vary for stats. GT Sport did do this, and yes, it doesn't seem to be enough to cover all cars, like how among road cars, even stock Viper GTS 2002 already had almost full top speed stat wise.
Right. I'm not saying that MFGT has to cover the entire PP range present in GT7, from the Fiat 500 to the Tomahawks. I think just a small curation of specially set up cars—such as 18 already present in MFGT—can be divided into three broad groups based on performance and balanced against each other within their respective groups by the developers who tuned the cars.

I would like to see an Arcade Mode in MFGT where these classes are made obvious, put on the forefront when selecting the cars (like in the PS1 GT games) instead of being relegated to a small box in the car select screen that looks decorative at best. It's much easier to understand why someone driving a "Class C (City Car)" would lose to someone driving a "Class A (Sports Car)" than it is to understand whatever the heck Gr.3 or N200 means. In the video I embedded above, I winced when the game lumped a base 4C and an Evo Gr.B together, and actually let those two cars race on a dirt track against each other.

Yes, later games have had the PP system to more finely indicate a car's performance level, but I don't think it's reasonable to expect a first time player to know what "PP" is. Again, dividing them into classes of A, B, and C, I think is the most intuitive way to create tiers of performance. It's not like the PP system is flawless anyway; a bone stock Volvo V40 on CS tyres measures in at 441.88PP and sets roughly the same times as a Delta Integrale on CM tyres rated at 412.52PP, and the Alpine A220 gets walked by the likes of the F40 and Taycan when matching tyre compounds. This is why I believe manually balancing the cars is a must, instead of relying on some automated system. A car roster of 18 sounds doable for manual balancing.

Just my two cents on how to make MFGT more beginner friendly. With the recent e–sports focus of the series, I genuinely think PD have started to lose sight of how to appeal to a first timer who knows nothing about cars.
 
We just saw a brand new race car that no one saw coming. PD also have the Ioniq on the way. We don’t know what else they have up their GT sleeves. I have no proof, but from what we’ve seen from GT Sport and GT7, it ain’t gonna take much to click a few buttons and add cars and events. I doubt PD will make race liveries for the cars in MFGT. So, doesn’t appear there will be much time taken away from GT7 and a possible next new game.
 
I think with the ‘future updates’ they probably mean what GT7 (or GT8 in the future) content can they trickle down to MFGT to keep the demo game more relevant to the current main game…?
 
I can see once or two times a year MyfirstGT getting a content update with like 6 cars and 2 tracks from.the main game
 
It's to provide a very condensed, limited-feature demo of the driving of Gran Turismo, without the expense and massive download, for GT-curious people who've never taken the plunge.
Yes, and MFGT already does this quite well.

I get that it is PD's prerogative to do whatever they want with it, but to me, adding DLC to a free demo seems like a bit of a sunk cost.

If PD wanted a bigger and more comprehensive offline experience in a standalone offering, then surely it would make more sense to release a moderately priced spin-off (or DLC) where there would at least be ROI.

Just my opinion of course.
 
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