Biggest game-changing feature Polyphony could add to GT series?

I've seen MANY of y'all talking about improving the damage model, physics engine, and other stuff I can get behind, but how about this. If you're going to add all that, why not add a degredation system for the cars. When you buy one new, as you race it, damage it, and generally rack up the miles and hours, performance is affected accordingly.

.....

No, the one in GT5, and GT4 to an extent, don't count. Chassis restoration makes no difference to my eye, and all the engine work seems to be is essentially a tune up. I'm talking something like F1 and NASCAR where when the car gets back to the shop it gets torn down and rebuilt. I'm talking about overheating the engine now, and having the heads fail months/events down the road as a direct result. I'm talking about hitting a wall in a way so that the chassis permanently resembles a canal boat. Finally, while you can resurrect, you still have to deal with aging, general wear, and constant repairs eventually forcing you to either scrap it or esentially build a new one. Or buy one of course.
 
No thanks. I don't want to have to do that in a video game, which I play to have fun. Worrying if I have to get rid of my cars at some point is not my idea of fun.
 
a fully customizable track editor

I'd go insane for it :crazy:. Fully customizable includes weather and day/night custom tracks. Specific weather/forecast settings. Those are just the basic options I'm hoping for. I don't expect a track editor like a PC sim's "only-for-the-capable" track editor mod. Still...

It would be amazing. Oh and this time, let us share them with the world more easily.

This. 👍
 
Ehh, true. Just thinking if we want to go for total realism, why not. It would suck to scrap an Enzo or Veyron.

You need a balance between realism and game though, you have to know when to go which route. Generally you only want to make something realistic if it's fun and having to scrap a car if you total it is not fun. Just like being in a virtual hospital for 6 months with a broken leg is not fun.
 
SimonK
You need a balance between realism and game though, you have to know when to go which route. Generally you only want to make something realistic if it's fun and having to scrap a car if you total it is not fun. Just like being in a virtual hospital for 6 months with a broken leg is not fun.

I agree with this there is only so far realism will go before the fun factor dissappears.
 
You need a balance between realism and game though, you have to know when to go which route. Generally you only want to make something realistic if it's fun and having to scrap a car if you total it is not fun. Just like being in a virtual hospital for 6 months with a broken leg is not fun.

+100. Realism can only go so far before it ruins the fact that you're still playing a game.
 
^ Enter Project Cars ^

I am part of the WMD project, Senior Member, thank you.

However, everything I've said in my previous post 100% applies to pCARS.

I could be the greatest thing that ever happened to world of racing games in the history of known universe, but if SMS fail to find a proper publisher, it will become nothing but glorified demo or PC-release waiting to fund itself somehow for the next-gen release.

And for making a game as pCARS (or GT, or any other racing game to be exact) a commercial success, you need to have abnormally strong publisher on top of the extremely quality product.

pCARS success still remains to be seen. We are all very optimistic - it is more then 9 month up to release at the current release-schedule - but the real effort by SMS still have to come (or to be presented if already done). They have to make proper conversions for current-gen consoles, they have to secure debug and beta-testing for PS3/X360/WiiU (?) for multiplayer, they have to provide a alpha-code for potential publisher and they have to secure a publisher-deal no later than May 2013 if the infamous "Q3 2013" is still desired release-date.

If the pCARS fail to secure the proper publisher deal in next few months, there will be no successful pCARS. It will be a PC game only that will wait for some publisher to grab it in order to release it for the next-gen sometimes in 2014 - if even then. Because pCARS needs the publisher who can provide the strength needed to release such a niche-product on current multiplatform consoles and to market it and support in in the EU/US market (probably also in Asia/Japan to some smaller extent), and at this point of "generational leap" I have very strong doubts about willingness of major publishers towards that adventure. Frankly speaking.

I sincerely think how at this point pCARS is dangerously balancing on the edge of its success. IF they secure a publisher and release it on this-gen, pCARS will succeed. If they fail, complete WMD philosophy fails - and no *investors* (community) will be able to secure refund of their investment. And such backlash would not just hurt the reputation of WMD-project, it would probably become a foundation for class-action suit.

In my point of view, I would like to see a strong publisher in veins of Ubisoft or Activision to grab the pCARS and use it as their premium multiplatform driving title. However, the very essence of WMD project is the greatest obstacle to that, because I do not see any major publisher being very happy about the situation where it has to share the great chunk of initial profit with some *investor community*. And of course, SMS wants to stay "independent" as much as possible, which is never something you can negotiate with big publishers. In short, pCARS situation is very, very serious IMO.

Days to come will be very interesting for pCARS, no doubt about it.
 
It would be cool if at, say, Laguna Seca (which is in California, just so you can understand my reasoning) that very, very, very rarely, there could be an earthquake. Or, after rain in an area with a lot of dirt, there could be a mudslide. Not a great idea, but it would be interesting to race in extreme, yet realistic, conditions.
 
It would be cool if at, say, Laguna Seca (which is in California, just so you can understand my reasoning) that very, very, very rarely, there could be an earthquake. Or, after rain in an area with a lot of dirt, there could be a mudslide. Not a great idea, but it would be interesting to race in extreme, yet realistic, conditions.

You messing about?
 
You messing about?

He means this I suppose:

car-in-hole003.jpg


:lol: :lol:
 
It would be cool if at, say, Laguna Seca (which is in California, just so you can understand my reasoning) that very, very, very rarely, there could be an earthquake. Or, after rain in an area with a lot of dirt, there could be a mudslide. Not a great idea, but it would be interesting to race in extreme, yet realistic, conditions.

Wow.. Um. Yeah. Well that would suck if you were doing the Laguna 200 and on the last lap, a huge earthquake comes and ruins it all.. But yeah realistic I guess, although alot of time for something that pretty much doesn't happen in real life..
 
It would be cool if at, say, Laguna Seca (which is in California, just so you can understand my reasoning) that very, very, very rarely, there could be an earthquake. Or, after rain in an area with a lot of dirt, there could be a mudslide. Not a great idea, but it would be interesting to race in extreme, yet realistic, conditions.

Or it could just rain fire and brimstone.:sly:

I can't understand your reasoning at all, seems more based off YOUR misconceptions than facts.

How about they add Road Atlanta, then add rednecks in overall's running around the track shooting 12 gauges.. You know extreme, yet realistic, conditions.:sly::sly:
 
More endurance
More Faster (X2010, F12010) cars
Better weather
More tracks (Real life)
Remove fake tracks for more real tracks.
 
I'm thinking maybe a difficulty editor.

Say Easy makes the game more arcade.

Normal is what we have now.

Hard is realistic, everything as realistic as possible. Even wear and tear.
 
That would be an industry-changer, haha.


But besides the obvious flaws with GT5 or all GT games, really,that need fixing, I'd really love to see a Forza-style paint booth. Basically, allow players to create and share paint schemes for ALL cars.


^ this


And some new Photomode locations...at least 30/40 :D With the possibility to shoot the car from inside -.-'


Remove fake tracks? No! They are great and are classic. Who the hell doesn't like to drive around Grand Valley, Trial Mountain, Deep Forest, SSR5, and some other original tracks from previous GT titles? :)
 
The hard part of GGT was managing the credits you received to buy what ever parts to be competitive. That's long gone. Moving back to that plus, deducting credits to repair cars would help. Loyalty bonuses for winning with specific manufacturers( just like ahem, FM4).

On the one hand, I'm glad we have an abundance of credits to buy up the NEW/used and OCD. On the other, it's all too easy to boost a car to win. Are we racing to win or racing to buy that Matte black LFA just for the paint?
 
Liveries/vinyls, kits/mods, rim customization (lip, face, etc.), and free roam track editor. Lastly, a intertwining highway system ala Tokyo Xtreme Racer interconnecting all special stages (Xcluding Route X) via bridges, tunnes, overpasses, ramps, and the like.
 
- Deducting points for crashes in races (first 2 warning, then 2pts, 4pts, 8pts, DSQ) like it was in ToCA2.
- Introduce expenses for each tyre set (racing very expensive), gasoline (maybe two types)
- Reintroduce 1 lap quali with rolling start.
Rest in my signature.
 
-Debris/spins; something that happens in front of you, that you have to avoid

To implement that particular feature better:

-Cut tires (in case of running over a carbon fibre bodywork panel with a sharp edge, for example)
-heavy/race ending damage
-Optional mode #1: all damage off
-Optional mode #2: No restarts
-Optional mode #3: caution flags
 
1. Take physics to the end finally. Better tyre flexing model, finally ANY model of drivetrain with its mass and clutch instead of that parody (when you shift 1st gear in 200 and nothing happens), realistically working automatic transmissions (half pedal = shift when 3000rpm reached, pedal to the metal = shift when redline reached)

2. Realistic engine sounds, with realistic reaction for throttle opening, GT5 still sounds like games 10 years ago, few samples fastened into hell. It can be done when there's the right person in sound department, every player will enjoy the game twice with sounds like this!


3. Game system. Make RPG of racing driver, factory testing driver or such. From nothing to best in the world. GT5 is just another static list of races with AI totally incompatible with you in almost everything they do.
 
Setting a new standard in AI is very demanding I know. But there are some quick things they can do very easy. For example:

Since this game is always trying to connect online, it could in theory store every single lap you took in every single track, this for every player connected online.
So if you took an event on track A for 5 laps and you did on a time of 5:02.238 it could simply go to the servers and see... ok we have 8 guys that match this guy level. So next track or event we go. We load the AI with the trajectories they took as long as they don't crash. I think that at least like this everyone would feel the difficulty level matched to his level. This of course would only apply to games always connected to the internet.
 
Options

Everyone wants to play Gran Turismo to their own tastes. Some like engine maintenance; some hate it. Same goes for realistic tire wear, weather, car damage, rewind in races, nitrous, etc. I personally want tire and engine wear but I don't like racing in the rain, nitrous and a rewind option. To each their own.

Gran Turismo has always been a sim that is difficult with a steep barrier to entry. Time and skill is required to progress. Why not give players the option to set global settings to turn off engine wear, racing in weather, etc. in events? "Purists" can still play at the hardest and realistic modes but casual players and those that simply want to get to the good stuff can play the game they want.

Forza and other racing games seem to be removing barriers so gamers can get to the game they want quicker. I think GT should allow those same options to those that want it. Perhaps some presets for veterans: 'Gran Turismo 3 mode', 'Gran Turismo 5 mode'.

The more playing Gran Turismo, the better.
 
Legendary F1 2012-like AI. The AI in that game are geniuses compared to GT5's AI. It could still use a bit more tweaking though.
 
AI that's programmed well enough that you could race against it in a somewhat realistic manner. Actually being able to race - in a racing game...that would be a huge game changer for the series.
 
AI that's programmed well enough that you could race against it in a somewhat realistic manner. Actually being able to race - in a racing game...that would be a huge game changer for the series.

Yes. This.

The answer to the A.I. problem does not lie in reducing your performance points to make a race more challenging. It may work for alright for seasonals, but that's it.

GT5's A-spec is very old-fashioned. It just belongs in another era. What it needs is a major facelift: more social-interaction and competition (a la NFS titles). New race ideas. Rival races. More manufacturer-focused races.
 
CorvetteConquer
Yes. This.

The answer to the A.I. problem does not lie in having to reduce your pp to make a race more challenging. It may work for seasonals, but that's it.

GT5's A-spec is very old-fashioned. It just belongs in another era. It needs a major facelift: more social-interaction and competition (a la NFS titles).

Im not sure nfs is the way to get ideas from they are so far removed from what they used to represent that they might as well drop the name and call it something else.
 
I still really want to see a game that changes.

Oil slicks, debris, tire deformation, temperature, cloudcover, ambient temperature, track temperature... It all changes several times throughout the race, and it changes the dynamic of the race. Flag rules, (including debris flags) and oil slicks etc. will all change the passes people attempt, it will change the level of attack/patience the drivers have (preserving the tires) and it will affect the penaltiesa driver gets...
 
I think it could do with the AI model from NFS Shift. It is far superior to the rubbish we have in GT5. AI that can race in a racing game is pretty important!
 
I still really want to see a game that changes.

Oil slicks, debris, tire deformation, temperature, cloudcover, ambient temperature, track temperature... It all changes several times throughout the race, and it changes the dynamic of the race. Flag rules, (including debris flags) and oil slicks etc. will all change the passes people attempt, it will change the level of attack/patience the drivers have (preserving the tires) and it will affect the penaltiesa driver gets...

Agree with you, the races in every GT since GT3 (they started to stretch the races in GT3) feels very dead to me.
Because it is just like go 10 laps on Nordschleife and thats it. (few times pitting). Nobody will ever go off track until something very very bad happens. No Safety Cars or tyre punctures either.

Theres so much space to add the right feeling to races that PS3 could be here for another 10 years until PD do this :) (its not about the graphics)
 
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