Car Damage

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Nowadays a racing game needs damage, the manufacturer's wont allow is rubbish won't pass anymore, racing is hazardous, if you messup you crash, if someone behind you locks up they crash and could take you out, it's all part of racing. To say GT doesn't need damage is like a war game doesn't need guns as we could all just run around and beat each other to death rather than shoot. What I mean is it's a core part of the genre. Wallriding, grass jumping, AI bashing, AI crashing, AI dumbness needs to go for GT to bring in the new generation of gamer.

Damage should always be selectable and their should always be punishments for those who don't use it and rewards for those that do. More money usually, look at Forza for an example, use sim damage 25% more winnings etc... I trust PD and KY to make GT5 the GT game it has always meant to be. If they don't then I'm sure Forza 3, GTR2 and maybe even enthusia 2 will be hot on it's heels.
 
Nowadays a racing game needs damage, the manufacturer's wont allow is rubbish won't pass anymore, racing is hazardous, if you messup you crash, if someone behind you locks up they crash and could take you out, it's all part of racing. To say GT doesn't need damage is like a war game doesn't need guns as we could all just run around and beat each other to death rather than shoot. What I mean is it's a core part of the genre. Wallriding, grass jumping, AI bashing, AI crashing, AI dumbness needs to go for GT to bring in the new generation of gamer.

Damage should always be selectable and their should always be punishments for those who don't use it and rewards for those that do. More money usually, look at Forza for an example, use sim damage 25% more winnings etc... I trust PD and KY to make GT5 the GT game it has always meant to be. If they don't then I'm sure Forza 3, GTR2 and maybe even enthusia 2 will be hot on it's heels.

While I agree with your general sentiments, this particular part....

the manufacturer's wont allow is rubbish won't pass anymore

...is actually far from rubbish. Manufacturers are the ones that still call teh shots when it comes to issuing licences to developers and they do stipulate what degree of damage can be inflicted on a car. Even the developers of Forza have said they had to submit details of crash modelling to manufacturers for approval. Limited to what damage can be inflicted on road cars still applies (no rolls, flips, no damage to the 'safety zone@, so no crushing of A, B or C pillars, etc).

I am yet to see a game in which real damage is inflicted on road cars in a game, the majority is simply cosmetic (to a greater or lesser degree). You may notice that the games that currently best model damage in a realistic manner all feature race cars (which are licensed very differently), such as F1:CE, Richard Burns Rally, Race Driver, etc.

Simply put manufacturers still have a massive say in the way damage is depicted in games, and will continue to do so.


Regards

Scaff
 
I know what you're saying Scaff and I know about the rollover thing but even some relatively real damage is better than no damage at all. A good example is Ford there is a brilliant article where a PC magazine talks to Ford about their upcoming models being in TDU and the person in charge of it basically says Ford will allow the use of their cars as long as they don't have rollovers but that's open to negotiation and also no civilians getting hurt or runover, they will however allow their cars in a game with people IF the people always get out of the way.

It was a very good read and I will need to find it and show it or it may already be on here in fact but I honestly feel that with Forza/2, GTR and other forthcoming racing games showcasing some form of damage it increases the immersion and realisation of the game experience, this is your car, wreck and your out of the race plus a big payout to fix it.

Realistic damage will probably never be possible as manufacturers don't want you to see that your front will fall apart with a 20mph hit in a Ford Focus whereas a Renault 5* NCAP Clio only sustains a cracked bumper.

Realistic looking false damage (in my head that makes sense) is much better than no damage imo and I really do think the GT series needs to embrace it rather than pass it off as not ready yet or not real enough.

Now I need to go find that article.

Found it: :dopey:

Source: Gamezone.com

Ford’s Mark Bentley Talks Licensing; Explains How Cars Get Into Games
by Louis Bedigian​
“We're involved with all the major titles: Test Drive Unlimited, Need For Speed, Forza, Project Gotham, Gran Turismo.”

In between laps in Test Drive Unlimited and laps in the real Shelby Cobra concept at Ford’s Dearborn Development Center, Mark Bentley (Licensing Manager, Ford Motor Company) took a few moments to tell us about Ford’s involvement with games.​

"I license Ford vehicles into toys, video games and collectibles,” he said. “One of the better parts of my jobs is working on video games. We’re involved with all the major titles: Test Drive Unlimited, Need for Speed, Forza, Project Gotham, Gran Turismo (last year). We’re really excited about our relationship with Atari, and we think the game is really revolutionary. It combines lifestyle and racing into one cool package. It’s going to bring a whole set of new customers into the racing genre.”

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To make certain that the cars look as good as their real-life counterparts, Mark says that they review early game footage and screenshots. “We review all specs, screenshots – front, rear, side. All around, and interior. We’re always looking to make sure the game portrays our cars as accurately as possible. But if we do our job up front, that shouldn’t be an issue. ‘Cause we provide them with all the data they need. CAD data, drawings, photographs – anything they need to make it as realistic as possible. That either eliminates or highly reduces the incidence of error in terms of the way our cars are portrayed on-screen.​
“And we know that there are different levels of games in terms of the way the cars are finished off. If it’s a budget title, you’re probably not going to get that level of definition that you would in an A-title. Like an Atari game or an EA game.”​

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How does Ford decide which games to be a part of? Do you go to the game companies, or do they go to you? When does the relationship begin?

Mark Bentley:
Generally speaking, the game companies come to us. We have a very specific set of guidelines we follow for participation in games. If the game title meets those guidelines, then we work out a contract, we just have to negotiate the details of that contract, and then go forward and supply them with whatever they need to incorporate the cars into the game.​
I’ll give you an example: we supply CAD data, we supply photos, we supply technical information. We will support them for recording the sound notes of the exhaust, of engines revving, of acceleration and deceleration. Depending on how technical the game is and how much realism they want to bring into the game, we actually partner with them from the beginning of the relationship and all the way through to launch. In cases where we really feel special about a game, like Atari’s game [Test Drive Unlimited], we go forward and help to promote them.​

What are some of the guidelines that you require a publisher/developer to follow?

MB:
We can’t have explosions. Rollovers – we generally don’t like to see rollovers. We know it does happen, but [we want it to be] minimal, if at all. No gratuitous sex, violence, obscene language. Pedestrians cannot be hit by a car. We’re always very safety-conscious. We will allow pedestrians on the course provided that they are not able to be hit. Provided that they vanish out of the way, what have you. Our cars can’t be put in any bad light, you know, where they’re out to do bad things to people.​

How do you feel about body damage? It seems like car companies don’t want their cars to be scratched in a game. I understand that, but at the same time, based on the crash tests you show on TV, have you ever considered including an element like that in the game?

MB:
Yes. We are probably more liberal than people think on damage now. In Test Drive Unlimited the cars receive very little damage. But you’ll find it in other games. For example, Need for Speed Carbon – you’ll see a lot more damage. The only thing we will not allow is for the passenger cabin to be compromised where someone could be physically injured. Now, they could be theoretically injured in a crash where the front end is bunched up and the passenger cabin is still intact. But the goal at all times it to promote safety, and making sure that Ford vehicles don’t get portrayed in an unsafe way. But we are not against damage-modelling in games. We do realism in a game, and we think that makes the game more real.

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Speaking of EA, in the Madden series they have Ford Field – I would assume you’re somewhat involved with that…?

MB: No, we have not advergamed [advertised in games]. Right now Ford isn’t really active in the advergaming business. Not to say that we wouldn’t be, but we’re still more traditional in our print and online medias. We are looking at video games as a way to connect with younger customers. Our cars are the stars, as we say, in our games. But if it makes sense to have the Ford oval on a sign somewhere, on a track…but the financial equation has to make sense.

Are there any other titles that Ford is getting their cars into?

MB: We have our own series, a title that started out as Ford Racing. We had Ford Racing 2 and Ford Racing 3, and now we’re introducing Ford Bold Moves Street Racing, which is a title being released by Eidos on September 19th. That’s a partnership that we’ve had with Empire Interactive out of the UK, who has developed the series for us over the last five years.

What cars are going to be in Need For Speed Carbon?

MB: I don’t have the list in front of me, but you’ll see the new Shelby GT500, the Ford GT, the Mustang GT, and I believe a vintage Mustang.

And you’ll be able to tweak these cars to your liking?

MB: Yes. Need For Speed is about customization. It’s about street tuning, and a lot of kits and all that.

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You said you’re involved with getting Ford cars into toys, games and collectibles. Are you also involved with getting Ford cars into movies?

MB: No, we have a whole brand entertainment office that does all that. They worked with Mission: Impossible 3, the movie Cars, and other types of movies too, if there’s any need for our products. A lot of times the movie companies are looking for an automotive partner for various scenes. You know, they’ll wreck cars – James Bond, Aston Martin. We are a long-running partner with Sony Pictures for James Bond. We partnered with them for the upcoming Casino Royale. Aston Martin, a subsidiary of Ford Motor Company, will have a presence in that movie.

Thank you for your time.

Source: Gamezone.com
 
For the damage fiends, and I was won over by Forza, hopefully Ford is showing the way for other automakers to follow. Having damage in some games but not GT5 would be a glaring deficiency. Personally it wouldn't matter much to me, but there are a sector of gamers to which this will affect a purchasing decision. And that may even include the PS3, as some of us pretty much want one just for Gran Turismo 5.
 
Interesting, they don't like rollovers, GT physics are specially restricted so the cars wont roll over doesn't matter what you do. Rollovers is something people want added to GT but it looks like manufacturers are not fond of the idea (maybe for rally mode only?).
 
What are some of the guidelines that you require a publisher/developer to follow?

MB: We can’t have explosions. Rollovers – we generally don’t like to see rollovers. We know it does happen, but [we want it to be] minimal, if at all. No gratuitous sex, violence, obscene language. Pedestrians cannot be hit by a car. We’re always very safety-conscious. We will allow pedestrians on the course provided that they are not able to be hit. Provided that they vanish out of the way, what have you. Our cars can’t be put in any bad light, you know, where they’re out to do bad things to people.

How do you feel about body damage? It seems like car companies don’t want their cars to be scratched in a game. I understand that, but at the same time, based on the crash tests you show on TV, have you ever considered including an element like that in the game?

MB: Yes. We are probably more liberal than people think on damage now. In Test Drive Unlimited the cars receive very little damage. But you’ll find it in other games. For example, Need for Speed Carbon – you’ll see a lot more damage. The only thing we will not allow is for the passenger cabin to be compromised where someone could be physically injured. Now, they could be theoretically injured in a crash where the front end is bunched up and the passenger cabin is still intact. But the goal at all times it to promote safety, and making sure that Ford vehicles don’t get portrayed in an unsafe way. But we are not against damage-modelling in games. We do realism in a game, and we think that makes the game more real.

All points that quite clearly indicate that manufacturers have a large say in how damage will be represented in games/sims. Now keep in mind that Ford are one of the more 'co-operative' manufactures around, and imagine trying to set a standard that will keep all the manufacturers that appear in your game/sim happy. You either have differing levels of damage on the different makes/models of car or you have to use the lowest common denominator for all the cars. The more cars you have in a game, the harder that's going to be.

The roll-over point is one I have maintained for a long time, we are simply not going to see it happen when production/road cars are involved, part of the reason is the 'image/marketing' perspective, the other is the whole SUV's roll-over too easy part. A large amount of legal action resulted from that issue and manufacturers are loath to provide fuel to it, no matter what the source. Its while any game with roll-overs ion it features either 'fake' cars or race models only (as in Richard Burns Rally and the Race Driver series).

Regards

Scaff
 
The gt franchise can survive without car damage...I just saw a demo for forza 2 and their damage...It seems really simplified...I doubt pd will do it for numerous reasons...
1. Damage done wrong can ruin a game.
2. To do damage right, must be a programmer nightmare....we all know how great PD is with detail.
3. cheesy damage graphics won't look right in gt.
4. I am sure there are more ambitious ideas floating around Kaz's head.
5. with or without damage Fan base is still strong.

Gt5 should make forza 2 look like...(insert appropriate word/words)
That being said forza 2 won't be a bad game...just not as great as the next gt...PD dont' dissapoint...So far I am happy. ( I found xlink...Thanks for giving us lan games!)
 
PD do disappoint though, and so do Turn 10 tbh, they have stripped a few things to keep the 60fps and the replays are truly awful but to say that because GT is GT and it will sell to it's fans doesn't say much about it's fans, throw them anything, stick the GT badge and watch it sell, sorry but after Forza 2 that will not be enough to those who really do enjoy racing in a game. You also say Forza 2 has simplified damage, note the demo is cosmetic only and that simulation damage will effectively kill your car, no parts will fall off that make the car undrivable though as this is the manufacturers doing so for PD to not do it right as you say then GT would need to ditch the roadcars as no manufacturer want's to see their cars mangled in a manner that would result in injury to the occupants hence why Front and Back get trashed in Forza 2 but the main occupant housing stays full intact and only scratched and dented.

I really really really do hope KY and PD bring GT back to it's glory, but there's always this feeling that they'll just get lazy and do an EA, add to the roster, screw everything else.
 
Well I've just sped-read the previous posts. My opinions are:

Cosmetic damage would be good, but with the number of cars and car types in the GT-series games, this would be difficult to implement. However the effects of crashes should be such that it forces drivers to drive safely or risk an end to their race and/or losing that car from their garage (i.e. writing it off!).

As others have suggested, I feel that GT mode should have an option for enabling truly realistic physics. There should at the very least be an option to allow cars to roll/flip as the result of collisions or taking corners too quickly in cars with a high centre of gravity.

Online Play: the problems with allowing these options in online play is that disruptive kids and certain immature adults could turn online races into a demolition derby. Whether or not this kind of "bad-sportsmanship" can be penalised or prevented depends on how player registration will work, i.e. if players can gain penalty points for ramming other cars be voted out of races by other players.
 
But then some one it going to be the bad guy. GT5 does not need cosmetic damage but stuff like flat tyres and flat spots that look flat would be nice to see. Damage also makes the AI a problem. Because if they drive as bad in GT5 as they do in GT4 damage is going to damage a great game.
 
PD do disappoint though, and so do Turn 10 tbh, they have stripped a few things to keep the 60fps and the replays are truly awful but to say that because GT is GT and it will sell to it's fans doesn't say much about it's fans, throw them anything, stick the GT badge and watch it sell, sorry but after Forza 2 that will not be enough to those who really do enjoy racing in a game.
For someone to say that who has links to Test Drive Unlimited sites in his sig... well, it's hard to take your remarks seriously.

In any case, we'll be hearing some things as the spring turns to summer, and summer to fall, unless Polyphony wants to pull a Killzone on us and release a monster all at once at the last minute.
 
well, Damage is something that will only be inplemented in a GT game if it can be done realistically; that wat KY has always claimed. This was in the ps2 era, pre GT3. So i'm wondering if the PS3 has what he has been looking for. If not, than KY will not likely implement it. What is more, Forza 2 has damage, yeah that's true, but have you actually experienced it? you bump a few times and your paint job get dinged up, bump some more and you'll see some and bigger dents; bump a lot and your car turns grey (the original paint is gone...) and it looked like someone attacked it with a baseball bat. Is that what I want, I dont think so. sure it's fun the first few times, I think it even looks cool, but thats the whole point. Forza is trying to look cool, which is fine and it does so extremely well. The GT series aren't there to look cool, it's main focus is realism. I know that because of this goal they might/will dissappoint next-gen gamers. We don't know yet, but what we must keep in mind is what kind of damage are we talking about? If we are purely talking about cosmetic damage that only goes halfway...then we should concider if that is really what you want? miss two corners and your cars looks like crap, but if you mis some more or hit other drivers, nothing will happen because the damage is already maxed. I think that this would be the case. However, realistic damage is something that would only work if you could write of the vehicle...and that folks would take a lot of time to implement...
 
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