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The ideas behind career mode are having a story mode, which is the main part of current videogames, and making players try bits of content they would have ignored otherwise.
Story mode starts from the bottom in order to have a sense of progression and attachment to the game, at least if implemented properly. On this regard GT5 could have done so much better with little changes, for example there's no encouragement to keep playing, like beating a rival or comparing yourself to real life people, and the Red Bull Vettel challenge is practically the final boss but to players doesn't seem that way.
As for license tests, I have always liked those in racing games because they are a way for polishing my skills, again if done properly. In GT5 it was only a matter of trial and error while abusing the physics, but in others they truly teach players how to drive faster like in GTR2, RBR and LFS. Doing them can be addicting by earning avatars when completing them, especially on the latter levels (in skill requirement compared to GT5 special events)
Story mode starts from the bottom in order to have a sense of progression and attachment to the game, at least if implemented properly. On this regard GT5 could have done so much better with little changes, for example there's no encouragement to keep playing, like beating a rival or comparing yourself to real life people, and the Red Bull Vettel challenge is practically the final boss but to players doesn't seem that way.
As for license tests, I have always liked those in racing games because they are a way for polishing my skills, again if done properly. In GT5 it was only a matter of trial and error while abusing the physics, but in others they truly teach players how to drive faster like in GTR2, RBR and LFS. Doing them can be addicting by earning avatars when completing them, especially on the latter levels (in skill requirement compared to GT5 special events)
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