- 5,142
- Connecticut
- Ridley-X4
To summarize this post, I think having assists and controls more in-line with each actual car model would add to the immersion of Gran Turismo, and further propel it to being "the real driving simulator."
To begin this topic, I would do away with the many of the options in menu which apply to all cars. I believe these options can be accessed simply in the pause menu, when you're on the road. The omitted options would be such as TCS and ABS, but also the option to pick between automatic and manual. Why all these omissions? Because I'd make these work on a car-by-car basis. We can sort of see this in the settings menu for each car in Gran Turismo Sport, where it will list if the car has an automatic transmission, a manual, sequential manual, or CVT.
On this same topic, I think it would add more character to each car if the controls were not generalized, but instead, also worked on a car-by-car basis, in which you map your own layout for each car. This would ideally prevent wasted buttons (see: mapping wiper and light functions for driving the F1500T-A), but also would dovetail with what I mentioned on using real-world transmission types. Let's use a Mazda Miata as an example. I would force players to map a button for the clutch, shifting up, and shifting down for their button layout when driving this car. This would be in addition to other essential functions such as the reverse gear and handbrake.
Some functions would have the option to be automated, such as the wipers or turning on the headlights. Hopefully, the next game will return to having dynamic day/night and weather, so the wipers and headlights would activate when the conditions develop insofar they would be needed. While I do find it cute that PD has allowed us to use turn signals or enable hazard lights, I don't think they're necessary, though I wouldn't necessarily remove them - I'd allow them to be mapped if there's remaining real estate on the controller. I would say the same of toggling hi-beams/low-beams and flashing your lights; while I'd say these are slightly more useful, I wouldn't deem them as essential as say, shifting up or down, so I'd allow players to go without them at their own discretion. However, I would deem the overtake button to be essential, as I'd say anybody who does not map it would be at a profound disadvantage when using a car than can use it, such as the SF19.
As for assists, this would also be based on the actual functionalities of that car in real life. This would work on a couple levels: being able to modify something in the settings, and on-the-go, via the Multifunctional Display. As a result, you would not be able to adjust fuel mapping, brake balance, TCS, and whatnot from most cars as-stock. However, you could buy a part that allows you to do adjust these metrics, with some metrics allowing you to buy another part to adjust them while driving, such as the brake balance or TCS. Meanwhile, some parts don't have a "settings menu only" equivalent, and can only be adjusted on the go when bought, such as the part for fuel mapping.
I'm unsure if the cars of Gran Turismo Sport have various assists and whatnot as part of the competitive approach, but it somewhat challenges my immersion. For all the things Polyphony Digital seems to pay attention to, such as modeling or handling, I feel like there's more that can be done to make Gran Turismo more immersive without necessarily making it as realistic as a more orthodox racing sim, such as iRacing or Assetto Corsa.
I really wish I could talk to someone either with PD, or has connections to PD - maybe someone from GTPlanet? I feel like I admittedly don't have what it takes to be a developer or game designer, and yet I have too many ideas for various videogame series that I really like, such as Gran Turismo. Even if these suggestions aren't implemented, I simply want to know that I've been acknowledged somehow, or maybe hear why these suggestions/ideas I have may not work. I admit there's a lot I may not know, and there could be some factor that would prevent the implementation of these sorts of things. But I just don't know what to do, otherwise.
To begin this topic, I would do away with the many of the options in menu which apply to all cars. I believe these options can be accessed simply in the pause menu, when you're on the road. The omitted options would be such as TCS and ABS, but also the option to pick between automatic and manual. Why all these omissions? Because I'd make these work on a car-by-car basis. We can sort of see this in the settings menu for each car in Gran Turismo Sport, where it will list if the car has an automatic transmission, a manual, sequential manual, or CVT.
On this same topic, I think it would add more character to each car if the controls were not generalized, but instead, also worked on a car-by-car basis, in which you map your own layout for each car. This would ideally prevent wasted buttons (see: mapping wiper and light functions for driving the F1500T-A), but also would dovetail with what I mentioned on using real-world transmission types. Let's use a Mazda Miata as an example. I would force players to map a button for the clutch, shifting up, and shifting down for their button layout when driving this car. This would be in addition to other essential functions such as the reverse gear and handbrake.
Some functions would have the option to be automated, such as the wipers or turning on the headlights. Hopefully, the next game will return to having dynamic day/night and weather, so the wipers and headlights would activate when the conditions develop insofar they would be needed. While I do find it cute that PD has allowed us to use turn signals or enable hazard lights, I don't think they're necessary, though I wouldn't necessarily remove them - I'd allow them to be mapped if there's remaining real estate on the controller. I would say the same of toggling hi-beams/low-beams and flashing your lights; while I'd say these are slightly more useful, I wouldn't deem them as essential as say, shifting up or down, so I'd allow players to go without them at their own discretion. However, I would deem the overtake button to be essential, as I'd say anybody who does not map it would be at a profound disadvantage when using a car than can use it, such as the SF19.
As for assists, this would also be based on the actual functionalities of that car in real life. This would work on a couple levels: being able to modify something in the settings, and on-the-go, via the Multifunctional Display. As a result, you would not be able to adjust fuel mapping, brake balance, TCS, and whatnot from most cars as-stock. However, you could buy a part that allows you to do adjust these metrics, with some metrics allowing you to buy another part to adjust them while driving, such as the brake balance or TCS. Meanwhile, some parts don't have a "settings menu only" equivalent, and can only be adjusted on the go when bought, such as the part for fuel mapping.
I'm unsure if the cars of Gran Turismo Sport have various assists and whatnot as part of the competitive approach, but it somewhat challenges my immersion. For all the things Polyphony Digital seems to pay attention to, such as modeling or handling, I feel like there's more that can be done to make Gran Turismo more immersive without necessarily making it as realistic as a more orthodox racing sim, such as iRacing or Assetto Corsa.
I really wish I could talk to someone either with PD, or has connections to PD - maybe someone from GTPlanet? I feel like I admittedly don't have what it takes to be a developer or game designer, and yet I have too many ideas for various videogame series that I really like, such as Gran Turismo. Even if these suggestions aren't implemented, I simply want to know that I've been acknowledged somehow, or maybe hear why these suggestions/ideas I have may not work. I admit there's a lot I may not know, and there could be some factor that would prevent the implementation of these sorts of things. But I just don't know what to do, otherwise.