Damage in GT7

  • Thread starter JoeBro
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Gran turismo 7 is a great game and all but I would like to see the game have more realistic car damage. A high impact crash only results in small scratches which is unrealistic.
 
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Gran turismo 7 is a great game and all but I would like to see the game have more realistic car damage. A high impact crash only results in small scratches which is unrealistic.
Would be cool but has a couple of big problems.
1. Dev costs for modelling increases dramatically. It already takes months for the team to model 1 car to the level of detail seen in-game, and that's only with surface and interior detail.
With realistic damage, you've now got to fully model under every panel, fully model every engine, every joint - the increase in dev time would probably have us end up with 1 update car a month.

2. Car manufacturers are not a hivemind, and all have different ideas and demands as to what part of their cars can be damaged and to what extent. Mazda could perhaps not care about the 787b being reduced to a pile of crushed metal, but would very much care about the Mazda3, something you can go out and buy, crashing in a sense that it looks like the driver would be injured. Gran Turismo works with road cars and race cars, which likely have very different restrictions on what can be shown heavily damaged.
That's not to mention different manufacturer demands entirely, Ferrari might have strict requirements and it would look really weird for you to be able to wreck an Alfa but a Ferrari stays mostly intact.

As a result, you tend to see games stick to whatever the most restrictive limitations are, as this means that the damage modelling is kept consistent across the board.
 
Deformation damage also doesnt work too well in esports. I think current level of mechanical damage works quite well for racing. Gran Turismo is not just a fun single player game anymore..

Realistic damage is like movie effects - it becomes trivial when it loses the wow-effect. And it propably would make it impossible to model the cars to the level of detail in PDI standards. If you want to deform cars I also suggest beam.ng or wreck fest - both fun games.
 
@Nebuc72 hit the nail on the head with his post.

But coming at this from another angle.....why would you want to crash enough that damage modelling adds to the experience beyond racing cleanly and not crashing?
 
I would love a more detailed damage model where AI drivers can take enough damage and exit the race instead of being indestructible bricks.
why would you want to crash enough that damage modelling adds to the experience beyond racing cleanly and not crashing?
It's not about wanting to crash, but about making the experience more dynamic and reflecting the reality of high-stakes racing, it adds to the immersion.

Would be cool but has a couple of big problems.
We don't know what the dev costs are and it doesn't need to be as detailed as you describe where each car would have their own damage model, it's been done in other games.
 
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