People playing Sport mode is surely how PD intended the game would be played.as they intended
People playing Sport mode is surely how PD intended the game would be played.as they intended
People playing Sport mode is surely how PD intended the game would be played.
We don't know that PD intended that the only viable way to get these cars was through offline play. It's possible they've misjudged the economy system in Sport mode. Originally there were no credits awarded for VR play. That was changed in an update.And so is having to dedicate a significant amount of time to earning the most valuable assets in the game.
"I like what this developer/game is offering so I will buy it and play it as they intended"
And so is having to dedicate a significant amount of time to earning the most valuable assets in the game.
We don't know that PD intended that the only viable way to get these cars was through offline play. It's possible they've misjudged the economy system in Sport mode. Originally there were no credits awarded for VR play. That was changed in an update.
So what you're saying is that trundling around Blue Moon Bay Speedway for hours on end stands out to you as a magnificent piece of game design that'd you'd be willing to delete all your save files just to get to experience again? Because that's what I'm hearing you say. And if that's your standard for "good gameplay", then you, good sir, need to play more games.
That's speculation, albeit with some logic behind it. It was many months before credits began to be awarded in VR. How many months is the cut off before we can say what PD's intentions are? Even if they feel everything is fine as is, it's possible that user opinion might change their own.If it's an easy fix, which it surely would be, and we're 12 months into the game, I think that's a clear indication of their intention.
I agree, one could argue that. Equally, it could be just forcing a point where there is none. They gave out cars in the mission campaign etc. despite the fact they can't be used there.Besides that, the amount of credits you need to enjoy sportmode is significantly less. Infact, IIRC, all I had to do was select the manufacturer and then the car for the first sport mode races I ran... no credits were necessary... so you could argue that the amount of credits paid out in the various game modes are a reflection of the need for credits in those game modes.
👍At this point I'll reiterate, there should be more parity in on/offline payouts.
We only really know how the game is, not how it is intended. There are lots of instances of developers changing something during the lifetime of a game.I am getting the sense that people now more than ever have the mind set "it's my game and I should be able to play it how I want", rather than how I remember it as "I like what this developer/game is offering so I will buy it and play it as they intended"
If I genuinely had to do that kind of grind, I wouldn't think it was good game design
The expectation of the gamer/viewer appears to have become far more self centered
if they don't think it's good game play then they can literally just not do it.
I've made a little over 13 million credits since I bought the Daytona on Sept. 12th, doing solely 2 races everyday at Le Sarthe Nostalgia, and a couple hours of lobby racing on Tuesday nights.
Is it ideal? Certainly not, but considering the small amount of time I've spent racing, I think it's a pretty quick return in the investment. I'm less than 2 million away from paying for the Daytona I bought roughly 6 weeks ago, just doing 33 miles a day.
That's speculation, albeit with some logic behind it. It was many months before credits began to be awarded in VR. How many months is the cut off before we can say what PD's intentions are? Even if they feel everything is fine as is, it's possible that user opinion might change their own.
We only really know how the game is, not how it is intended.
..then why are you defending this kind of thing happening in the 21st century - a time where, as you said, entire games can be changed or even added via a simple download?
It's the 1980s. You are in charge of a video game development studio. You make games for a living. You release a game. It sells 250,000 copies. Because this is the 80's, technology is still somewhat limited, so let's say you're able to gather feedback from 10 players. 5 of them say the game's economy is broken to the point of ruining the game for them, the other 5 proudly claims the game is fine as it is and that the others need to "grow up or get out". With the sequel coming up, you have a simple choice: listen to the 5 people saying the game's unbalanced and tone down the grind aspects or listen to the 5 that say you should leave it as it is. What do you do, and why?
Was it reasonable to assume they were okay with VR not offering credits until they changed it? If they were why change it? The possibility that they have simply overlooked something is also a reasonable assumption. It's probably more reasonable to not make assumptions.until then, it reasonably seems most probable to conclude they're okay with it.
keep canvasing for opinions until the preference was clear
And the reason for that is pretty clear: We used to have Up, Up, Down, Down, Left, Right, Left Right, B, A, Start.I am getting the sense that people now more than ever have the mind set "it's my game and I should be able to play it how I want", rather than how I remember it as "I like what this developer/game is offering so I will buy it and play it as they intended". The expectation of the gamer/viewer appears to have become far more self centered, which I personally think is a bad thing when people are buying into a well established franchise, it's how we end up with 'toxic' fandoms being a thing.
Oh I'm not saying it's not about the "developers vision" and all that. Not at all. I'm getting to that point.
This is kind of the point I wanted you to make in this particular scenario. You have a sample size of 10 out of 250,000 copies sold. Said sample size is split in two equally-sized groups. It's impossible to tell if there even *is* a clear preference, but that's a story for a different thread.
Now, let's move it on a bit. It's 2018. It's a slightly alternative 2018 in that *you* don't have any direct obligations from a boss above you, but the rest of the world works pretty much as we know it. You're still a video game developer. You develop a game that sells five millions of copies. One day, a thread on a forum pops up, questioning the balance of the game economy. People start to get engaged, not just on that one forum, but it spreads across the internet. Let's say a grand total of 10,000 people get involved because technology is a wonderful thing that allows opinions to be heard. Of these, 70% believe the game economy is unbalanced, 25% tells the 70% to "stop whining", and 5% are pretty much indifferent. Remember, this is the glorious world of 2018, where you can change basically the entire game with a single download. Do you adjust the economy in hopes of finding a balance everyone can live with, or do you pretend nothing's wrong and keep doing as you've been doing?
There's a reason I've named this little story "customer satisfaction", because it all ultimately boils down to this: video game developers live and die by whether or not people buy their games - and that they keep doing that. The best way to make people buy your future games? Make sure they enjoy them. That means making compromises, even to what you considered the best game you could possibly make. At the end of the day, it's your vision or your place in the industry.
There's a reason the saying doesn't go "the creator is always right because duh, they created it, obviously they know better".*
*apart from at EA, obviously.
The customer is always right is an idiom that A) Doesn't hold up in the real world
B) Does nothing to guarantee a quality product.
In reality you have to find a midpoint somewhere and making a profit and maintaining game/franchise/developer integrity would be on most people's objectives list, just to differing degrees.
Which, I take it, is why there wasn't an uprising against EA last year, and why lootboxes aren't being illegalised left, right and center, correct?
Besides, if nobody buys a game developer's games, how long can they keep making games for?
It most certainly does have a relevance in the real world.
Neither does the developer dictatorically pretending to be the only one whose opinion matters.
That it is, somehow, possible to combine a developer's vision for the game overall with an economy system that doesn't feel like a waste of time to a not insignificant amount of players?
So let me ask the essential question again: given the split in opinion presented in this thread, would it or would it not be a good idea for Polyphony to consider giving the economy system in Sport an extra look? Even if it doesn't change anything, would it be worth the while - for them and for us - for them to give it an extra once-over and say straight to our faces that this is how they intended the game to be played?
The customer is always right dictates there is no scenario where a customer is wrong... I truly hope I don't need to explain why that is not true.
What happens when Nobody buys a game? Then it's likely the developer will incur a loss. In context, which Gran Turismo game did PD/Sony release for sale that sold zero copies?
Let me ask an essential question... if Kaz did Tweet out, that they've reviewed the game economy, and car prices, and found everything to be acceptable, and then kept it the same, would you accept it?
The game developer wants us to play the game over time and get things like cars and stuff over time, and not play the game in 5 minutes and that what some players want, which is kind of . The game economy is fine whether it is offline or online.I never said the customer was always right. What I said was that there's probably a reason the idiom isn't about the company always being right. The last year-and-a-bit kind of tells a story about that.
We're taking this into the real world, are we?
Alright, let's go along with that. Let's add all the layers back on top and make it a question not about whether it sells any copies at all, but about whether or not it sells enough to break even. What would happen to Gran Turismo if it doesn't sell enough copies to be profitable for Sony?
What I'm saying is that, regardless of how one can try to spin it, a company lives and dies from its customers. There's a reason companies take social media :censored:storms seriously. They know how damaging it can be to them.
Ultimately, if people doesn't buy what you're selling, it's time to look at your options, be it to embrace the niche that's left behind (with the required budget cuts), try to win old or new customers, or close up shop.
Would I be interested in that happening? Definitely. If I can get word from as high up the ladder as possible that they always intended to lock the 20-million cars behind an excessive grind wall and that it won't change in the future, I'll know for certain that it's time to abandon ship. As will anyone else who's opposed to the idea of games becoming a second job. Then we'll see if the franchise can live off of who's left. And if not, maybe - just maybe - the company wasn't always right.
The simple fact of the matter is that, right now, we can speculate about the "way the developer wants us to play the game" as much as we want. Maybe they want us to bore our brains out on Blue Moon Bay. Maybe they want us to go through the entire GT League several times over. Maybe they want us to race for pennies online and never really get anywhere with the whole earn-credits-buy-cars thing. Or maybe they lost sight of the economy balance the moment they reintroduced said 20-million cars. Your guess, frankly, is as good as mine.
If your logic was sound then you would be able to understand that being able to earn 3x as much from offline in 12 minutes, opposed to sport modes paltry offering in 16 mins (current race C) is describing the exact same player that defined by you as a moaner and a groaner.The game developer wants us to play the game over time and get things like cars and stuff over time, and not play the game in 5 minutes and that what some players want, which is kind of . The game economy is fine whether it is offline or online.
Why is it "kind of "?The game developer wants us to play the game over time and get things like cars and stuff over time, and not play the game in 5 minutes and that what some players want, which is kind of .
Many disagree.The game economy is fine whether it is offline or online.
Oh, please Come back when you've read the previous 324 posts.The title shouldn't be "Economy system is a piece of ****", it should be "The economy system doesn't work for me because I want 20 million dollar cars instantly"
It does not take a effort achieve them, some players just want the 20 million dollar cars instantly and it does not happen like that. You have to earn them by winning credits, and this is a game to play over time and not in 5 minutes.I think the bottom line of the absurdity is that the ONLY way to get the unicorns is to grind mindnumbingly horrible races in cars that offer an easy win.
If the reason PD placed the price so high is they expect effort to achieve them, sure, hell yes! But why is the ONLY effort that can achieve them in a pace practical to most (remember, every hour spent grinding is an hour NOT spent racing online, the actual focus of this game!) are the mindnumbing rote repetition of a couple of events..?
I think the point missed a lot on this thread is that the payout system for equivalent effort is so topsy-turvy. Boring offline effort? Tons of money. Interesting offline effort? Jack squat... Online effort? Next to nothing.
This flies so contrarily to the supposed focus of the game.
My take would be, up the payout for Lobby rooms for Clean Races only over a certain length (certainly over the 14min or so of a BMB grind!). You want thousands of clean rooms online? This is the way to get it. Incentivize it! Bonus for clean race (finished) only, NOT position (or I could hear the whining from here to Tokyo about bonuses lost from aggression!).
If we want a cleaner standard of driving, reward it!
Currently, the only thing that gets rewarded is OCD behavior that does nothing to improve the player base. 10 straight hours of grinding doesn't teach you a damn thing, other than PD are clueless when it comes to achieving their stated goal of a high class online esports program..!
You have to earn them by winning credits,
and not in 5 minutes.
this is a game to play over time