Just an FYI... I hate multiquoting but I think it's needed here:
Punctually that summarizes most of the problems with GT5's career mode, in FM4 however there are things that should be addressed, to make this point clear please consider how FM1 and FM2 manage the career progression and events.
That's just some of the problems in GT5's career mode. There's a lot of problems and not explained to you anywhere. As one example, many folks bought the Ferrari F1 cars to race the formula series only to find out all their hard earned grinding for those nice Ferrari forumla cars was for nothing. You could only use an FGT in that race. Could be a licensing thing but it'd be nice if they explained that you can only use the FGT. How about, before the OCD patch, the only means to get a pick up truck race outside of being lucky and getting it in the UCD was by completing the 2nd to last license event, of which NO license event dealt with a pick up truck.. Car wash and oil change to me means nothing but a time waster which could put your car above certain restrictions with no means to resolve it, pre patch which allowed you to dial back power. Even the special events have their own problems, like the design idea behind the Top Gear event... who in their right mind though racing VW Samba Bus was genius? Or a Lotus 111R with comfort softs, a tire that doesn't even come from the factory? And the grind, by far the biggest issue in my book. I don't recall exactly but leveling up between 39 and 40 was the same amount as leveling up between level 1 and 39. Seasonal events, another patch, helped fix some of this grind along with adding events, better ones in my book, over what the career had. Some career events having some of the worst standard cars, like the Lupo cup, and being a standard.. same issue as the pickup truck event.. Or how about getting longer races or better prizes in Bspec over Aspec? No means to save your race and go online if doing an endurance event or a series event, until that too was patched. Or how about the car disparity between standard vs premium where you couldn't use cockpit view in 80% of the cars, until now where you guessed it... via patch. And how can I modify a race car by adding chassis reinforcement when the race car is a race car with bars all over? List is long and I only touched on some of them.
In FM1 and FM2 there was always the problem of how to control or improve player skill without the usage of licensing test, a solution for this was the addition of driving assist(not like the ones of FM3, punctually these will be TCS, ABS and of course AT/MT transmission) and the addition of the driving line, by putting these elements at the player disposal, along with a well planted levelling up system the player acquire more easily skill to manage and drive more advanced cars, it should also be said that the events on both FM1 and FM2 are more varied because their respective car listing was well distributed within the range of F class to R1 classes, this listing also considerer the specific car type to create special events like 70's car events and Duelling race events. This was perfectly managed in both games as they still had the had a better approach to sim racing racing.
TCS, ABS, AT/MT, driving line, etc are in GT5. And in Forza games especially FM4 you have a range of car classes from slow F to super fast R1s, along with specific car events like old school muscle races to executive car races to even a Fiat 500 event, etc.. I don't follow your point here...
FM2 presented the optimal way to implement the system, there weren't really problems with it but the problem resides on its sequel FM3, one mayor problem is FM3's casual approach, FM2 presented a model which was still optimal for newcomers and experienced drivers, what FM3 did was broke the levelling up system parameters by making them easier to reach, this at the same time make inexperienced players drive harder cars that they were not supported to at the time, as the player need to identify the differences in how a front wheel car drives, compared to a rear wheel drive car does, compared to a 4WD car, these specific events for this kind exists, however these should be the base for the player to explore how each car drives and how each condition affects driving(noticed also that the very basic races on FM1 and FM2 involved these kinds of races, and please notice that the "magical grip" broke the identity of some of these cars).
FM3 improved on FM2's career mode. FM4 improved even more on top of FM3 so by default FM4 >>> FM2 in terms of career. And you have access to making the game as casual or as core sim as you like. What's wrong with that?
Want autobrake, rewind, no damage and driving line? You got it.
Want full sim mode, full damage, no driving line, no rewind access? You got it.
Again, I don't follow..
This, added to the altered cars list made the events limited in comparison to its predecessors, this consist the second mayor problem with FM games in general, in FM3 and FM4 the cars listing on stock seem to go exclusively towards C to A classes, the cars can be modified to full fill the spectrum, however classical racing and more specific types of races are still absent on FM games(some of the races present duels between car makers, however often the cars involved in these races are really unbalanced).
You start off in F class race events that you race against solely F class cars. Same goes for E, D, C, etc. Classic racing is there, I just did an old school muscle car race event with a grid of just American muscle cars. Again, I don't follow..
The solution that T10 implemented to solve this problem is the class racing system(world racing series/championships, tournaments and endurance events for classes from F->R1), but this in itself is problem because is mainly grind, each class presents the same lead racer(in the case of A for example the fastest car, the car that always wins is the F430), which makes the A class events a race against the F430, this combined with the different ways in which these races are presented makes half of the career mode the same 10 races against the same 10 cars(1 car to beat per class, 10 classes in the racing spectrum), having seen the events list on FM4, is not surprise that the same grind exists since half of the screen is filled up with these events, and the car listing+track listing could have outputted a better career system.
M. Rossi was always the best driver, the boss if you will, and he always was the better and more aggressive AI of the lot. In FM4 you can get the best driver/car to be your main competition or any of the other AI drivers because they fight each other. I noticed a battle between 3, 4 and 5 place up until 2nd, who was behind me, overshot a turn sending him to the grass. The leader of that 3-4-5 pack creeped up on me as I was going easier in the race due to the track. Want to see the same car finishing in the same place? Load up GT5 and load up a race where a Toyota 7 or Chaparral 2J is in the grid. Again, I don't follow..
In GT's case this has always have been perfectly managed(until GT4), since the career structure and game progression depended on player skill. The main problem with GT5 is the levelling up systems and car acquisition systems, in GT4 this was perfectly managed as the Licenses worked as level breakthrough and the car gifts always allowed a continuation to the career mode, GT5 tried to be bolder than that by implementing the same level up system that FM uses for player progression, but this cannot be done as the events on GT5 depend on the cars rather than an specific class of races(in GT F->R1 classes doesn't exists).
The events build upon the different cars exist(but not as well as GT4 did) and they make up for interesting challenges, the same can be said about the different events but by making these silly mistakes PD screw entirely the career mode for GT5, as it should have been far better with the new track generator/time changes/wide car selection.
It's similar in both games. You have a euro dtm race series, you use.. you guessed it, euro dtm cars. Seasonals tend to follow PPI structure which is essentially the same thing. T10 wanted to make a challenge and filter the classes so that A class races A class cars and B class races B class cars, etc. Again, I don't follow...
In conclusion GT5 provide better events, proper endurance events exists and also proper challenges and events, this is being implemented on FM4 but not in the same way and not at the same rate, Top gear events are interesting however the lack of more varied races does not justify the grind that half of the FM4 events and challenges provides.
Sorry for the long post, I have to get that FM problem out my system.
Better events? Debateable, but if looking at the game career I'd give a substantially bigger nod to T10 solely for having many more of them. Seasonals helped a lot, and I find the seasonal events to be better layout than whatever PD thought up for A/B spec.
Proper endurance events? To a degree.. Yes. You have the race lengths and the time shifts and can have even weather affects but the whole reason behind endurance races is the endurance of a race car lasting a race of X laps/time, as in race reliability. There's no damage system in GT5's enduros!! Last Le Mans24 saw almost half the grid not finishing due to mostly crashing or engine/drivetrain failures. And Kaz should have realized that 1 driver doesn't do the entire event, based on his actual experience at Nurb24!
Top Gear in GT5 is an absolute joke. It's easy to see how no one at PD has ever seen the show. No standing starts. Only the test track itself is implemented. No reasonably priced car. Only 3 events with problematic cars like mentioned up above. This license was massively mismanaged, along with others but I won't go there.
Again, I don't follow. To be honest, I suspect you haven't played FM4 (or any other Forza) at all, or long enough. Not trying to attack, just pointing out the obvious.