And that proves your point about the damage model being more precise how?
Also, of course it increases the workload. How's that making it not PD's fault to half-ass GT5? I'd call that "mismanagement of time and resources".
And what's with the comment about how manufacturers being opposed to damage in games? Others did that long before GT.
Oh wow. You obviously screwed up. That was a link to prove that GT5's damage sensitivity is limited. Manufacturers. GT slogan is The Real Driving Simulator. GT was the first in the game consoles to try racing simulation. Kaz pitched the idea of Gran Turismo and was basically shunned. So he first released Motor Toon, as he was making GT.
Just FYI for people to read.
AW: When did you make the first Gran Turismo?
KY: I started in the latter half of 1992.
AW: How hard was it to make that first game?
KY: It took five years. In those five years, we could not see the end. I would wake up at work, go to sleep at work. It was getting cold. so I knew it must be winter. I estimate I was home only four days a year.
AW: With advances in technology, is it easier to make video games now?
KY: It's more difficult now because it has become more complex. But the scale of the games has changed. The first one took seven people five years. If you were to try and do it today, it would take 10 times that many.
VB: How many people made the first game?
KY: On the first one, there were seven to 15 people, at different times.
VB: What has changed?
KY: The difficulty of creating games hasn’t changed that much. It takes a lot of time to communicate with a team this large now. Before, you could wake up one morning and have a good idea. You could see it implemented in some form by the evening. Now, if you have a good idea, it may be two or three years later before you see the result. It’s because it takes so many more people to do it.
VB: How long does it take to make a game?
KY: This one has taken five years. Nothing is getting easier or less expensive. It does get easier if you are making a second version on the same platform, like the PS3.
VB: Why do you keep doing it?
KY: Every time, it’s the same for me. I am usually pretty frustrated when a version comes out. Right after the release, I think we should have done this or should have done that. A game release is not a very happy time for me. When a new title comes out, I look to the next one to fix it.
VB: Sounds like you are a perfectionist.
KY: Yeah, I’m usually pretty angry after the release of the title.
You see. He's human and he's far more intelligent than you and me.
You are continuing to post articles from the past that only say what Kaz. wants to be implemented. That is not proof, esp. when Kaz. has made several claims in the past about what the next GT might have.
I can sit here & claim I want to buy a GT-R in the next 6 months. That's not proof until I actually have the car sitting in my drive way, is it? Neither is a developer claiming what he wants to implement.
I also don't see in your article where you claim "it's been completed". Please, quote that specific phrase in either of the 2 articles you linked, esp. when the 2009 link said it was coming, not that it was completed.
I didn't post anything for you. I said for you to find your proof. And this is completely retarted. Oh and nothing's ever completed in Kaz's eyes. It was completed in terms of the manufacturers eyes. Once they were, he had to move on. It was completed in that sense because it was implemented. Otherwise, there would be no damage.
Do you really think it's right to tell me what I should consider important and not? Nitpicky is the box art color is too dark, not being able to customize my car the way I would want is not. How do you feel about not being able to upload video, is that nitpicky too?
With the attitude. I wasn't trying to be a jerk to you. I answered sincerely.
Seriously, paint chips? So the fact that in real life I can go to any autobody guy and flip through catalogs of paint and pick one shouldn't translate to this "sim"?
You said that, and I said that's nitpicky because not everything in a GAME can be simulated. Me e-penis is bigger now because I have a higher post number after these past hours. Forza's damage isn't more refined. It's a pre-calculated damage system.
The damage engine itself is just as flawed. Turn 10's very generic pre-release promises of absolute realism built incredible expectations. In the end we have exactly the same pre-calculated damage system we got with Forza 2, with the aforementioned flawed flip-overs added on top of it. There's no deformation of the car's chassis like in even the slightest real-life crash. The engine simply applies a "generic" damage to a very generic area (or multiple generic areas) of the car, that might or might have not been involved in the crash. Someone hits you slightly on your right door? The whole right side of your car will be covered in bumps and scratches like someone had too much fun with an hammer. You are involved in a gruesome multi-car crash that had you flip over several time and end against a barrier with a force that would have turned a real ride in a pile of junk metal? You'll lose your bumpers and spoiler, and the rest of the car will be covered in bumps and scratches very similar to those of the case described above.
This, of course, when the engine even manage to register hits in the right area of the car. I can't count the times in which I've been hit head on in the rear of my car, and the engine actually damaged only the sides. So realistic...
http://gamrconnect.vgchartz.com/thread.php?id=102216
that review is my source.
http://www.examiner.com/video-game-...ge-and-effects-system-full-detailed-breakdown
Off to go puff away on my magical pipe with my magical dragon.