FM Vs GT - Discussion Thread (read the first post before you post)

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There was a post somewhere where Ford themselves quoted that they didn't want anything to invade the cabin. That's about as close to proof as I saw.

That would only indicate that Ford doesn't want frame/body damage going into the cabin. Most likely a PR statement as I'm sure it's tough to sell cars when you see a digital version with the cabin collapsed away. Still, that's not saying auto makers don't want their cars damaged, but rather they don't want to see extreme damage like a failure that bad.
 
That would only indicate that Ford doesn't want frame/body damage going into the cabin. Most likely a PR statement as I'm sure it's tough to sell cars when you see a digital version with the cabin collapsed away. Still, that's not saying auto makers don't want their cars damaged, but rather they don't want to see extreme damage like a failure that bad.
Thanks for that. Most people, when they're clearly angry, can't see the whole picture the way you just explained it to them. Oh how condescending you others have been. It's funny, show me proof. Come on show me proof. :^}
 
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.
I'm quoting the links you provided to me, Bogie, & even Scaff as proof of real time damage in GT5, after Bogie asked for said evidence. The problem is, neither of your links prove your claim.

I won't be looking for anything, as I'm not the one claiming GT5 has real time damage. You are & if you're going to tell me to go look for evidence to prove your claim, then it just further tells everyone else you had no proof to begin with.
 
I'm quoting the links you provided to me, Bogie, & even Scaff as proof of real time damage in GT5, after Bogie asked for said evidence. The problem is, neither of your links prove your claim.

I won't be looking for anything, as I'm not the one claiming GT5 has real time damage. You are & if you're going to tell me to go look for evidence to prove your claim, then it just further tells everyone else you had no proof to begin with.

It's logical reasoning. He wanted proof about the sensitivity of the damage being limited. It wasn't about real time damage he was asking. I still posted a link about real-time damage. I just posted it. Three posts above.

http://www.examiner.com/video-game-...ge-and-effects-system-full-detailed-breakdown
 
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.


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.

You quoted a vgchartz forum post... and the poster only talks about the visuals of the damage...

again and please get it this time...

the importance of a damage system isn't the visual fluff but rather the affects to the car's performance after an incident...

Furthermore, I once took an E92 M3 and one of the premium WRC cars down the Mulsanne straight of La Sarthe (Le Mans) and went head on quite a few times at top speed into the chicane barrier. I was messing about trying to get that trophy of losing a part or something (which I don't think I still got lol). I did this in a mode that damage was optional and I put it on max/realistic. After just the first impact the car drive practically fine. Visually there wasn't much. After doing it quite a few times I finally started to see the visual damage effects and very faint damage. Don't recall if this was pre some patch update or not but doing the same in other games like Forza had my engine/drivetrain/etc completely red putting away, pulling towards the sides, not braking right, and maxing out at maybe 3-4 mph while the car scratched and mis-shifted the gears. Of course, in real life the car wouldn't move and the driver would most likely be dead. This is still a game. If I'm racing aggressively and I push it too hard sending my car off to a wall head on, then I'd expect major damage. Not practically none at all.

To me it adds so much. I was in a FM2 series racing Lancia Integrale's around Laguna Seca and one of our friend's who was a horrible driver sent me off on the first lap towards a wall. I putted into the pits, got everything fixed aside from the aero and joined back racing. Ended in 2nd place in a 45minute race and it was probably the best racing experience I had. 1st place had damage too but my aero was affected more. I'd out handle him on the twistiest but he'd pull on me in the straights. Same car, same build, just damaged slightly different.
 
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http://www.joystiq.com/2007/04/20/gran-turismo-5-confirmed-to-have-no-damage-to-vehicles/

"We say confirmed with a question mark because the debate is still up in the air, but apparently there was a little scuffle between a group of message board visitors and a Gran Turismo development staff member regaring the issue of damage to the licensed cars. The staff member worked on Gran Turismo HD and is hard at work on Gran Turismo 5, which is awesome. But here are a few quotes from the guy worth scratching our chins over:

'...We're not ready to implement damage until they can be shown in a truly authentic way (which is extremely hard work if you think about it).'
Damage in Gran Turismo would make the franchise unstoppable, don't you think? He responds: 'No I mean, really, really, really hard work... to the extent of creating another game, almost. From our standards, what other games are doing is "simplified damage". You know how [anal] we are when making our games... we would want to simulate every single dent differently.'


Not sure why they bleeped out anal -- it's a perfectly appropriate word, because Polyphony Digital really does get down to the most painstaking detail when crafting these games. So what's this sound like to you? The staff member who said this checks out. He's completely legit (but we can't reveal the obvious). We're saying there won't be damage this time. Maybe for GT5 A-Spec or something. I dunno. I won't mind. Besides, you're not supposed to crash in the driving sim games."

Straight from the master himself. Previous GT's didn't have it for that very reason. He didn't want to make it dumbed down. He's talking about the mechanical damage though. He's said before that the visual models are easier because of something about calculations. Mechanical is more difficult because too many things can be affected or none at all, depending on the force of crash.
That is still not proof of your claim.

I strongly suggest you re-read the first post of this thread again, because right now your on very thin ice, because issues that you are complaining about, like this....

Thanks for that. Most people, when they're clearly angry, can't see the whole picture the way you just explained it to them. Oh how condescending you others have been. It's funny, show me proof. Come on show me proof. :^}

...would not be occurring if you were posting your sources at the same time as making a factual claim.




I double posted so this page can get shortened a bit.

The occasional double post (in error) is not a problem, your repeated pattern of double posting is a problem.

https://www.gtplanet.net/forum/showthread.php?t=209114#double_posting

Do not do it again.


Scaff
 
With the attitude. I wasn't trying to be a jerk to you. I answered sincerely.



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.


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.

Some dude with a blog is hardly "The Source". Especially when he's pretty much over exaggerating his behind off during the whole "review". What was his one sentence, he got hit head on numerous times only for his sides to get damaged and nothing else, that's the biggest crock of *insert what you like here* I've heard in my life. The version I have you get jacked up where you're supposed to get jacked up. Now I HAVE taken a car in GT5 on Monza and went HEADLONG into the cement barriers in the first turn and suffered absolutely ZERO damage.

Forza 3's damage is calculated in degrees (0-100) of damage whereas GT5 is levels. Those slight degrees of damage in Forza is what makes races online. Is the damage bad enough to pit or can you deal with it? How much damage those the other guys have? etc. GT5 isn't as refined. It's like "None, annoying, pretty bad, bad and must pit now bad" There's no fine degrees of how bad the damage is.

Again, GT5's damage may be some superior stuff in theory and once they can get everything worked out like they want it may show it and FM3 might be faking it all day long but as of this moment Forza's faking the funk exceptionally while GT5 is dutifully doting.
 
I would be happy to do some comparison videos (off screen using my video recorder since I don't have a capture card) showing the same car on the same track and their respective damage results by performing the same tests on both.

My claim is not that GT5 DOESN'T have better simulation. My claim is, that in my experience, Forza is representing damage better visually and in physics.
 
That would only indicate that Ford doesn't want frame/body damage going into the cabin. Most likely a PR statement as I'm sure it's tough to sell cars when you see a digital version with the cabin collapsed away. Still, that's not saying auto makers don't want their cars damaged, but rather they don't want to see extreme damage like a failure that bad.
Yeah, that's the proof I'm looking for too but I bet it's all part of the contracts and when was the last time we've actually seen one of them :(

To me it adds so much. I was in a FM2 series racing Lancia Integrale's around Laguna Seca and one of our friend's who was a horrible driver sent me off on the first lap towards a wall. I putted into the pits, got everything fixed aside from the aero and joined back racing. Ended in 2nd place in a 45minute race and it was probably the best racing experience I had. 1st place had damage too but my aero was affected more. I'd out handle him on the twistiest but he'd pull on me in the straights. Same car, same build, just damaged slightly different.
welldone30flo1.gif


THIS is what if you're a PURE GT fan you'll never understand because you never had it. This adds SOOOO much more to the racing. This is where the strategy comes in. I've posted here millions of times about this element so no need for me to post the examples again or my experiences and REAL life races I've watched where damage was the ABSOLUTE deciding factor of a race. Knowing that dumb moves or not even dumb moves but just those heat of the moment , side by side, 3 wide, 10 pounds of baloney trying to fit in a 5 pound bag supertense , steering wheel strangling moments where either it's going to be a nose to nose finish, somebody's getting "finished" or you all may just crash and burn in a big fiery heap is just a bad bump of or momentarily loss of concentration away. Away from total disaster or ultimate victory.
 
Well, I wasn't going to say anything about these last few pages (other than that a certain person needs to stop double posting as it violates the AUP...) but then I read this post.
Oh wow. You obviously screwed up. That was a link to prove that GT5's damage sensitivity is limited. Manufacturers.
Wow. GT5's damage engine is not limited by the manufacturers. I've read your article links, and they don't say that. Also, look at other games. They have the same manufacturers as GT5, and their damage systems are far more inclusive and advanced. Shift 2 is a great example; do you think that GT5's damage is better than Shift 2's damage? And even FM3 has more extensive damage than GT5 as far as what parts can become damaged and how that damage dynamically affects the performance of the car.
As for the "real-time" damage thing, great. GT5 doesn't model swap. Who cares? It still gives the same effect, only in GT5 the effects are far more limited than they are in other games. If the "real time" damage is to blame for the melted-cheese look that cars get in GT5 when you have a collision, then I can safely say I prefer model swap damage. Also, all damage in all games is "real time" as it happens when you have an impact, not later or before. This "real time" damage that GT5 tries to flaunt just means that there's no model swapping involved, not that it's more accurate.

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.
And? How does this relate to GT5 exactly?
Yes, GT was the first. That doesn't mean it's still the best. Example: The Model T was the first mass produced automobile, so the Focus is now the best car on the planet. Problem, logic?

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.
Reading this was actually very enlightening, particularly the bolded part.
Based on the dev time for GT5 and the amount of partially implemented features (weather, time change, customization, track editor, damage, paint system, rally, endurance races, etc) I think that Kaz is still living in those times. He has too many ideas, there's no way to make them all work well in a reasonable amount of time anymore. I think he still feels like he can do anything in a day, and the fact is he can't. GT5 screams this, it isn't finished, and it's because it tries to do too much. As a fameous man once said, the times they are a changin' and I think Kaz is being left behind.

I didn't post anything for you. I said for you to find your proof. And this is completely retarted.
Proof is your responsibility, not the person asking for it's.

Oh and nothing's ever completed in Kaz's eyes.
See above

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.
This is absurd. The manufacturers don't dictate to this level. It's not done because it's not done, not because the manufacturers said there could be no more damage. Again, look at other games. GT5 wasn't limited to a lower level because the auto industry is secretly out to get PD and Kaz. The damage is the way it is because PD made it that way, not because of anyone else.

With the attitude. I wasn't trying to be a jerk to you. I answered sincerely.

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.
You're right, not everything can be simulated. Mechanical damage can be though.
And all damage is pre-calculated. The game looks at the collision force and location (on the car) and uses that to apply suitable damage in both GT5 and FM3. The only difference is that in FM3 this damage is visually represented by a model swap for a damaged car, and in GT5 the original model is reconfigured. There is no way to implement damage in a simulation without using some form of pre-calculation because real world physical forces do not exist. Also, if there was no pre-calcualtion in GT5's damage, different body constructions would react differently to the same impact, which they do not.
 
Yeah, what does it mean for the GT Players? For the vast, vast, vast majority it means squat.

But, yeah, if you've been racing karts from your childhood on, GT Academy might help you to get the necessary connections and PR to get onto a team, like Lucas Ordonez.

I still wonder why you rarely see anyone mention that he's already had experience with real life racing when talking about everyone's favourite GT Academy poster child.



Oh, so you manage to dodge the AI all the time, or any other players online? You never miss a shift? Well, hats off to you, sir :sly:


1) Proof, please.
2) Who's fault is it, then? Santa's?



Them admitting that it sucks doesn't mean it doesn't suck, it just means that they know it does.



What? More time? They had five years... Shouldn't that be enough? Well, why not skip the PS3 all together and go for a PS4 game, right? :sly:


Aside from having a simple palette to just mix the colour of your choice and pay for it?


I have a sneaking suspicion that, in fact, he doesn't. Same thing I got fed up with last time around :lol:

Your negativity is just starting to spew, a competition that draws over 100 thousand people from both regions annually means a lot. Take a look at the front page, Lucas will not be the last Gt-Academy winner to be successful and if you are not happy that we (Sim Racers) are having an impact in the real world then i don't know what else to say. No other console game is transitioning and giving people experience that is valuable in the real world, Fifa 12 is definitely not getting me into Chelsea or Man-U. So whether you are happy about it or not give credit where it is due.
 
Car manufacturers. Read more carefully. Connect stuff with your brain.

I'm stll waiting for your 'proof' of the claim that GT5's damage model is more precise than FM4's. Remember the opening post of the topic?

To me it just screams of excuses. The finished product is what we judge the work by, not the what ifs and what could have beens.
Exactly. That's why I don't really care about interviews where Kaz tells everyone what he wants and how hard it is being a game developer these days - even though everyone elses seems to be doing fine.

A link about what's coming to a game is not proof of it's actual inclusion. Kazunori said a LOT of things would come to GT5, but never did.
👍

Now here we must agree to disagree. Kaz absolutely nailed the driving feel.
Well, I wouldn't say 'nailed' just yet, GT5 still has a lot of flaws and quirks. I've been lucky enough to play a few PC sims on a nice gaming rig, and in my opinion, those are still quite a bit better than GT5, but that might be personal prefference.

I admit I have only driven FM3 in the demo, both at home and in store. But after having played GT5 demo at the Gamescom back to back with the FM3 demo in a store I felt driving was on a different level with GT5.
GT5 does feel better, yes. I think that's true for most people, whoever, I find that some cars (of the few I've drivena t decent pace in real life), Forza still managed to depict a few accurately. While not as good as GT5, I think it's still pretty good.

I posted this to prove the car manufacturers limit the amount of damage their cars can take which is something dumb and dumber were saying is half-assed. That's why I said to read carefully.
[...]
If in the past, GT couldn't have damage because of the manufacturers then damage being limited means it's to do with them.
And yet, games like Shift 2 Unleashed are allowed to damage the cars to a far greater extend than GT.

So, GT seem to be more held back by that than other games, so I wonder just how accurate such a statement is.
Also, this goes against your initial claim. You said the damage was more precise in Forza, now you're saying it is limited because of the manufacturers. I mean, I might be missing something, but from my point of view, this does not add up.

Aero damage is in GT5. It's not called that though.
There is? So far, the consensus seemed to be that it isn't? I mean if it is, that'd be nice, of course.
Again, I'd like to ask you for a source, if you don't mind.

Oh I never new jumps would damage. I am going by the cape ring jump which never seemed to have any mechanical impact.
PD would've had to patch that, yeah. When I was still palying GT5, I could jump on Cape Ring all day long and nothing would happen, when a single jump like that would smash a road car's suspension to bits.
Oh wow. You obviously screwed up. That was a link to prove that GT5's damage sensitivity is limited.
Which means your initial about it being better than Forza's doesn't seem to hold much water. See, this is all I was on about. You make a claim, don't back it up and get angry when you get called out about it. I mean, really, is that how you want to debate this?

You see. He's human and he's far more intelligent than you and me.
You seem to think that you're knowing me quite well, eh?

Thanks for that. Most people, when they're clearly angry, can't see the whole picture the way you just explained it to them. Oh how condescending you others have been. It's funny, show me proof. Come on show me proof. :^}
Sigh... I can take a Ford GT in Shift 2 and smash it up to an extend that's far beyond anything GT5 will let me do. If it was Ford that was limiting the damage, wouldn't that also affect Shift 2?
Also, the cabin remaining intact is not limiting damage on the car's exterior, nor mechanical damage to the drivetrain or engine.

It's logical reasoning. He wanted proof about the sensitivity of the damage being limited. It wasn't about real time damage he was asking. I still posted a link about real-time damage. I just posted it. Three posts above.

http://www.examiner.com/video-game-...ge-and-effects-system-full-detailed-breakdown
I for one asked you, numerous times by now, for proof that the damage in GT5 is more precise than in FM3. You didn't do that. Quite the opposite.
Here's the part of your post:
especially considering the damage model is more precise than Forza's.
All you have done so far is suggesting that this isn't true.

I think I'm asking calmly and relatively politely that you'll back that claim up, prefferably by quoting a source like, I don't know, Inside Sim Racing.

To me it adds so much. I was in a FM2 series racing Lancia Integrale's around Laguna Seca and one of our friend's who was a horrible driver sent me off on the first lap towards a wall. I putted into the pits, got everything fixed aside from the aero and joined back racing. Ended in 2nd place in a 45minute race and it was probably the best racing experience I had. 1st place had damage too but my aero was affected more. I'd out handle him on the twistiest but he'd pull on me in the straights. Same car, same build, just damaged slightly different.
👍

Your negativity is just starting to spew, a competition that draws over 100 thousand people from both regions annually means a lot. Take a look at the front page, Lucas will not be the last Gt-Academy winner to be successful and if you are not happy that we (Sim Racers) are having an impact in the real world then i don't know what else to say. No other console game is transitioning and giving people experience that is valuable in the real world, Fifa 12 is definitely not getting me into Chelsea or Man-U. So whether you are happy about it or not give credit where it is due.
I think you misunterstood me. See, the Forza leaderboards also draw in a lot gamers. That's not the point I'm on about here; but the difference, for the overwhelming majority of the gamers out there isn't big, if there is one, at all. If I remember correctly, the best two drivers of each country got to actually drive a real car. That's less than 200 people, I'd assume, which translates (considering the 5 million sales GT5 made) to 0.004% of GT buyers for whom it made a difference as to whether the GT Acadamy allows you to drive a real car and such.

That's why I said the GT Acadamy itself is a nice thing, but it doesn't change what the overwhemling majority of GT players are experiencing when they're playing the game, even more so if, appearently, it is also important to note that it doesn't seem like GT5 was the only thing that gave (at least one off) the GT Acadamy winners the experience to do what they're doing now.

That's why I brought up StarCraft: There are some people who make a decent living off og playing it in, say, South Korea, if I'm not mistaken. Does that change what the overwhelming majority will experience when playing the game? I just don't think so.
 
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Your negativity is just starting to spew, a competition that draws over 100 thousand people from both regions annually means a lot. Take a look at the front page, Lucas will not be the last Gt-Academy winner to be successful and if you are not happy that we (Sim Racers) are having an impact in the real world then i don't know what else to say. No other console game is transitioning and giving people experience that is valuable in the real world, Fifa 12 is definitely not getting me into Chelsea or Man-U. So whether you are happy about it or not give credit where it is due.
He is giving credit where credit is due. DUE TO THE FACT that PD is sponsoring this event (with Nissan I believe) to sell games by having one experienced racer get a better shot at hitting it big is a good thing. Too bad people think it's like the actual game is making him this great driver.

I think , well I am, he's trying to bust the illusion that some dude who just finished up God of War 3 and had no interest in racing before can saunter down to the nearest Gamestop, pick up a copy of GT5 and be prepared to beat Sebestian Vettel next year just off GT5 alone.
 
I think , well I am, he's trying to bust the illusion that some dude who just finished up God of War 3 and had no interest in racing before can saunter down to the nearest Gamestop, pick up a copy of GT5 and be prepared to beat Sebestian Vettel next year just off GT5 alone.

Yeah, that is one of the two pints I'm trying to get across here. I think the reason Lucas Ordonez is as good a driver as he is isn't just because he is a sim racer, but because he was a real racer in the first place.

At least, it seems like that to me when reading that he did karting from a very young age.
 
t.o.
snip concerning paintchips

Oh but there is: think Pokemon. Maybe that's a bit strange to you, to me it's One of the joyful concepts of asian game design.

T10 took away the ability to import designs and replaced them by "primitives" Kudos to the painters who deal with 2000 layers of dots and circles. To me it's absolutely crazy it takes two squares to paint a circle in Forza.
 
Oh but there is: think Pokemon. Maybe that's a bit strange to you, to me it's One of the joyful concepts of asian game design.

Herein lies the problem. I'm not looking for any element of Pokemon to be even close to my racing pleasures. The only thing I want Pokemon and my racing game to have in common is you start, do some stuff, and somebody wins. They can share that concept , I won't mind. Anything beyond that needs to quit.
 
Oh but there is: think Pokemon. Maybe that's a bit strange to you, to me it's One of the joyful concepts of asian game design.

Isn't there a difference between Pokemon, which you kinda collect to complete a collection and to 'raise' them, whereas the paint chips are primarily used up to cchange the colour of the car?

Nothing wrong with the collecting appeal, but I think that would be a nice thing to do with less important stuff in the game. The museum card or horns and such seemed like a better place to put such a system, at least to me. Because that stuf fis absolutely optional and doesn't affect the 'conservative' parts of the game much.
 
Oh but there is: think Pokemon. Maybe that's a bit strange to you, to me it's One of the joyful concepts of asian game design.

T10 took away the ability to import designs and replaced them by "primitives" Kudos to the painters who deal with 2000 layers of dots and circles. To me it's absolutely crazy it takes two squares to paint a circle in Forza.

:lol:Pokemon in a car sim:lol: Sorry that cracked me up.

Anyways, there has never been the ability to import designs in Forza. T10 didn't take it away, it was never there to begin with. I really wish that there was because it would make painting sooo much easier, but at the same time I'm just glad that there's that level of custom painting at all.

And why not look at it as a challenge to get good with the painting tool? (like the 'challenge' of collecting paint chips that you said you like)


And there is a circle piece by the way ;)
 
I think you misunterstood me. See, the Forza leaderboards also draw in a lot gamers. That's not the point I'm on about here; but the difference, for the overwhelming majority of the gamers out there isn't big, if there is one, at all. If I remember correctly, the best two drivers of each country got to actually drive a real car. That's less than 200 people, I'd assume, which translates (considering the 5 million sales GT5 made) to 0.004% of GT buyers for whom it made a difference as to whether the GT Acadamy allows you to drive a real car and such.

That's why I said the GT Acadamy itself is a nice thing, but it doesn't change what the overwhemling majority of GT players are experiencing when they're playing the game, even more so if, appearently, it is also important to note that it doesn't seem like GT5 was the only thing that gave (at least one off) the GT Acadamy winners the experience to do what they're doing now.

That's why I brought up StarCraft: There are some people who make a decent living off og playing it in, say, South Korea, if I'm not mistaken. Does that change what the overwhelming majority will experience when playing the game? I just don't think so.

They provided the chance and it's up to the players to use that chance, the main thing is that every GT racer (Provided they are of age) has the chance to be a pro racers if they put some effort in the competition. Whether is a 1% chance or a 0.000001% chance you can't deny that there is that chance.

Bolded part: GT5 is the only game that transitions it's players into pro drivers, iRacing gave it's best alien a one day chance to live his dream. I would not put that on the same level as the GT_Academy. One thing i would like to see though is other manufacturers (After Nissan's deal expires{if they have one}) like Lotus, Toyota e.t.c join in the competition of picking up Sim racers.


He is giving credit where credit is due. DUE TO THE FACT that PD is sponsoring this event (with Nissan I believe) to sell games by having one experienced racer get a better shot at hitting it big is a good thing. Too bad people think it's like the actual game is making him this great driver.

I think , well I am, he's trying to bust the illusion that some dude who just finished up God of War 3 and had no interest in racing before can saunter down to the nearest Gamestop, pick up a copy of GT5 and be prepared to beat Sebestian Vettel next year just off GT5 alone.

Like i said before take a look at the front page, many of the competitors that made it to the finals were never racers (Of any kind {kart included}) Mentioning Lucas will not change the fact that others that made it to those final stages never drove competitively.
 
At least, it seems like that to me when reading that he did karting from a very young age.

This is true but it also says that he gave up Kart racing 7 years before the GT Academy. http://www.gizmag.com/ordonez-2011-nissan-playstation-gt-academy/18045/
From the link,
"Twenty five year old Lucas Ordoñez began racing karts at an early age, but gave it up at 16 to concentrate on academia. He was studying for his MBA in May 2008 when he took part in a preliminary round of the GT Academy using the Playstation3 Gran Turismo 5 Prologue multiplayer game. He won"
 
Luminis
Isn't there a difference between Pokemon, which you kinda collect to complete a collection and to 'raise' them, whereas the paint chips are primarily used up to cchange the colour of the car?

Nothing wrong with the collecting appeal, but I think that would be a nice thing to do with less important stuff in the game. The museum card or horns and such seemed like a better place to put such a system, at least to me.

I don't claim I fully get it, but I find it pleasently excentric. For heaven's sake I started taking pics of some of my cars. Is that sane adult behaviour? Neither is the paint chip thing, but it makes me see how obsessed PD was at copying real life. Even if they only put down so many colour names. I only thought there were two: nice and not so nice ;) Can't see how that hurts the game having them.

As for DAMAGE and manufacturers not wanting to have it in game, you want to dig in the Internet and look for interviews concerning NFS:Porsche. That's where I first read about Porsche not wanting it in the game along with police chases and such. The info is really out there and should be easy enough to find.
 
They provided the chance and it's up to the players to use that chance, the main thing is that every GT racer (Provided they are of age) has the chance to be a pro racers if they put some effort in the competition. Whether is a 1% chance or a 0.000001% chance you can't deny that there is that chance.
I'm not denying that. I'm just saying that it doesn't change the game for an insane amount of people. There is a chance, sure, just as there is a chance like when playing CounterStrike to be recruited by a really, really good clan to be payed well for your E-Sport prowess. But, does that change the game for the vast majority of people? No.
Let me put it this way: If I wa sto put GT5 in my PS3 right now, start it up and play it. Would the GT Academy change a single thing about the game? Would it remedy any of the things that I think are wrong with the game? Would I even notice that there is a GT Academy, or wouldn't the lack of it not alter the game at all?

Bolded part: GT5 is the only game that transitions it's players into pro drivers, iRacing gave it's best alien a one day chance to live his dream. I would not put that on the same level as the GT_Academy. One thing i would like to see though is other manufacturers (After Nissan's deal expires{if they have one}) like Lotus, Toyota e.t.c join in the competition of picking up Sim racers.
So, did GT5 any preperation that other games couldn't offer, or was that just Sony doing so?
See where I'm coming from? The GT Academy doesn't prove that GT5 prepares you for real racing any better than Forza, iRacing or Need for Speed. Just that Sony goes to greater lengths to associate it's brand with real racing.
 
See where I'm coming from? The GT Academy doesn't prove that GT5 prepares you for real racing any better than Forza, iRacing or Need for Speed.

You can't prove that. We can't say unless they were to try the same competition with the other games and then pin the winners of each game head to head in real cars. Even in that scenario there would have to be consistent and clear evidence that the GT drivers are quicker. (although I doubt they would beat iracing)
 
I don't claim I fully get it, but I find it pleasently excentric. For heaven's sake I started taking pics of some of my cars. Is that sane adult behaviour? Neither is the paint chip thing, but it makes me see how obsessed PD was at copying real life. Even if they only put down so many colour names. I only thought there were two: nice and not so nice ;) Can't see how that hurts the game having them.

As for DAMAGE and manufacturers not wanting to have it in game, you want to dig in the Internet and look for interviews concerning NFS:Porsche. That's where I first read about Porsche not wanting it in the game along with police chases and such. The info is really out there and should be easy enough to find.
I don't understand what you're saying in the first half of this post so I'm just going to ignore it. The second part is what I care about anyways.

1st, good thing Porsche isn't in GT5 then isn't it?
2nd (and seriously) to the best of what I can find on the interwebz and from my recollection of interviews from years gone by, there are only a few limitations that manufacturers place on damage done to their vehicles:
1- No deformation of the driver area
2- No invasion of objects into the driver area
3- No depiction of random failures (that make the car appear unreliable)
4- No depiction of damage that would be fatal to the driver (see #1&2)
5- No depiction of more damage on their models than on the models of other manufacturers (that make the car appear weak)
Now I don't have a source handy for these, because as I said it's from recollection, but I'm fairly sure that at least these are true (and possibly more). Besides, it seams like a source is hardly needed for some people these days 👎

Anyways, assuming that these limitations are in place (and possibly more) GT5 still doesn't come anywhere near pushing these boundaries. It doesn't even come anywhere near the level that other games achieve with the same restrictions.
People need to stop making excuses for PD; the poor damage is their fault and their fault alone.
 
But you can't prove the opposite either. We can't say unless they were to try the same competition with the other games and then pin the winners of each game head to head in real cars.

Why would one need to prove otherwise? I just don't think it's something that proves GT5 is the superior game/has superior physics/is more realistic than other games.
I doubt, for example, that a lot of people would consider GT5 to be more realistic than iRacing, for example. Yet, it spawns more preofessional racing drivers. So, it doesn't seem to be too related to the quality of the game in question.
 
As for DAMAGE and manufacturers not wanting to have it in game, you want to dig in the Internet and look for interviews concerning NFS:Porsche. That's where I first read about Porsche not wanting it in the game along with police chases and such. The info is really out there and should be easy enough to find.

But Porsche has been in some of the Need for Speed titles that had police chases.
 
I think those regulations aren't really in place to the same extend any more, which would be expected after the time that passed. Need for Speed incorporates all kinds of damage to all kinds of manufacturers...
 
But Porsche has been in some of the Need for Speed titles that had police chases.

Doesn't shift have damage? I just got a PS3 copy that I'm borrowing from a friend to check out. Haven't really crashed yet so I haven't noticed if there's damage in shift1
 
I'm not denying that. I'm just saying that it doesn't change the game for an insane amount of people. There is a chance, sure, just as there is a chance like when playing CounterStrike to be recruited by a really, really good clan to be payed well for your E-Sport prowess. But, does that change the game for the vast majority of people? No.
Let me put it this way: If I wa sto put GT5 in my PS3 right now, start it up and play it. Would the GT Academy change a single thing about the game? Would it remedy any of the things that I think are wrong with the game? Would I even notice that there is a GT Academy, or wouldn't the lack of it not alter the game at all?

You are still missing the point, they (Sony-Nissan) GIVES YOU THE CHANCE. being recruited is a different story, those people that won GT_Academy were not recruited by Ferrari or Mclaren, where they?. If there was a 1% chance the Mclaren would recruit you there is a 1000% chance that you will win the GT_Academy(This would be mainly because your skills would be unbelievable), both are on a different ballpark. The same can be said for you'r comparison.

So, did GT5 any preperation that other games couldn't offer, or was that just Sony doing so?
See where I'm coming from? The GT Academy doesn't prove that GT5 prepares you for real racing any better than Forza, iRacing or Need for Speed. Just that Sony goes to greater lengths to associate it's brand with real racing.

Until Forza, iRacing and Need for speed produces real world racers the answer to your question would be yes. If they can't prove GT wrong then they need not be mentioned.
 
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