Forza, to me feels like more of a "pick up an play" game, where anyone could easily, pick it up, hop online, and race. And it kinda has been that way for a while, which is why the online kinda sucks 'cause there's a lot of people who don't know what they're doing. Anyway, if you make a game so just anyone can pop in and play without something like the GT license tests, then you have to make things a little easier. They're both sims, yes, but to me...Forza's always been a bit easier to handle. This is I think evident a little bit in the difficulty settings. GT just doesn't really have any. The difficulty settings there are what car you use for the race and which race your racing. With Forza...there are actual difficulty settings, AND, even in year 7 of Forza 4, M. Rossi still hit the wall on Infineon Stock Car Course and took out pretty much the entire field but me. (And I barely managed to escape) Also, having all the AI drivers pretty much the same race to race AND color coated makes it easier for new and old drivers to build rivalries in the SP campaign. Of course, it tells you who and what you'll be racing against, so you can plan accordingly, but, again, that just makes it a bit easier.
Well, GT5 license test aren't mandatory. I also don't think they help at all in making better drivers, especially the ones that force you to pass a huge amount of cars in an unrealistic amount of time. That's just conditioning to wreck other people.
GT also has basically the same difficulty options as Forza. AT vs MT, TCS, ABS, ASM, racing line, auto steer (I can't remember if that's in GT, but I think it is), and of course SRF. And of course, Forza tries to get you to race "fair" in every race. Originally, it was impossible to bring an over powered car into
any race. Now it's optional, but it impacts your credits.
That said, I do agree that Forza is a bit more pick up and play, not because of difficulty but because of the game structure. Online wants to funnel you to premade rooms using pre defined cars classes with pre defined rules. Every room is the same, so there is no point comparing rooms except for when you have too many or too little people in the room for your liking. There is no serious racing in the quick race lobbies. As a result, you don't get serious racers.
Forza has the potential to cater to serious racing on a level that GT can only dream of. Part of it is the physics. Every car in Forza is convincing and distinct, which is something that I don't think can be said about GT. The physics also make tuning much more effective and realistic, plus Forza gives you telemetry to actually make informed decisions on tuning. GT just lets you guess. Move away from the physics, and Forza's custom room options crush what you get in GT. With in the bounds of the car and track selection, you can pretty much make any race you want. Multi class, time based races, detailed tuning restrictions, etc, these things are missing from GT and its very obvious once you go from one game to the other. The only problem is that Forza is built around its little 3 lap casual races and the majority of players never bother to look elsewhere for a race.
Technically and really, SP vs MP shouldn't effect the physics
That I agree with.
Although, I still don't think each game's "upbringing" is what's ultimately responsible for the physics in each game. We both agree that shouldn't be the case. Each dev has targets in mind when it comes to physics. Right now, it seems Turn 10 is more interested in realism. PD wants something else ("balance" I guess).