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Wait, what? Didn't he already state that different compounds were going to be in?
I've been following racing games since before the original Xbox was an idea in some Microsoft employee's head, and will continue to follow them after the XBone is obsolete. I managed to give Gran Turismo 5 a try without ever owning a PS3, and I've discussed the game in the past couple years without ruffling any feathers over bad information (AFAIK).Can I ask a question with no ill-will intended?
If many of you who have stated you have no intention of purchasing the One what difference does it make what Forza 5 does or does not include? It was never going to swing you one way or the other considering some of you had already made up your mind after the presentation last month.
I'm both confused, annoyed, and genuinely interested.
Woooooooow. Now that's one hell of an interview. 👍 I think it sums up my feelings looking at FM5 and what they've shown us so far -- that Turn 10 have kind of given up on building Forza into a racing simulator (even if they won't say it), and have settled for just making a racing game.
This is what I don't get, Dan says he gets such a hard on for all the intricate details that come along with a simulation based driving game. I mean going to McClaren and Calspan would suggest that implementing the basic features of tire wear, and fuel consumption, wouldn't be all that hard to do. Yet he states they "have to draw the line somewhere", as if having those things work properly in game would be too much for them to handle? They partnered with Pirelli for FM4 so how tire wear was not properly carried out, or even fixed in a later patch is beyond me.
He is kind of shooting himself in the foot there, especially when he claims that Forza is basically on par with PC simulators. Hopefully, his time spent with Calspan will reflect improvements in this area in FM5.
Regards to the interviewer as well. These are the types of questions and criticisms developers need to face first hand. FM is by far the most well rounded game when it comes to cars and car culture, but they cannot forget about the roots of the series, which is "motorsport".
Dan has said that in FM5 there will be more Motorsport oriented tracks. He also mentioend the new Laserscan technology they've implemented. I dont really care about pitstops. What did you expect them to do, make the tyres last as long as in GT5? where after a few laps, the tyres start smoking like they on fire? Make you do a pitstop after 6 laps of racing too add to the excitement?
No night because of time constraints not technical restraints.
Have they said no animated pit stops, or was it just no pit-strategy options?
I mean, animated pit stops would be just an extra, to me, but still. We've already seen a few animations of drivers walking by cars, so if they've done some animated people it doesn't seem too unreasonable to have pit stops.
Even when they first said it was technical restraints I took it as "We didn't have time to work out the technical restraints" more than saying it can never be done.
I think T10 would be justified to hold off on animated pit stops until they can get them right; just like weather and day/night. By which I mean, they have to make sure that the re-fuelers and wheelsmen are actually in the correct spot on EVERY car and not just Ray Charles-ing around with their tools (GT5, I'm looking at you). That's a ton of variables to take into account and create animations for.
I hate to play Devil's advocate in this context, but if it's that much labor for such an ancillary feature, it's no big whoop to leave it out.
Jojo6251,
Thanks for posting that interview!
It looks like Dan regards major issues as very minor ones. The whole realistic tyre wear/fuel usage, damage modelling and animated pit stop affair is a serious one, and I think it's high time they implemented all those. And yes, majority of folks DO want that. I think Dan's starting to sound aaa biiiiiiit like Kaz - naive and out of touch.
I can only answer for myself, but I want to keep an eye on Forza for the same reason I keep an eye on Gran Turismo (and some other games I've put on hold, like StarCraft, Dota or, until recently, World of WarCraft): I might return to these games some day. Those are some of the games I've played for a good bit of time at one point in time (or for a few iterations in their franchise) and I don't want to get out of touch entirely.Can I ask a question with no ill-will intended?
If many of you who have stated you have no intention of purchasing the One what difference does it make what Forza 5 does or does not include? It was never going to swing you one way or the other considering some of you had already made up your mind after the presentation last month.
I'm both confused, annoyed, and genuinely interested.
While I, personally, understand (and appreciate) that Forza is being made to cover the middle ground between hardcore simulators and arcade racing games, I have to say that I can understand where the frustration comes from, for the more racing-focused players.Keep in mind that he needs to keep a balance. Going all in for making a racing simulator would make the game more popular with one audience, but with the risk of losing big parts of their other audiences (which he says are bigger than the hardcore racing audience). He says it himself, "that's not what brought us here". A big part of the console audience consists of people who are mainly interested in gaming, to get the attention of that audience it's not enough to make the cars drive like real and think that it will attract the gamers. The gamers wants gameplay and sometimes you need to sacrifice a bit of realism in order to get better gameplay. To me it sounds like he knows what he wants to do, he knows where the balance is and he is looking at it from a rational point of view - which he needs to do, since he is running a business.
I think T10 would be justified to hold off on animated pit stops until they can get them right; just like weather and day/night. By which I mean, they have to make sure that the re-fuelers and wheelsmen are actually in the correct spot on EVERY car and not just Ray Charles-ing around with their tools (GT5, I'm looking at you). That's a ton of variables to take into account and create animations for.
I hate to play Devil's advocate in this context, but if it's that much labor for such an ancillary feature, it's no big whoop to leave it out.
I've got a smidgen of programming background myself, and it really should not be hard to add some of these things to the game, as completely optional features.
See, that's what I don't get. He's talking about these things as if racers were asking T10 to work a miracle while they're really asking for some relatively minor additions."I feel that any details that are allegedly missing are far outweighed by our cutting edge graphics and physics. But it's not just these critical aspects; it's also (in the case of FM5) the new power of the Cloud that places us on an entirely new plateau beyond anything anyone has out there. So, I think we can be forgiven if we don't have every feature under the sun."
Well... I don't know what to say to that any more. I mean, if they were to give the racers, say, an adjustable pit strategy, proper tyre wear and fuel consumption, would that take three additional years? The basics for these are in already. I just can't see it taken years of development time to bump the fuel consumption and tyre wear rate up a notch. I can neither see it taking years to add soft, medium and hard racing slicks to the game, alongside the ability to switch between them mid-race. Stopping the refuelling at, say, 50% of your car's capacity shouldn't be that tough, either."We'd like to have every good idea there is, but we have to draw lines too, otherwise we might take 5 years to produce the next version."
Thing is, they're going deeper and deeper with other features. The livery editor gets improved from game to game, photo mode got big shots, the social structure like the car clubs are being worked on - and the only thing in a racing game that's stagnating is the racing. Again, I, for one, don't need Forza to be a hardcore sim. I'd turn to other games for that, but I can totally see where the frustration is coming from. And to add insult to injury, Dan's acting like the Forza's got all major aspects of racing down.And in further defence of Forza and his team at Turn 10, Greenawalt added: "Seriously, we could make a hardcore race sim, but that's not what got us here. We can't take the path that others with less success take; we have to forge our own path.
"And as much as we try to be everything to everyone whether they are a car guy or not, we can only go so deep with any single feature if you know what I mean."
As much as I like Dan, his enthusiasm and even his approach when it comes to promoting Forza, this is downright wrong. Forza doesn't have the best physics, it doesn't have the best graphics. It doesn't have the best racing and it doesn't have the biggest car count. It doesn't have the best online multiplayer and it doesn't have the best offline career.Dan: (laughing) Not at all. We see Forza as being the master of everything offered by any simulation car game available anywhere, whether on a console or PC. Forza stands alone in our opinion because it offers so much more at such a higher level than anything else out there.
Luminis i dont know what the big deal isa bout all of those things you mentioned.
Really not important imo. At least the tyrewear is better than gt5, where after a few laps the tyres start smocking like they're on fire and ruined. The tyrewear is in FM4 is realistic.
Who cares about animated pitstops? Not me.
If you want that go play f1 2012 that game has lots of tyrewear and pitstop strategies.
Luminis i dont know what the big deal isa bout all of those things you mentioned.
Really not important imo. At least the tyrewear is better than gt5, where after a few laps the tyres start smocking like they're on fire and ruined. The tyrewear is in FM4 is realistic. New race tyres dont fall apart after 20 laps of racing. (maybe f1 at the moment)
Who cares about animated pitstops? Not me.
You talk about adjustable pit strategy, proper tyre wear and fuel consumption.
Forza has allmost all of those. Just not in career mode. Big deal.
If you want that go play f1 2012 that game has lots of tyrewear and pitstop strategies.
Fm5 will feature F1 and Indycars, all cars will have an Forzavista equivelant. That alone opens up a whole new type of online racing series with custum liveries and teams. I think a lot of people will be blown away after all this negative publicity. Mark my words.