You realise it can go in the exact opposite direction yes?
While T10 and such have new and somewhat exciting news to tell people PD have nothing to say which, if you look back at the other games, is what is more likely.
Not really, if PD felt threatened by Forza 3 they would surely have found something to say. I'm sure GT5 will have plenty of points for PD to brag about, if they were put into a corner they'd have started bragging.
The only things of note GT has ever done between games is add more cars, more tracks and make better graphics. That is it.
Oh please, how can you expect to have a rational debate when your arguments are so narrow mided. Since GT1 the series has exanded in every way, from the AI and physics to the content and features.
Prove me wrong.
Tell me what new and revolutionary feature was added to any GT games other then GT1 being the first sandbox car game.
GT was as said before, the first console simulation. It wasnt a sim compared to todays games, but for it's time it was the most realistic console game ever.
GT brought the idea of buying and tuing a car to a great extent, even to the point of turning your road car into a racing car.
GT2 was frm memory the first game to offer distinctive road racing and rally racing modes.
GT2 is to date only bettered content wise by GT4.
GT3 onwards take a cars power loss over age into account and I think they're the only games to do that.
Each GT game has in some way expanded the tuning if only slightly in some cases and every GT games progressed the physics, GT5
very notably so.
If memory serves,
It brought arcade style upgrades, simulation physics and livery editors together in one game.
Forza 1's physics were not a very good simulation, they were fun but it was in no way a good simulation. I know Forza was marketed as a simulation game but it was not revolutionary really since the physics wern't great and the upgrades and livery editor features had been in many games before. Forza is the best console livery editor, I agree, but it isn't Forza's idea or a Forza revolution.
Completely changed the way online racing is played with auction houses, tournaments and more.
No it didn't. Plenty of other games had thoes things. The auction house was to my knowledge a first for a racing game though.
Gave damage to 200+ cars in the original, 300+ in number 2 and now damage to 400+ cars.
Irrelevent and even still the damage modelling was poor and it was inconsistent with each manufacturer allowing different levels of damage to thier cars.
It gives PC quality simulations to Console gamers as said by unbiased reviewers of racing sims.
No it doesn't. Forza 1 and 2 are nowhere near the same level of simulation as good PC sims. Certainly no better than GT4 and defnitely not as good as GT5
. GT4 and Forza 2 were imo both fairly similar, they both succeeded and failed in different areas. GT5
massively surpasses both GT4 and Forza 2 physcis wise. Still not perfect as has been said before, but a huge step forwards.
Brings all types of players together wether they be hardcore sim racers, creative painters or just casual car enthusiasts.
True, to a degree. A lot of hardcore sim racers ignore Forza as much as they ignore Gran Turismo though and are as unreasonable in thier debates as you are in this one.
There is more but I can't be bothered to go on.
I can. What it boils down to is that Forza brought more to the online and creative aspect of gameplay, while not being revolutionary it was an all round good package in this regard. Gran Turismo however was the revolutionary product as it is the game other games copy. It was the first sim of it's kind and the fact that Forza is copying it clearly shows that GT is the inspiration behind Forza. Both games are good and I do enjoy Forza 2, but GT was the revolutionary series not Forza.
Oh and if I remember correctly Forza 1 was the first game that let you train the A.I yourself.
First racing game, probably, not the first game. Playing with the AI is something that has been done plenty of times before.
No other game (specially sandbox style) could have damage for 200+ cars.
No it isn't relevant, the damage is the feature. The content count is something else. Using your logic GT2 and GT4 were both massively superior to Forza in terms of customisation and tuning because they had so many more cars than Forza which could be customised and tuned.
Yes, the damage model on TOCA may have been better but it did it with not even half the cars of Forza 1. Being able to do that with liscence restrictions is what makes it special.
No it's not, because Forza just let the manufacturers dictate the levels of damage for thier cars meaning the Ferrari's for example can't lose thier bumpers but the Fords can. Some cars can't have thier bonnet and boot knocked up, some cars can. It's a completely inconsistent damage model in both Forza 1 and 2.
Calling something a simulator and being a simulator are two VERY different things.
yep.
While GT 4 has questionable handling physics and laughable collisions, A.I and no damage while the original Forza was much better in all aspects and much more like a simulator then Forza 2 comes along and widens the gap.
Nope. Forza 1 was not as good as GT4 in terms of physics and I would love to see you actaully try to prove it is with tangiable numbers and testing to back up your claim. Forza 2 is about on a par with GT4, it's just that what GT4 get's wrong Forza 2 get's right and vice versa. Then there are things both games get right and a lot that both games get wrong.
Also, Forza 2 is what got alot of hardcore PC sim racing fans to buy a console game.
No it's not. GT opened up the door first, which is a fact, but which game got more "hardcore PC sim racing fans" over is something I doubt anyone here can prove and thus it is a useless line of debate.
Then concerning GT1 being the first console "simulator" (still not a simulator to this day with GT5
) I would more call it a sandbox racing game which as I stated further up it was the first one to do that.
If GT isn't a simulator then neither is Forza. But I can tell you GT5
is better in terms of physics than Forza 2. How Forza 3 sands up remains to be seen. But GT5
is, while not perfect, a very good effort compared to anything.
Also, other games prior to GT had endurance racing.
But not in the same format. Other games had livery editors and auction houses before Forza. Let's be honest, not very much is actually revolutionay when you strip the idea. Painting the cars isn't revolutionary, racing online isn't revolutionary, have an online auction house isn't revolutionary. It's the implementation of these ideas that gets the attention and the attention is effectively the revolution. When an idea gets noticed regardless of it being new or original or not that's when it creates a buzz. GT has created tonnes of thoes moments, Forza has had it's own but GT has had loads through it's history as it should of.
Forza 2 does have SOME tire deformation physics, lower tire pressures make the car float on its tires but some parts weren't calculated (or calculated properly) which made camber ineffectual and you could view the real-time telemetry and see the tire direction and rim direction were not always the same.
No it doesn't. The tyres don't deform, you set the sidewall height through the pressure setting and then that's that.
Also, tire deformation modelling compared to just tire deformation physics is a huge leap.
No it's not. The visual is just a graphical implementation. It's nice but it's a detail, nothing more. It's the phyisics that matter. When you're racing what you feel matters. I don't know about you, but I'm not going to tell if my car or other cars tyres I'm racing against are deforming mid race. It's a detail, nothing wrong with including it but it's nothing brilliant either.
Seriously the only difference between burnout and GT5
's (which kaz himself says is going to be representetive of the actual GT5 game) collisions is in GT5 when you ram a car you slow down to what speed they where going.
If you think that is the only difference between GT5
and Burnout I'm sorry to resort to this, but you are not qualified to discuss realistic physics in a racing game.
You're line or debate is childlike in it's unreasonableness.
It should never happen let alone be optional.
Why? Being able to rewind isn't realistic, it just benefits the game being a
game. Having lines on the track isn't realisitc but it helps people enjoy the game. These are optional features and none of them define the game being a sim or not.
Anyway, alot of review sites I have seen rate Forza 2's physics higher then GT5
's and by sandbox I mean you go out, buy a car and drive it in whatever way you want to.
Prove it, because people who know about physics dissagree. Games reviewers are not thoes people, they will tell you how fun a game is, not how realistic it is really is. Game reviewers are not professors in physics.
Also, the first Forza has (still can be played today) a fully functional online mode which GT has not even gotten close to yet alone the advances in Forza 2 and what will be in Forza 3.
Yes, Forza dumps on GT in terms of online structure at this point in time, but not everyone is bothered about online. Some people are more bothered about what is the better sim or what is the more fun game.
The only thing GT brings to the genre is numbers and to some graphics.
GT is what Forza is based on. GT brought the entire structure of gameply Forza is based on.
It seems all the GT fanboys like to run around and say that damage isn't important yet they call GT a simulator. Know what the definition of Simulation is? A computer simulation (or "sim") is an attempt to model a real-life or hypothetical situation.
And there is more to it than damage. I'm pro damage in a racing game, I've been wating damage in GT for a while. But it doesn't define the game as being a sim or not. It's a plus but for me the driving physics are the definition.
And visual tire deformation is a huge step in physics and graphics.
It's not a step in physics at all, it's purely a graphical detail.
Try doing an even half competetive time in any of the missle cars in Forza without assists. Also, the only reason it is possible is because Forza 2 doesn't model blowouts.
It's not hard.
The difference is if I push just a little hard on the throttle I will be sliding off the track or doing little 360's and if I turn in a little too late I will be understeering right to the outside of the track and going a second + slower per lap just like if I brake too hard.
Funnily enough, that happens in GT5
.
I would prefer 8 quality cars with either awesome A.I or a good driver over XBL AND a good wheel then 15 lower quality cars, comedy physics, garbage A.I or stupid players over PSN.
Hold on, neither game series has awesome AI. GT5
has far more precise AI than Forza 2's, both games recognise your presence but GT5
's drive a smooth line of avoidance. They always aviod you when you give them time to. Forza 2's drivers do things no racing drivers would ever do and it's part of thier program. They clatter into you, at speed. It's not fun and it's not realistic to have one car perform the pit manouver on you while another slams into you as you spin. It's clever programming, but's it's not great AI for a sim racing game.
I play offline 99% of the time and don't bother with leader boards or leader board cars.
Odd sne Forza's online modes arewhat you're making your strongest point with, and the only points I really agree with.
And how is rubber banding NOT dumbing down the physics. You are making collisions so fake and screwed up that just make me laugh.
Rubber banding has nothing to do with collisions, it's where the game can alter a cars performance on the fly so as to create a close racing pack. A car starts to lag behind and it gets a bit more power and bit more grip, a car starts pulling away, it loses a bit of power and a bit of grip etc. This isn't realisitc, but as an option to improve gameply for someone that would like a close pack over more perfect physics (and yes people do exist that would prefer that) there's nothing wrong with it. As an option.
Rewind is a gameplay item and auto brake is an assist. It is not like ... using rewind will make you able to ram into your opponents as a way to win the race.
Actually I can see that as something that can happen. If your just a little to far behind a car coming upto the last corner to overtake but your close enough to make contact ont he corner then you could very easilly use the rewind function to perfect your "punt the other guy off without going off myself" technique.
That's all I'm going to reply to for now. But I don't think you're argument is solid at all. Both Forza 2 and GT4 were good games but you seems far too intent of putting GT4 down and how you can begin to claim Forza 2 is better than GT5
physics wise is beyond me and without meaning to offend it goes a long way to telling me that you don't know much about physics. Especially when you can make a comment (which I haven't quoted) that you haven't seen GT5
compared to PC sims on forums but you have seen Forza 2 compared implying that it's a: true, because I've seen GT5
compared plenty of times and b: is in anyway relevent to which is actually more realistic.
Sorry, I didn't realise my post was going to be this long. In summary, I dissagree with most of what SatansReverence is saying so you can read this bit and skip the rest.