- 623
- Feldynn
It's starting to sound like some people here are wanting more of a "Sandbox" mode than just simply a "garage import". A mode where you have complete and unlimited access to all cars, parts and tracks available within the game without the need to complete tasks or progress through any kind of structured gameplay to earn / unlock things?
If that's the case then all GT6 needs is a simple set of choices, perhaps something like this:
Import GT5 save data - YES
Sandbox mode: copy garage, unlock all content, infinite credits.
Progression mode: copy some / all garage and progression to equivalent GT6.
I played GT5!: copy unique cars only (preorder / stealth, Edge Promo, etc).
Import GT5 save data - NO (to quote Willy Wonka, "You get NOTHING!")
Some people enjoy the progression and discovery side of GT games just as much as the racing online side, sure it may be basically the same style of progression and discovery as previous versions but unless they make a significant departure from "the norm" (like say adding a proper career mode) what what game series really have all that different progression from one game to another?
RPGs tend to be the same for the most part, kill monsters for experience / levels and get better loot, better loot / higher levels = killing different monsters. Next game in the series is basically the same again but they disguise it with a different story and / or characters, maybe a new landscape or area but the basic format remains the same (level up, get better loot).
FPS games, follow the story missions to the end. If multiplayer like the Battlefield franchise then you play online and progress via points / kills, this unlocks new weapons and gadgets depending on what you use. Battlefield 2, 2142, 3 and Bad Company 2 (the ones I've played) all had almost identical progression models, score points / kills to unlock weapons.
Grand Theft Auto, now here's a series that did make a change in their progression format. The later games most people know are essentially story driven missions, the more you do the missions the more stuff unlocks, the format itself hasn't really changed since GTA3 which was the first 3D game in the series. Prior to that you had the original GTA and GTA2 that were much more arcade style top down shooter games, if I remember right GTA2 had some sort of mission system with 3 different gangs but basically you just ran around causing carnage and scoring points.
And the GT series follows it's own similar pattern for the most part, start out with enough money to buy a cheap / low power car then progress through whatever the race structure is, earning money and winning prize cars. Only recently have we had the added benefit of online play to add a different dimension to the game.
I'd love to see some kind of proper career mode progression added to GT6 but even then we'd be having the same discussion when GT7 comes out wouldn't we, "I'm at the top of my career in GT6, why should I have to start back at the bottom of the progression ladder in GT7?!".
Hopefully PD can add "something" that gives us some degree of choice regarding GT5 importing that makes us all relatively content
.
If that's the case then all GT6 needs is a simple set of choices, perhaps something like this:
Import GT5 save data - YES
Sandbox mode: copy garage, unlock all content, infinite credits.
Progression mode: copy some / all garage and progression to equivalent GT6.
I played GT5!: copy unique cars only (preorder / stealth, Edge Promo, etc).
Import GT5 save data - NO (to quote Willy Wonka, "You get NOTHING!")
Some people enjoy the progression and discovery side of GT games just as much as the racing online side, sure it may be basically the same style of progression and discovery as previous versions but unless they make a significant departure from "the norm" (like say adding a proper career mode) what what game series really have all that different progression from one game to another?
RPGs tend to be the same for the most part, kill monsters for experience / levels and get better loot, better loot / higher levels = killing different monsters. Next game in the series is basically the same again but they disguise it with a different story and / or characters, maybe a new landscape or area but the basic format remains the same (level up, get better loot).
FPS games, follow the story missions to the end. If multiplayer like the Battlefield franchise then you play online and progress via points / kills, this unlocks new weapons and gadgets depending on what you use. Battlefield 2, 2142, 3 and Bad Company 2 (the ones I've played) all had almost identical progression models, score points / kills to unlock weapons.
Grand Theft Auto, now here's a series that did make a change in their progression format. The later games most people know are essentially story driven missions, the more you do the missions the more stuff unlocks, the format itself hasn't really changed since GTA3 which was the first 3D game in the series. Prior to that you had the original GTA and GTA2 that were much more arcade style top down shooter games, if I remember right GTA2 had some sort of mission system with 3 different gangs but basically you just ran around causing carnage and scoring points.
And the GT series follows it's own similar pattern for the most part, start out with enough money to buy a cheap / low power car then progress through whatever the race structure is, earning money and winning prize cars. Only recently have we had the added benefit of online play to add a different dimension to the game.
I'd love to see some kind of proper career mode progression added to GT6 but even then we'd be having the same discussion when GT7 comes out wouldn't we, "I'm at the top of my career in GT6, why should I have to start back at the bottom of the progression ladder in GT7?!".
Hopefully PD can add "something" that gives us some degree of choice regarding GT5 importing that makes us all relatively content