- 31
- Munich
- liated_mi_lefuet
But what do I do when I have a very realistic sound and at the same time I am not satisfied with that?Disagree, sounds should be simply as realistic as possible. Not weaker or not louder.
As you know we have always played games with no acceleration and i don't think it has been that bad. Games will never be like real life, its impossible.
When driving in real life on the track with a helmet on my head the engine sounds are absorbed to a great amount. Recording exacly that sound inside the helmet would be very realistic. And also it would be quite boring and unsatisfying for me in a racing game.
Should I then subordinate myself to the fact that realism is something above my individual sensation which has to be dignified as absoluteness? Why? What for? I don't want to make a 'reality-religion' out of my passion.
As you state correctly: Games will never be like real life, its impossible.
Well, why not should it be legitimate to use all kind of surrogates and substitutes to compensate things which can not be transfered into a game/simulation? Serious industrial simulators do so to create an immersive sensation.
Wouldn't it be the best solution, when the player could pick out from different sound options/scenarios ('head in helmet', 'exaggerated', 'realistic', ...) his favorite sound set rather than trying to define one universal reference which has then to be accepted by everyone? That will apparently never work - look at the endless discussions on that subject.
If I was from PD and would follow the discussions concerning sound I would report to Kaz:
Those guys don't even bother to distiguish between the quality of a sound and the authenticity of a sample. They mix up everthing and flavor that discussion hotpot with the demand for more 'reality'. They don't really know what they want. We should just keep sounds as they are.
Since I'm not from PD my viewpoint is:
- Quality of sounds is good in Gran Turismo. Good sound systems can unfold that quality even more
- Authenticity of many sound samples are far off. This cannot be corrected with sound settings but only with correct sound samples
- Exaggeration/accentuation of sounds should be part of user adjustable preferences