Gran Turismo 5's damage modelling is unfinished

"Yesterday we brought you some new Gran Turismo 5 gameplay footage straight from GamesCom in Cologne, Germany. The game's new damage modelling was on show, though we must admit it looked a tad limited.

There's reason for this. Yamauchi-san explains in an interview with GamesBlog that the GT5 code brought to GamesCom "marks only the first step of what we want to achieve for damage."

It's also interesting to hear that Polyphony might be testing the damage out on gamers, since Yamauchi-san adds "we’re interested to know how far the players want to go.""


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Lets be vocal so PD knows how "FAR" we want them to go!! I want the cars to blow up and break into pieces. As real as possible!! It will deter people from driving like its a game a more like is real life. The fear of crashing is important.

Totally agree with you there. For me the most important thing about damage is that it reflects what would happen to the car in real life in any given crash scinario and ABOVE ALL no matter how extreme they go with the damage, it has to has to has to affect the handeling of the car. If it only turns out ot be cosmetic I'd rather have no damage at all.
 
lets be honest.. everyone here would buy GT5 if it released with no damage.

anyone who says they wouldnt is a liar

I would definitely buy GT 5 if it had no damage. I bought every other GT game.

But I would have much preferred they either had no damage OR damage for every car.

This whole standard and premium model business irks me.
 
I understand that SIM, it's just there trying to give everyone what they want and the only way it appears they can do that is offer damage where possible.

Just seems nothing is ever good enough for some people really
 
Just for the record.

I hope someday, damage in GT will be 100% accurate. So I want it to go as far as it's possible, PD 👍

I'm not satisfied untill that, regarding damage. Happy with the product, yes, but that's the goal you need to be aiming for. :cheers:
 
That's reasonable Timpaaq, i hope that also, and its fair that Kaz will also one day want to perfect Damage, still the kind of dynamic damage some people basically are demanding in GT5 it's not even feasable yet with current console technology.
 
Have to agree. If damage is to implemented, then I want it as accurate as possible.

I like the way PD have done damage in GT5, in terms of a set number of cars that can be damage and the rest cannot in any way. If you look at Forza3, they are missing out on the R35 GTR because Nissan don't want damage on that car. Personally, I would rather have the chance to drive the car in game without damage than not at all. So PD's split damage model I think is great. It offers people who want damage something, and people who couldn't care less all the cars they can offer.

And its not half baked either, I imagine that that all of the 'premium' cars can be damaged to the same degree. Unlike some games where some cars can be fully smashed up while others get a loose bumper and no more.

Just for the record, I'm not concerned by damage at all, I would be perfectly happy if the GT series never had external damage showing. The only reason I welcome it is because it will make PD look at collision and lower speed physics with more attention to detail, therefore creating a better physics engine on the whole, it helps round it out. So while I don't care for damage, it does have a nice 'side effect' for implementing it.
 
5 months is still quite a bit of time to work.

A game doesn't appear in the shops by itself once PD finishes it. They need at least 2 months after its finished to get it tested by several agencies world wide, and they need some time to produce the discs (since i guess they need at least 3 million of them).

I think the damage we saw at the GC is just all we will get for GT5. Better improved damage will be for GT6 (maybe on the PS3 but probably on the PS4).
 
GT5 obviously needs damage that shows deformation, not just parts getting loose & fly off. And yes, that should be done on all recent production cars, and available as a toggle option: Full damage affecting driving / just cosmetic damage / No damage.

The Gamescom footage shows some nice collisions but there was plenty to improve on. When you bump the subaru straight into the barrier, you should at least have shortened the car by lenght of the crumple zone, right?
 
Some really miss the point here: Damages are an essential part of car racing/driving: damages in a simulation replace the physical sense of danger of being hurt for good: race drivers in real life are NOT ARCADE RACER! They are cautious, focused and accurate in their driving because THEY HAVE TOO. If a game want to be called the "REAL DRIVING SIMULATOR", it have to get accurate damages to recreate the feeling to be a real race driver. it's why for me GT is not yet A SIMULATOR. It have great physics and graphics but that's all: What it don't have is a more realistic GAMEPLAY, when you drive in GT you know that bumping into other cars, banging the walls, use other cars to turns quicker have pretty much no consequences (at least for the first half of the game lifespan), what it teach you is to drive like an arcade driver, not a real race driver. In the other hand, damages makes you a better driver because it give you the sens of cautiousness which is essential in piloting/driving a car in the real world. Would you want to be arcade drivers for life?
 
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Now tell that to the BTCC drivers.

You can be aggressive but BTCC drivers still know their limits (and the rules), even in Stock cars if you want to finish on the podium, you know how to drive... of course you can't always judge the other trajectories when a crash occurs.
 
I understand that SIM, it's just there trying to give everyone what they want and the only way it appears they can do that is offer damage where possible.

Just seems nothing is ever good enough for some people really

Excuse me?

Right now I'm trying to think of another racing game that offers damage but not to all the cars in the game..... and I can't think of any. Can you? For many years now damage has been included in virtually every racing game under the sun and it has been a uniform feature, not a partial one.

And you're trying to make me feel ungrateful for expecting the same level of quality or higher from Polyphony?

Seriously. Name another racing game that splits up their cars into "standard models" and "premium models"
 
Excuse me?

Right now I'm trying to think of another racing game that offers damage but not to all the cars in the game..... and I can't think of any. Can you? For many years now damage has been included in virtually every racing game under the sun and it has been a uniform feature, not a partial one.

And you're trying to make me feel ungrateful for expecting the same level of quality or higher from Polyphony?

Seriously. Name another racing game that splits up their cars into "standard models" and "premium models"

That's what I have been saying... I can understand the desire to rationlize away shorcomings in GT5 but if you are honesty with yourself you can't really buy into that...

The arguments always seems to be that it's unreasonable to expect more or that no one wants damage like burnout in GT5...

Which really seems like useless distraction arguments as it's not unreasonable and in fact is the norm (ignoring the fact that it was announced for the game and it was announced it would be done right) and while some games do have extreme damage, it's kind of expected a game will apply a level of damage appropriate for the gaming style (ie burnout gets fireball crashes but rallisport challenge you have to work pretty hard to take a wheel off).

Also kinetic, I don't get the argument of giving everone what they want... I would think giving everyone what they want would be full, decently accurate damage modelig that you can turn off (or even better adjust down - like many games currently offer).
 
When Kaz said he can release it at anytime it does not mean its finished.. Heck I can open box of Legos, build it half way and sell it..

People need to think deeper when they read something.



About Damabe..

Kaz, PD if you are reading this..


I want the damage as it is right now, bit more bend at least to the front.. BUT! You guys need to get the INTERNAL damage right. If I hit something, it better affect suspension, engine , transmission, and what not! You guys know the deal!

From one of his interview:

IL: I also noticed the damage to the STI in the trailer, so should I take that as a hint that this will be the first Gran Turismo game that shows visible damage when people crash into a wall?

Yamauchi: Yes.

IL: How difficult is it to incorporate that into a racing simulation?

Yamauchi: It's just the order of priority. You have to get the shape of the car and the physics completely perfect to call it a simulator to begin with. Deformation was just something that's lower on the list of priorities to do for a game.
 
what it teach you is to drive like an arcade driver, not a real race driver. In the other hand, damages makes you a better driver because it give you the sens of cautiousness which is essential in piloting/driving a car in the real world. Would you want to be arcade drivers for life?

Because it has been shown that being an insanely good GT racer has absolutely no correlation with being a good race driver because of how unrealistic GT is.

Nup. No correlation. Being good at GT doesn't mean it will translate into real racing. Nada.
 
Because it has been shown that being an insanely good GT racer has absolutely no correlation with being a good race driver because of how unrealistic GT is.

Nup. No correlation. Being good at GT doesn't mean it will translate into real racing. Nada.

Sarcasm? Practising something will make you better, it would be foolish to think otherwise. It's comes basically down to what you do practise while playing a racing game.

There are so many different ways of playing.. :P

sorry ot.
 
Practising something will make you better, it would be foolish to think otherwise. It's comes basically down to what you do practise while playing a racing game.

There are so many different ways of playing.. :P

sorry ot.

Yeah exactly :P

Wall-hugging and car cushioning WILL translate into real life just not.....well.
 
IL: How difficult is it to incorporate that into a racing simulation?

Yamauchi: It's just the order of priority. You have to get the shape of the car and the physics completely perfect to call it a simulator to begin with. Deformation was just something that's lower on the list of priorities to do for a game.

This I have to disagree with and I think is a big flaw for KY... The first thing you should work on in a simulation is simulating the experience. There have been some great sims where the cars where only decently modeled. The priority should be the simulating, leave the eye candy for the final touches.

Saying getting the car shape perfect first is like building a house by cutting all your trim before you pour the foundation.
 
This I have to disagree with and I think is a big flaw for KY... The first thing you should work on in a simulation is simulating the experience. There have been some great sims where the cars where only decently modeled. The priority should be the simulating, leave the eye candy for the final touches.

Saying getting the car shape perfect first is like building a house by cutting all your trim before you pour the foundation.

Actually, quite the opposite - seems like KY means that they wanted to have well-prepped car models before they start to bend them, because they want to simulate the damage as good as they can (what I mean is - empty box made of paper get's crushed completely different that the same box with something in it). So it's like laying foundation first.
 
I hope they are just mucking us around and that was only a GC demo... I think they should release it when its done properly and ignore the faggots who keep saying its never going to come out this year etc.
 
Some really miss the point here: Damages are an essential part of car racing/driving: damages in a simulation replace the physical sense of danger of being hurt for good: race drivers in real life are NOT ARCADE RACER! They are cautious, focused and accurate in their driving because THEY HAVE TOO. If a game want to be called the "REAL DRIVING SIMULATOR", it have to get accurate damages to recreate the feeling to be a real race driver. it's why for me GT is not yet A SIMULATOR. It have great physics and graphics but that's all: What it don't have is a more realistic GAMEPLAY, when you drive in GT you know that bumping into other cars, banging the walls, use other cars to turns quicker have pretty much no consequences (at least for the first half of the game lifespan), what it teach you is to drive like an arcade driver, not a real race driver. In the other hand, damages makes you a better driver because it give you the sens of cautiousness which is essential in piloting/driving a car in the real world. Would you want to be arcade drivers for life?
Umm, YOU seem to be missing the point here...

Would I want to be arcade driver in real life? No, because I'd wreck my valuable car, injur/kill myself, and endager the lives and property of others.

Get my point? GT5, whatever you want to call it, is a GAME, period. Even if it had 100% realistic damage in terms of affecting the car, so what? That would not make people better "race drivers" because it is still a GAME with no risk of personal loss and injury. You know that if you wreck, you can just start again, no big deal.

All GAMES like GT5 and other "simulators" can do is teach you the track layout, ideal racing lines, and general racing basics. While racing drivers are usually good at racing games, the coverse is not true.
 
Actually Nomino, I completely understand Dude27's point.

Damage WOULD teach people to race differently in GT.

If you've played GT, you'll know that even in pro physics, the easiest and, in fact, fastest way through a race is by using opponents and walls as buffers, slamming into them to reduce speed and get you safely round corners.

I don't race this way, but many people do, because the gameplay encourages it.

Of course you won't die in GT, because, as you point out so aggressively, it's a computer game. But if damage is implemented, and the player can no longer win races with arcade-style driving that currently works so well, people will have to adopt a driving style that's more true to real-life, because although they won't die, they won't have any success either.

There's no need to be nasty, especially when it's just for the sake of it.
 
Umm, YOU seem to be missing the point here...

Would I want to be arcade driver in real life? No, because I'd wreck my valuable car, injur/kill myself, and endager the lives and property of others.

Get my point? GT5, whatever you want to call it, is a GAME, period. Even if it had 100% realistic damage in terms of affecting the car, so what? That would not make people better "race drivers" because it is still a GAME with no risk of personal loss and injury. You know that if you wreck, you can just start again, no big deal.

All GAMES like GT5 and other "simulators" can do is teach you the track layout, ideal racing lines, and general racing basics. While racing drivers are usually good at racing games, the coverse is not true.



Sorry I believe this is a mindset when in the context of who's racing and what are the consequences. Example: If its a GTP league race with GTP racing tags on each driver people are much more likely to be cautious than in a public race with no tags.
 
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