Innovation, new ideas and approaches. I don't even mind if they get it a bit wrong on the first try, just try something different and new to the genre that isn't a broken XP system.
Griffith-> That s what keeps Gt from evolving. The GT community is revering Kaz and can't even think of novelty!
(snip the rest, pretty good ideas actually)
Okay you two, be careful what you wish for. This is how we got GT5.
But I know what you meant, especially with cassius' post. Gameplay elements that reflect something of real world racing. The PS3 did present something of a dilemma though. There were a few articles by tech guys who studied the framerate and other issues between Prologue and GT5 itself, and indicated that something hampered the graphic engine in the final game. There are three main differences between the two in GT5: a weather build, time of day transitions, and a 3D implementation. Since every car and track in Prologue was at Premium level and we had 16 car races, and still had a slightly better looking game overall, and since only a few tracks have weather and time of day settings, I put most of the blame for GT5's graphic issues on SONY's insistence on 3D being included.
Time of day and weather effects were evidently some work, or they would have been on all the tracks. Damage is a headache for any race developer, because hardly any of them are as good as in Codemasters games and Forza. And something had to give in the game engine for that. Forza had environment reflections on cars that crept along at a very low framerate, and did some of that in F2. It also suffered hiccups in replays during collisions. Even Forza 4 has obvious shortsheeting going on in the game engine. Watch a replay, and your stock car is the only one making noise as you pass other cars. In fact, every car roars around like it has a Borla. Live For Speed has cars that deform like putty, and the GTRs don't suffer much visually, at least in the builds I had. And from what I've read in reviews, Dirt 3 is the first Codies game since the Toca series to have good physics again, but their steering implementation has previously been crap, so I'm a little leery of it.
But as for the rest of cassius' ideas, they reflect notions bumping around from some of the more thoughtful posters here and would be a wonderful addition to not just GT, but any racer which includes street cars. Having said that though, what other game has "evolved"? Toca was always Toca, with a real story mode that irked a number of the fans. Forza's big Top Gear inclusion in F4 was Jerry blathering in the intro and that idiotic bowling thing that you HAD to do to progress through its "career." Sim racers are kind of like Madden, with basically the same thing every game but with more/different cars and tracks and a physics and graphics face lift. So why is Gran Turismo is the one that HAS to evolve?
Okay, I'm one of those guys who wants that, but it's because of the potential of the basis of the game, rather than thinking the GT format is stale. If it was that bad, why did Turn 10 basically copy the entire game? When I do race in GT5, I do nothing but Arcade events whis are nothing more than "grab a car and race." So if GT6 is basically old school Gran Turismo with a few touches here and there, I'll be disappointed for a few minutes - until I make my profile and get into the game. Kind of like how we do with every other racer that doesn't evolve much at all either. And I will have to point out an obvious contradiction here. You can't say on the one hand that the PD team won't try new things, and then on the other grouch about all the new things they tried in GT5 that suck. Come on, now.
But listen, Kaz gets pelted with questions from fans and journalists every year of what will be different in the new Gran Turismo. And you know he's had little digs in about the flaws and weirdness in GT5. This isn't going to be ignored by a guy who faces this at least a few dozen times a year, plus spokespeople from SONY, along with a steady stream of criticism from the fans. And I really can't take anyone seriously who insists Kaz ignores what fans like. Did we or did we not get drifting challenge way back in GT HD in 2006? It seems to me that they wanted to do a lot more than the PS3 was capable of delivering without a lot of work, and some things just weren't possible, like the Movie Maker. Forza 4 with the 360's 512 megs of unified ram lets you upload all of 30 seconds to YouTube. Meh. Half a minute of awesome drifts, wrecks or abuse of the physics engine, and it doesn't seem to be used all that much. And GT5's Course Maker was a bunch of road options along pre-baked terrain features, with a little randomness thrown in for surprises. It's going to require the new consoles to enable something worthwhile on features like these.
The people at Polyphony are human beings, Japanese human beings, who take pride in what they do. They don't shrug off criticism like we do in the west with our "whatever" attitude. There will be changes in GT6. What they are, we'll see in time.