Gran Turismo 7: Latest news and discussion thread

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Most people seem to forget that what they are seeing here is not final gameplay. The game won't be out for months and they can change so much in that period. GT7 looking like GTS in this stage of development, even the reveal trailer last year, is a great thing. GTS looks amazing. Of course you expect an upgrade, but it's not like going from Project Cars 2 graphics to PC3. I think that the game will look even better in March.

Your point on relying on nostalgia is also not entirely true, for me at least. I completely agree with what you say about it, selling a game based/relying on nostalgia is never a good idea, only leads to dissappointment. Now in my opinion this game is not relying on nostalgia. I have never played any previous GT game and started with GTS 2 orso years ago. I can't be more excited about this game. It looks great for players relatively new to the series and I think it's a great nod to the older games (basing that statement on what I've read from other people).

Theres references to the first 4 GTs in the trailer. I worry about nostalgia because I want content in the game because its good, not just because PD did it 20 years ago (these aren't mutually exclusive)


Focus on photo mode is a weird one, it is a racing game so their top priority should be racing, cars and imo AI improvements. With that said I still think that photo mode is a significant feature in GTS and it kept me with the game when the gameplay was a bit dry. Seeing that they're improving on what they had makes me very excited with all the new posibilities.

Agreed - My problem with photo mode is that its a tertiary feature. I have no problem with it being there but I have a problem with but the focus that it gets while the primary feature - the offline racing - is a dull experience.


I'm not entirely sure what you mean with names of vehicles in race. You mean like the name tag above opponents cars? They do look kinda big, but I assume that's customizable. Has to be for a modern title.

I wouldn't put the house on it


How can you dislike the Jeep? I mean it's a new car and that's always good, doesn't matter if it's a Jeep or a Lamborghini. The more the merrier, right?

It will be like the Kubelwagen, the Model T or the Moon Buggy from previous games. Will be used in a three minute special event at most, which will highlight the shortcomings of GTs vehicle physics (low speed, lack of weightiness, rollovers, collision physics) and wont actually be that fun so players wont use it.

They could've used the time and effort modelling another vehicle instead.

This wasnt a problem in GT4 because it had content pouring out its ears but now you have GT sport being 75% group 3 and group 4 because almost everything else lacks depth or proper BoP. I think they'd be better off categorizing every car in the game properly, then identifying what categories lack depth, then using that as a metric when they're deciding on vehicles to scan


P.S. if they don't include shuffle racing after all their talk about nostalgia they should give themselves an uppercut
 
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Sorry I didn't read the latest 20 pages here, but did anyone already identify the cars behind the 300 SL '52 in this picture?
6D8C5A2D-3836-451E-ACF7-2C07B91CD4C1.png

BA13652C-C354-4FE9-929D-13242E097974.png


...And this one?
AE6BE6C9-4FC3-494E-A62D-78029AA2BDCF.jpeg
 
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And it shouldn't have been. At release it was a downgrade from GT5 Spec II.


Right, but it's also odd to show races with only 8 and 10 cars in a trailer where you're trying to give examples of what your game will be like.

We don't know anything for sure at this point, but it's a weird choice. The only "good" reason I can think of is that they haven't optimised yet and so they're running those races with small grids so as not to tank the frame rate. But there are other ways to solve that for a trailer - run it on development hardware with more power, or just edit the car count in the corner of the screen. It's not like we could see 30 cars on track if that's what the UI said.

Given the PS4/PS5 thing, it's not outside the realm of possibility that one of the sacrifices that they make for PS4 is grid size.
16 in this gameplay footage:


Before the game was announced for PS4
 
Never had a doubt in anything that PD can show in a trailer, but for me is more important is physics, and hope so much this has been advanced from GT sport. UI shows there will be a classic GT system tyre classification - gradation in compound, rather in temperature, this is slightly disappointing.
Wonder when demo will be dropped.
 
Never had a doubt in anything that PD can show in a trailer, but for me is more important is physics, and hope so much this has been advanced from GT sport. UI shows there will be a classic GT system tyre classification - gradation in compound, rather in temperature, this is slightly disappointing.
Wonder when demo will be dropped.
Do you think there will be a demo? Forza doesn't have a demo this year and GT will probably be the same.
 
Is it really that unnecessary though? Keep in mind that Gran Turismo is targeting not only veterans of the genre but also absolute newcomers. My first GT game was GT4 and I still remember doing the licenses for the very first time. Now I don't know how much these brake tests have helped me develop my skills but I'd wager that for the average Joe, who is neither involved in real motorracing nor has played any reasonably realistic racing games before, getting a concept of braking distances is crucial. And the fact that there are two tests actually helps to convey this lesson because it illustrates just how much of a difference the initial speed makes. It's the same for licenses B-3 and B-4. They take place on the exact same stretch of road but one has you using a small lightweight car while the other puts you at the wheel of a larger, heavier vehicle that will get carried to the outside if you get on the power too early. It is these small but important lessons every new player needs to learn in order to get the most out of the game.
The concept of getting a feel for braking distances from different speeds is also fine. Is the best way to do that a stop/go test like those in every GT Licence test so far? It's also taught in any subsequent test that involves slowing the car, and the concept of "fast thing take longer to slow down" is so intuitive for anyone over the age of 2 that teaching it explicitly all by itself like this just seems like talking down to the player.

Let me put it this way - if you removed those two tests do you think it would take players longer to learn the concept through the cornering and hotlap tests that they'd be doing anyway? I rather think that the first time they tried to brake for the corner and flew off the road the automatic assumption would be that they might need to slow down more. If a developer really wanted to be sure that the player got the correct idea, it doesn't seem like it would be hard to put a trigger that if the player runs wide off the track above a certain speed during the test it plays an audio clip telling the player that they might want to try braking earlier.

It's about having respect for the player and their time.
"I don't like these tests so they shouldn't exist"

It's OK, you don't have to gold these tests to get the license if they're too hard for you

:lol::lol:

In all seriousness, I think these tests are as important as all others, even more so with two very different cars, as the screen cap is showing
Lol, sick burn bro. Why is it important to specifically teach braking to a stop? And why can this not be taught any other way or incorporated into any other test?

I think you are subestimated (or overstimated lol) the people, is so dumb. Even the press play GT or any sim so badly, they do not know how to brake... I even wish I took my eyes off when I watch them play.

The GT players are not the user of this forum
They're bad at braking, but they know how to brake. GT kind of encourages not braking with the lack of damage and how speed gets carried when you bounce off walls, which is why you'll see a lot of players happily playing like that even with substantial game experience. I don't fault new players for driving in a way that the game allows to be quick. If GT made it so that braking for the corner was always faster than bouncing off the walls or your opponents maybe you'd see more people trying it.

Has it crossed your mind that you're not the only person who will play this game? For a lot of people, young and old, this will be their first Gran Turismo. It might even be their first introduction to driving.
It has crossed my mind.

Has it crossed your mind that anyone who plays the game will likely be a human, and therefore familiar with basic physics? Anyone who will play this game has been in a real car - it's basically unavoidable in modern society. They can probably walk and even run, and so have some concept of how speed and turning works. Should you also teach them the difference between up and down? How gravity works? At what level of fundamental concepts do we assume that the player is familiar enough that they can reasonably figure it out for themselves?

My argument is that these tests are so simplistic that they're unnecessary. If I want to teach someone to make toast, I assume that either they're already capable of picking up and holding a slice of bread or that they're at least smart enough to figure it out on their own without my input. A tutorial on how to place your fingers under the slice and clamp it between your thumb and forefinger would be asinine.

==========

Let me show you all an example of what an improved tutorial might look like.



The player is actually having to perform the skills that you're trying to teach, but they've got loads of guidance in the form of the racing line and loads of feedback from Tiff. This idea could absolutely be done better, some of Tiff's advice is pretty ropey, the timings can be waaay off and the overall build of the tutorial leaves a lot to be desired. This is from Ferrari Challenge which is 13 years old, made by Eutechnyx who are far from the greatest racing developers ever.

But you see the concept - instead of having players do arbitrary tasks with little relation to real racing, put them on a race track and give them guidance and feedback so that they can learn. Experienced players will do one lap and be done. New players can take as long as they like and will be getting timely feedback as to where they're going wrong and how to correct it. That's how you would teach someone to drive a track in real life.

This is far from the only way this could be accomplished, but I think it serves to show that there are other ways of imparting the same information that are far more fun for everyone as well as being more useful for the new or inexperienced players who are the real target audience.

If you still disagree then fine, but at least explain why you think that a stop/go test is the best way to teach new players. "People are dumb so they need dumb lessons" is not a strong argument.
 
Let’s be real here, isn’t most of what we have learned so far just a reskinned GT Sport aimed at satisfying nostalgic gimmicks?

Campaign:
GTS has this too and we currently don’t know whether GT7 will offer something much deeper. GT5 and GT6 would suggest it won’t, and the size of the car/track roster has eliminated hope there’s scope comparable to that of GT4, as the map-based UI initially led people to think.

Licence Tests:
GTS has the Driving School. Licenses lost their meaning with GT5, as they no longer were a requirement for unlocking race events like in the old days of GT. Doubtful this will change for GT7.

Used Car Dealership:
Reskinned Brand Central, but historically also less convenient once you’re past the initial shortage of credits.

Brighton Auctions:
Reskinned Brand Central, but again probably less convenient, unless there’s hope to obtain unicorns for a relative bargain.

Tuning Shop:
Upgrading cars part by part can be convenient in achieving a certain tune, but ultimately not drastically different to upgrading car performance with a numerical slider, as in GTS.

GT Café:
Not sure what this is, but it somehow looks like filler without substance. Hope I’m wrong, but it emits a fluffy vibe.

GT Auto:
Car customization separate from the livery editor, and back with the somewhat useless functionality of car maintenance.

Livery Editor:
Now standalone feature.

Scapes:
Expanded.

Sport Mode:
Returning.

Online Lobbies:
Presumeably returning too and likely one of the unknown buildings on the GT World Map.

Who knows what else GT7 will have, but so far it looks like a more dispersed and unfocused take on many things already in GTS, but with the retro twist making the game come across bigger.

Personally I hope Seasonal Events will make a comeback. One feature GTS actually didn’t have despite being one of best things about GT over the past decade.
 
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how likely is a PS5 going to be more widely available come march 04, 2022?

its a $749 here and thats even if you can one
They are selling for $750 USD near me, secondary market. I have never physically seen one in a retail store.

In fact there is one listed on FB marketplace near me, and the guy straight up says in the description that he has a bot that buys them all from several places as soon as it detects they have them in stock. Guys like that are the reason nobody can find them, and I hope he burns in hell.
 
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GT Auto and all that encompasses, is even more useful than in the past. Depending on the parts used, we see the difference is the exhaust tips, body kits and wheels/wheel width. Along with livery editor,m this gives players more tools to personalise cars. Before GT Sport, we could only paint cars and add wheels. Color chips didn't really give us the livery editor we wanted. GT Sport gave us the livery editor, but the various parts to customise cars is missing. Combining those both in GT7, gives us more a complete way to finally customise properly.

We'll see how we start the game( transfer of cars and/or credits from GT Sport, buying cars with real money, gift first car as in GT Sport, sign with a manufacturer to acquire race cars or start with a low amount of Cr. as we've done through the entire franchise). That dinner menu, in Brighton Antiques, showing the japanese hatchbacks, looks like the starting point.
 
The concept of getting a feel for braking distances from different speeds is also fine. Is the best way to do that a stop/go test like those in every GT Licence test so far? It's also taught in any subsequent test that involves slowing the car, and the concept of "fast thing take longer to slow down" is so intuitive for anyone over the age of 2 that teaching it explicitly all by itself like this just seems like talking down to the player.

Let me put it this way - if you removed those two tests do you think it would take players longer to learn the concept through the cornering and hotlap tests that they'd be doing anyway? I rather think that the first time they tried to brake for the corner and flew off the road the automatic assumption would be that they might need to slow down more. If a developer really wanted to be sure that the player got the correct idea, it doesn't seem like it would be hard to put a trigger that if the player runs wide off the track above a certain speed during the test it plays an audio clip telling the player that they might want to try braking earlier.

It's about having respect for the player and their time.

Lol, sick burn bro. Why is it important to specifically teach braking to a stop? And why can this not be taught any other way or incorporated into any other test?


They're bad at braking, but they know how to brake. GT kind of encourages not braking with the lack of damage and how speed gets carried when you bounce off walls, which is why you'll see a lot of players happily playing like that even with substantial game experience. I don't fault new players for driving in a way that the game allows to be quick. If GT made it so that braking for the corner was always faster than bouncing off the walls or your opponents maybe you'd see more people trying it.


It has crossed my mind.

Has it crossed your mind that anyone who plays the game will likely be a human, and therefore familiar with basic physics? Anyone who will play this game has been in a real car - it's basically unavoidable in modern society. They can probably walk and even run, and so have some concept of how speed and turning works. Should you also teach them the difference between up and down? How gravity works? At what level of fundamental concepts do we assume that the player is familiar enough that they can reasonably figure it out for themselves?

My argument is that these tests are so simplistic that they're unnecessary. If I want to teach someone to make toast, I assume that either they're already capable of picking up and holding a slice of bread or that they're at least smart enough to figure it out on their own without my input. A tutorial on how to place your fingers under the slice and clamp it between your thumb and forefinger would be asinine.

==========

Let me show you all an example of what an improved tutorial might look like.



The player is actually having to perform the skills that you're trying to teach, but they've got loads of guidance in the form of the racing line and loads of feedback from Tiff. This idea could absolutely be done better, some of Tiff's advice is pretty ropey, the timings can be waaay off and the overall build of the tutorial leaves a lot to be desired. This is from Ferrari Challenge which is 13 years old, made by Eutechnyx who are far from the greatest racing developers ever.

But you see the concept - instead of having players do arbitrary tasks with little relation to real racing, put them on a race track and give them guidance and feedback so that they can learn. Experienced players will do one lap and be done. New players can take as long as they like and will be getting timely feedback as to where they're going wrong and how to correct it. That's how you would teach someone to drive a track in real life.

This is far from the only way this could be accomplished, but I think it serves to show that there are other ways of imparting the same information that are far more fun for everyone as well as being more useful for the new or inexperienced players who are the real target audience.

If you still disagree then fine, but at least explain why you think that a stop/go test is the best way to teach new players. "People are dumb so they need dumb lessons" is not a strong argument.

I imagined someone would ride a hundred laps without success and Kaz would yell at him with a japanese accent. :D
 
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I can assure you the blue roadster there is a Porsche 550 A Spyder. As for the historic cars, especially the shot with the R32 on it, I'm still not sure which cars are concealed under these covers.
Oops, sorry I made a mistake.
I meant to arrow the white car at the very back.
 
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I will probably be hated for this but here is my opinion about that trailer.

* Like a lot of us here I have really good memories about career modes in GT. But the whole concept was new at the time and, we were kids, focusing on trajectories wasn't our first priority, dive bombing with a car twice more powerful than our opponents was our way to go.. As we grow up, we really learn to how to drive, we buy a FFB Wheel, we try to overtake without touching your opponents and this is where I remember a different experience :
  • Select a race / Select a car (similar to the others) / Do the race -> Damn that was so easy, let's try that again !
  • Select a race / Select a car (with less power) / Do the race -> Damn that was still so easy, let's try that again !
  • Select a race / Select a car (with less less power) / Do the race -> Damn my top speed is so slow compared to the first 3 cars it's impossible to win, let's try that again !
  • Etc...
Without a proper AI this career mode has no sense anymore. I think it's really hard to develop good AI because physics engines are complex nowadays and they evolve through updates ! This is a nightmare for developers and I don't think they will ever address it. Racing against real people is the best solution, this is why GT Sport was an excellent move for the series. They could add a Sport mode career with the same limited season budget for everyone and we would have to manage all the purchases (tires, damage repairing, travel expenses, 2nd driver salary on the team...), a co-op mode where you can switch driver in the pitch... but going back to this old career mode is a mistake IMO -> it will never be fun again (except for kids).

* Before the cross gen announcement I was hopping for the "only one GT game with the PS4 gen" but no... They even did worse than GT6 (launching a game on a 7 years old console) with a launch on a 7.5 years old console. Consequences :
  • The game doesn't look nex-gen at all
  • Tracks still feel lifeless as ever
  • Still no visual damage
  • Weather effects seem really shy

* This is clearly a big DLC for GT Sport

* Not a single mention of the physics engine or tire model, I was really hopping something in this area with the Michelin partnership. RIP GT6 2013 trailer


This is the first GT trailer that doesn't hype me at all. Nothing is new or unexpected. GT felt old to me suddenly.
Have you forgotten that PD was already using a PS5 Dev kit when handling GTSport? Of course it won't look more improved from GTSport.

In the years to come, future GT titles or updates that may release on PS5 will improve as PD learns what their limitations are after releasing GT7.
 
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Well, if it weren't for the PS5 delays I'd probably be leaving it till closer to the time, but I might try and stick an order in for a PS5 now, give it plenty of time. I'd like confirmation on three things first really, GT League (or equivalent) exists, the BMW VGT is in the game, and the SVG uploader specs or confirmation that existing uploads will be carried over, ideally with existing liveries too.
 
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I expected actually more Cars will be in the Game than the 420, how about the Used Car Dealership Cars are those included in the 420...?
Hopefully they will ad every months 10-20 Cars to the Game with Updates.
 
I expected actually more Cars will be in the Game than the 420, how about the Used Car Dealership Cars are those included in the 420...?
Hopefully they will ad every months 10-20 Cars to the Game with Updates.
Well yeah of course used cars are among those 420
 
Never had a doubt in anything that PD can show in a trailer, but for me is more important is physics, and hope so much this has been advanced from GT sport. UI shows there will be a classic GT system tyre classification - gradation in compound, rather in temperature, this is slightly disappointing.
Wonder when demo will be dropped.
Rubber build up would be nice too
 
Also curious what 'extreme' parts would be? Off road parts, like Dakar or Extreme E? But that wouldn't be applicable to an NSX, unless it says 'no parts' when you scroll across. Or maybe they're classing visual/tuner type mods as extreme, whereas the others are performance based?
Probably Racing Modifications now are called Extreme.
 
i1J06I49BWz42.jpg


I wonder if the dry line will form dinamicaly with the passage of the cars, if it works like that than it will open a lot of possibilites on racing strategies. Pls PD make it happen!

Kaz talked about having to simulate dry lines with dynamic weather when the dev team was debating if GTSport should have dynamic or static weather back in 2018. Here's hoping they implemented dynamic dry and wet line formations in GT7.

"Although currently being discussed within the studio, but apparently will probably decide against a dynamic weather system. Yamauchi explains the tremendous amount of effort that such a feature would bring, as it would not only be a visual effect, but would also dynamically alter surface traction on the surface and set the route on the ideal line, e.g. would have to dry faster."
 
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