Guess it depends on what you rate as a success, to me GTS promoting the e-sport aspect as its primary focus and so very few players doing what was it like 7 or 8 total races is not a success of what your goal was.
Out of those total sales how many people are still playing the game at all or how many bought the GT Sport game and as a result of their experience with that game and its content or game play may never buy the franchise again?
Again ACC is a small studio with 25 employees so what a small studio can consider a major success a large well financed studio like Polyphony may consider a total loss.
I would tend to guess from online reviews and average public opinion that ACC and its games reputation for gameplay and really good content in the arena they advertise to be in is definately on an upward positive swing from what they have released over the last couple of years.
I am not sure I would make that same claim as to what GT Sport has released as to the non fanboy of the opinion of the franchise over the last few years of the game.
But again the bar for success may well be different, one one side the size of the studio and a payroll of over 170 employees and the overhead associated with a studio that size and actually a reputation of a top shelf game that spans decades that in my opinion the latest content is failing to meet those expectations for many people.
And the bar for a small studio who has just recently grown to 25 employees and only released their first game less than 7 years ago and both of their releases have done well and they are quickly becoming one of the major players in the racing sim world. I would rank that a major win in the success world and with a lower overhead and a growing fan base who knows what or where their limit and success may peak.
I'm considering your use of the term success as in, will GT7 only be successful if it up's the physics to a level where it will be considered the very best? That's ultimately what you said eariler and the obvious answer is that's fales. Success is based on commerical factors, it always is. A small team can make a great game but it can fail due to poor marketing or other reasons, that's not a success. I'm not making this a measuring contest between GranTurismo and ACC, Gran Turismo trumps ACC when it comes to sales, but yes it has a higher budget behind it. But Gran Turismo is undeniably a success regardless of what you think it needs to do to be one.
Actually by far iRacing sports the most big name top tier series actual racers.
But there are a few actual Blancain GT3 drivers who have been known to participate in ACC events and races. N. Thiim and D. Perel are well known to have done so.
As far as real world top tier circuit racers who has competed in GTS events that were not being paid to do so?
Again, this is not a member measuring contest between Gran Turismo and iRacing, you implied Gran Turismo is only for beginners yet GT Sports own eSports competition has people competing far, far beyond the level of skill I could hope for and I'm no beginner. Stop confusing what you
want with what the situation is and what it needs to be.
There is nothing wrong with wanting GT7 to have more realistic physics, there's nothing wrong with wanting it to par down it's content and be more focused. I might dissagree for reasons previousely provided, but there's nothing wrong with you personally wanting that. But to state that it is only for beginners, it is falling further behind and that it needs to do what you want to be a success is just plain wrong. That's just what you want, not a barometer for the games actuall standing or success.
Like I've said before, it has it's flaws, it certainly could benefit from improvements in a few areas, but it's never occupied that top tier sim place, never. It's also never been unsuccessful, GT Sport sales numbers prove that continues to be the case and there are people extremely experienced in not just sim racing but real world driving and racing who enjoy Gran Turismo, so it's not just a game for beginners either.
You might try twising the argument to "ah well, my definition of success is...." but that's not tangiable, that's not measurable. Game successes ultimately come down to thier popularity and sales, that's measurable and that is what will determine if a studio get's to keep making that game or not. Not, well it simulated this really really well.