Gran Turismo 8 - if you had the power to completely design the experience…

I would design GT8 like what GT4 was like.

Loads of races, licenses mean something, Endurance races are not 24minutes being 24hrs in game.
Updates are meaningful, not spoon feeding content like we get with GT7.
5 races each month which takes <30minutes to do.

GT7 seems to be catered to casual gamers.
Hence why Licenses do not mean anything as casuals dont want to do them, casuals do not want to sit down for several hours to do endurance races.
 
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One little idea I had for licenses is to have a special Sport Mode license, heavy on racing etiquette and sportsmanship lessons, and make it a prerequisite for access.

Also persistent and deliberate violations of etiquette and sportsmanship will strip you of your Sport Mode license and you’d have to do it all again to be allowed back in.

Probably dreaming with that one though I’m sure :lol:
 
One little idea I had for licenses is to have a special Sport Mode license, heavy on racing etiquette and sportsmanship lessons, and make it a prerequisite for access.

Also persistent and deliberate violations of etiquette and sportsmanship will strip you of your Sport Mode license and you’d have to do it all again to be allowed back in.

Probably dreaming with that one though I’m sure :lol:
Problem with this idea is the penalty system punishes the victim most of the time.
 
Just 1 thing ...... add a practise/ test session .... where you can select car and track , then adjust settings , do a few laps then come into pits and adjust tuning . Without having to quit session adjust tune then restart session. . You know like almost every other racing sim has had for years . 😁.
 
Cool thread idea!

1) Make what I call a 'Money Race'. Where it's a single race, medium length (like 5-10laps), medium difficulty race where you win a significant car for a more difficult series later on. And said car just happens to be worth a ton of money (1-3mil?). Did I mention you could do this race over and over to win the prize car again and again?

2) Bring back every original track in their former GT6 glory in hi-res, along with the new ones (because why not?).

3) Bring back every actual race track in former GT titles.

4) Bring back all the missing cars from GT3 & GT4, in their current gen, hi-res, ray tracing form.

5) Bring Sophy to its full potential, dump the old AI completely. Along with scalable difficulty for each race.

6) Improve BOP

7) Improve Penalty System

8) Add a little bit of storyline to the offline career mode with two calendars; kart to professional racing calendar and a fun/off season, or maybe invitational only calendar. Perhaps the protagonist's father was a pro driver but only made it to GT4 and tragically died in a race (your uncle raised you and brought you up in racing); one you eventually do yourself. I'm thinking the professional race calendar would be races in which car specs are locked down or use BOP and you earn top prize money. The invitational calendar would host more open, 'suggested' BHP races, smaller payouts but with those valuable prize cars.

9) The only restriction to buying a car is money; no more invitations :yuck:

10) Add caster and tire pressure adjustments

11) Add a proper clutch option, that does not instantly make you faster when using it

12) Update physics engine and tire model (ACC physics anyone?)

13) Bring back slow motion replays along with control inputs for them. Or better yet, integrate with Motec.

14) Make the drift events completely optional (rewardless). Even expand upon what was in GT7, but don't force me to do them, also :yuck:

15) Bring back side events like the One Lap Magic and Driving Missions from GT4 (but leave out Mission 34, or if you bring it back, don't make us wait 90 seconds, c'mon now)

16) Increase the license test difficulty.

I think the visuals are on point and polished, I love the PSVR2 and motion option and I think the sound is 'fine'. If PD outsourced some of this work, it may be possible to get it all done. If this was all promised, I'd be fine waiting another 4-5 years before GT8 launched.


Jerome
Mostly agree except [16] substantially disagree. Unless we can copy each others save games which would include all license are gold already and start 'fresh' without any stoopid license test stuff..! I deeply hated license tests from GT3. But make it optional!
 
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I’d develop the sandbox experience. There’s so much potential. Basically, you can already do exactly what you like with GT7 in terms of custom races etc but 1. It took me like two years to realise that, and 2. It’s clunky and could be taken way further.

You can already buy any car, develop it into anything you like, download thousands of really professional real world liveries or do your own, and if you select from your own garage, race it against any opposition you like. For example, full grid of 1980s F1 cars with real world (even Tobacco) liveries, with the PP adjusted to reflect the real competitive order from any season you want - you can do that. But it’ll take 10 million credits to buy ten F1 cars and so much time. You’ll have to change the driver names before every single race. Literally nobody is going to do that, but technically GT7 lets you. You can also do full day-night cycles, changing weather, race strategies, you can do anything here you can in Project CARS 2 except qualifying. So how about make that whole ‘create any type of race you want to’ easier and more user friendly? Just make what’s already there more usable and more ‘front and centre’ in terms of being part of the package.

Maybe it’s just me, but that’s what I want from a really big ‘generalist’ racing game like this, and it’s been a bit of a revelation for me over the last couple of weeks that I can do this with GT7. But realistically, it’s hidden under all the menu books etc to the point where I bet a very small percentage of players use the game this way, and it’s massively user unfriendly. I think it’s probably time to move on from quirky characters telling you everything they know about Japanese hot hatches, have they never heard of Wikipedia?
 
I love the fact that the premise of this thread is free rein to redesign the whole game, and we still have people just listing their one or two gripes that they post in every thread.

Imagination is running at a deficit, it seems.
To be fair, its far easier to discuss specific elements the game design than to cover everything.

Instead of asking about how to completely redesign the game, the OP could ask something like...
  • How would you redo the Cafe Menu Books to be more engaging?
  • What changes would need to be made to make you play Music rally more regularly?
  • What QOL updates would you apply to make tuning more accessible and worthwhile?
  • What are some things you enjoy about Gran Turismo 7? What are some issues that could be addressed in them?
  • etc.
Too precise and people end up complaining that we're the ones doing the dev's work, when we simultaneously want them to listen to our feedback (lol).
 
I’ll just say what everyone is thinking, just remake GT4 with modern graphics/hardware and cars, then call it a day. 👍

You just said what I was thinking 😄

GT4's race structure, license structure, progression structure. 24 hour races last 24 hours. Championships have qualifying. GT4's full car list and circuit list. An awesome intro video like GT3 and 4 had. I used to watch and listen to the whole clip when I fired up GT4, and it got me right into the mood. In my opinion GT4 had the last good track listing, too. Keep b-spec, even.

To that, add online, I guess like GT7 is fine. It was fine in GT5. Add the cars that weren't there in GT4. Add VR. Add 20 cars per race instead of 6. Add Circuito De La Sierra or track builder, or something that feels more like a fun road trip in a car than a track day. Keep photomode with locations. Keep engine swaps, just because it makes the Beetle cool.

Do not add buy invitations. They suck. Do not wait 10 years to release it (ok I'm pretending GT Sport didn't happen).

That would do for me.

To exercise my imagination a little:
Tops on convertibles can be raised or lowered. Doesn't need to be animated.
Add more European and American classic cars to cater for my Western tastes. No need to remove any existing ones to make room. Keep them all too.
Add.. I dunno. I had a brilliant idea but I've forgotten it.
 
To be fair, its far easier to discuss specific elements the game design than to cover everything.

Instead of asking about how to completely redesign the game, the OP could ask something like...
  • How would you redo the Cafe Menu Books to be more engaging?
  • What changes would need to be made to make you play Music rally more regularly?
  • What QOL updates would you apply to make tuning more accessible and worthwhile?
  • What are some things you enjoy about Gran Turismo 7? What are some issues that could be addressed in them?
  • etc.
Too precise and people end up complaining that we're the ones doing the dev's work, when we simultaneously want them to listen to our feedback (lol).
Indeed, but I'd wager that if GT8 came out at $80 and it was GT7 but with GT Sophy in place of the regular AI, I think we'd see some very pissed-off people - even though that was a suggestion back in the thread of how someone would approach GT8 with the power to completely redesign it.

It's a thread that should provoke some more in-depth thought, I think, and deserves some slightly longer answers!
 
Add.. I dunno. I had a brilliant idea but I've forgotten it.

Oh, I remember! It wasn't that brilliant an idea though. It was, allow a spectator to watch the race in VR from the passenger seat if they have their own PSVR2... allowing passenger rides around a favourite circuit. Thus someone who has never played a racing computer game before can experience what it's like to lap a circuit in VR, instead of just experiencing what it's like to headbutt a tyrewall every time they get near a corner.

Or allow replays to be viewed from the in-car VR perspective. Is that available already? I need to check.
 
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I would add at “GT Street” segment to the game and have an open map with traffic. Allowing players to do “no hesi” driving on the highway, backroad/canyon drifting or touge, parking lots for car shows/livery competitions, “takeovers”, police chases and even hill climb events. I get it GT is a racing focused game but there are so many lobbies with ppl trying to do these types of things.
 
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I’ll just say what everyone is thinking, just remake GT4 with modern graphics/hardware and cars, then call it a day. 👍

I love the fact that the premise of this thread is free rein to redesign the whole game, and we still have people just listing their one or two gripes that they post in every thread.

Imagination is running at a deficit, it seems.
Make everything optional! At least after 'unlocking' which shouldn't be necessary but Kaz is too rigid, so after completing a one-make race or championship or achieving 3rd place or better we can use any tire, any car, any BHP, any PP, any weight, any starting place, any nationality!!! Problem fixed! Now there's only too few events but let players upload their favorite custom races and then we can choose freely to implement them into our single-player campaign. The top 10 player made custom races by popularity should be ranked officially on the servers in GT7.
 
I definitely would like to see more offline features like making the livery editor an offline feature so we can keep our liveries after the game shuts down and the ability to import your entire car collection from GT7 if you want to.
 
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1. No more scapes - 3000 scapes are enough.
2. Shuffle racing returns
3. Quick parts options where you buy a preset part and performance options (e.g. a group A tune for group A eligible cars)
4. AI gets overhauled rather than sophy relying on the stock rubberbanded AI.
5. Figure out actual standing and rolling starts
6. Qualifying options
7. Proper championships
8. More BoP classes like Japanese Performance, hypercars (like what PD wheels out for SSRX races)
9. Lobby options like member list, or to lock tunes.
10. Scrap the used car and legends dealership, have every car available all the time, except make the discounts on a cycle. GTA does this and it works well.
11. New event categories like 2L class, 5L class for road cars.
12. Improve the FFB, early GT7 was great.
13. Fix the gear tuning

Literally all of these improvements can be made without adding a single car or track or asset to the game, it is just making better use of the assets already in the game.
 
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Adjust the PP system, they sholuld be ALWAYS a PP Restriction/Limitation.
You shouldn't be use any Car with any PP for that event.
 
I would love it if PD was to add the ABS to the MFD. Ideally, I would like it if they did it like they do with traction control by being able to adjust it from 0 to 5, but I'm guessing that would take a bit of work to fine tune it in the coding. A simple way that shouldn't involve much coding or rework would be to just have it the same as it is now in the assist menu... Would be super nice to be able to change it on the fly to weak when the track is dry and then to default when the track is wet.
 
Ah, pointlessly daydreaming about an ideal game instead of sorting my life out, don't mind if I do. I'll try to keep it within the realm of possibility, so not saying we'll have a big open world area or a radically new game mode.

* The first goal would be to have a SOPHY developed AI ready for every track so the entire offline can be powered by it, and remove the weird rolling starts (have the type of start depend on series so for example, Sunday Cup could be a standing start or Gr.3 could be rolling).

* UCD would combine the current system with the GT4 system, so most cars would change once every certain amounts of events/activities you partake in. But there would also be a few curated selections like they've started doing now in GT7.

* Bring back leagues/structure the game more like older GT, this would make it easier to flesh out the game as you could have beginner, amateur and professional versions of the same series with different tracks and different tuning levels.

* Proper championships and endurance races that don't only pay out once: The same track forwards and backwards isn't really a championship, and I want to do the kei car Autopolis one hour and get paid for it again.

* Cafe would become the community hub. Some of your friends' current selected cars (or one of the cars they've made favourites) are parked outside as well as your own (with usernames above). You can select one of them and it will show something they've revently done or uploaded, but the actual UI will be to access showcase in its current guise, and maybe some other things (I don't know).

* One or two touge style hillclimb tracks, like Enthusia's Dragon Range. It would be a nice change of pace from circuit driving and could host 1v1 events, and could also make for some interesting events like a mission where you time trial the downhill and are not allowed to use throttle.

* Daihatsu Midget II, with lots of modification options, it can become a race Midget, or a van Midget, or street modified Midget. The Daihatsu Midget II will be welcomed back with open arms and treated like the blessing to humankind that it is.
 
Well, time to type a lot of text and completely waste my time.
I would basically want improved (expanded and enhanced, if you want, but actually expanded and enhanced) GT7 but with one core difference - old GT Mode instead of World Map. I'm not the one to complain a lot about this new career mode, but still, the old one feels much better.
On top of the events we have in GT7, it would be nice to have more championships, but also would be nice to have more events with unique restrictions. The amount of different vehicles already allows you to have massive amount of variety, one-make cups alone can add a lot of content. Of course, endurance events should be a thing as well, but with bigger grid and different classes. Definitely standing starts, "catch the rabbit" needs to go. Sophy should be fully implemented and adjust itself to player's level (according to selected difficulty).
Licenses can stay exactly as they are, I think it's already done right.
Missions also need way more variety. Pikes Peak should have its own set of time trial missions. Touge track should be added and have a bunch of Initial D-style races. More drift and drag missions with bigger variety in restrictions. With vehicles like Hiase Ambulance and all those "police" cars we have there definitely should be more "going through traffic on Tokyo Expressway" missions. Nordschleife Touristenfahrten should finally be utilised with a track day set of missions, driving both faster and slower cars, making you not only overtake slow cars, but also properly give way to faster cars.
No more cutscenes during pit-stops. It worked in older games, so why do we have this weird thing since PS4?
For custom races an actual "time" of day selection should come back, when we could select the exact hour and minute. Also, would be nice to be able to change between crowded and empty states of a track, they already have it, but it's automatic.
Similar to time trial leaderboards for our cars, SSRX should have top speed leaderboard.
No more daily mileage, but weekly challenges should stay. Time trial challenges should stay as well.
Nothing specific regarding new cars and tracks (besides the ones I already mentioned), just more of those, with a similar balance between serious and funky cars.
Brand Central, cars there should get an option to choose exterior and interior colours separately from each other. Cars in UCD can be sold already tuned, have liveries, custom parts, visible damage etc. Also, invitation system. Definitely not getting rid of it, though, but I would change it completely. Different cars would have different ways to unlock them, either you win specific races with a manufacturer or own a certain amount of cars from that manufacturer. For example, to be able to buy Ferrari FXX-K you have to win at least one Gr.3 (or higher) championship driving a Ferrari. To get LaFerrari you have to own at least 5 other Ferrari. Additionally, there will be other ways to get invitation-only cars (you can either do the main requirement or this): sharing X amount of photos (or tuning setups) with a car from the same manufacturer and getting Y amount of total likes with those, signing a contract with a manufacturer and winning X amount of online races, getting it in UCD (very rare and more expensive, done locally so it doesn't appear for all players at the same time, and buying one doesn't unlock the car in Brand Central).
A new showroom to be able to look at your car with a free camera like in livery editor, but right in your garage.
GT Auto should give you an option to change to other factory exterior and interior colours available for those cars (important for UCD and LCD cars, so you don't have to wait for that one specific colour to show up). Way more custom wheels with different styles (also stock wheels from a manufacturer available for other cars from that manufacturer), current roster is lacking a lot. More custom aero parts and more than 1 widebody kit for some cars (doesn't have to become NFS, just a bit more would be nice), an option for a bit of interior customization with some sporty steering wheel, seats (with a few colours available), some additional gauges like GT6. Custom colours preview on the current car. Cars you drive will keep visual damage and dirt until you wash and fix them in GT Auto.
Livery editor. Make carbon available to paint separate parts, not just the whole car. Add an option to keep the original livery/decals of a car when repainting it and/or adding decals (original decals are placed on separate layers). More finishes for decals (metallic, chrome), and decals within one livery can have different finishes. Separate area for license plates, currently "Other" tab sometimes has other parts there besides license plates and rarely it can be difficult to place a license plate decal without it spreading to other parts. Tire branding available for all cars.
Additional sorting options (by likes/shares/uses) for all kind of searches (liveries, decals etc). Widebody filter for livery search.
An option to have an old period-correct racing outfit while driving older cars.
For photomode, 3D photomode locations have to return. PD already have at least a dozen of those in game, but it is only used for cutscenes, which is a waste. Scapes really lack freedom and tracks often lack scenery to make up for the loss of those. Interior photomode should be available for those 3D locations (and tracks) with free movement inside (currently we can take interior pics on tracks, but your position is fixed similar to scapes). Way more layers of filters and more masks, current ones are not enough. More cars on one location.
Wow, that's a lot of useless text :lol:
 
Oh boy, here we go.

Used starter cars, of which, there would be GT2 levels of choice. Events would pay out similar to now, but parts wouldn't be so prohibitively expensive and race parts could only be won, or a new sponsorship system whereby you unlock Race Mods when you reach a worldwide professional level. This means if you're so inclined, you could take your starter or favourite car to a full race car level and have it look like one.

Trackday Mode with Sophy controlled traffic, so you'd have a variance of 'personalities' ranging from the confident and quick, to novices who are more hesitant. You'd then be timing overtakes or doing your best to not be in the way of a quicker car.

Time Trial mode would pay out credits per completed lap. Ride 4 does this and it's the best thing ever. You get paid for racing the clock, instead of it existing as a pure time sink with no actual reward.

Tracks would be a big priority, with a return of almost unique experiences in Citta di Aria and Costa Di Amalfi to provide a challenging time trial location, or race for the patient, with limited overtake opportunities.

There could be other changes if I had time, but these are the Gran Turismo-inspired fundamentals I feel are missing.
 
Honestly, I'd be thrilled if there were a sidegame (a gaiden if you will) that featured street circuit racing similar to how the classic Metropolis Street Racer/Project Gotham Racing games did it. That's probably how I'd design a GT game; in my mind it would be more than a prologue but not quite as big as a main GT title.
 
* Cafe would become the community hub. Some of your friends' current selected cars (or one of the cars they've made favourites) are parked outside as well as your own (with usernames above). You can select one of them and it will show something they've revently done or uploaded, but the actual UI will be to access showcase in its current guise, and maybe some other things (I don't know).

I really, really like this idea.

I think you meant show friends cars whether they're online or not, with details of their recent activity available, but as a slight twist inspired by your idea, I also like the idea of turning up at the cafe and if any of your mates are online, whatever car they currently have active is parked outside. Unless they're actually currently getting work done on the car in GT Auto or the tuning shop, in which case there's a taxi or GT auto / Tuning shop branded courtesy car parked outside the cafe with their tag above it instead.

Imagine, you just logged on for an upcoming online league race, and the chosen cars of all your league mates who are already online are parked outside the cafe. If you go there after the race, the driver who won has a trophy sitting on the roof of their car, or in the passenger seat.

I think opening up the cafe in the way you have suggested would create a lot of oppertunities to make the community side of the game more immersive.
 
I've generated this list using perplexity.ai which is an LLM (large language module) similar to chatGPT

Improved Existing Features​

  • Photorealistic graphics with advanced ray tracing for realistic lighting, reflections, and shadows
  • Refined physics simulation accounting for aerodynamics, tire models, and surface conditions
  • Expanded roster of meticulously modeled vehicles from classic to modern eras
  • Existing real-world tracks to be rescanned using latest laser scanning and photogrammetry technologies for utmost accuracy and realism
  • Immersive spatial audio for a visceral driving experience
  • Dynamically rendered pit crews and marshals that react realistically to on-track incidents
  • Existing real-world tracks to be rescanned using latest laser scanning and photogrammetry technologies for utmost accuracy and realism:
    • Deploying specialized laser scanning equipment to meticulously map every inch of the circuit surface, capturing minute details like cracks, undulations, camber changes, etc.
    • Utilizing aerial drones and ground-based photogrammetry rigs to create ultra-high resolution 3D models of surrounding buildings, grandstands, scenery, and environments.
    • Incorporating cutting-edge AI and machine learning techniques to further refine surface data and environment models.
    • Leveraging improved computing power to increase the fidelity and resolution of the final in-game assets.

New Features​

  • Procedural track generator for creating unique circuits with custom layouts and themes
  • Dynamic damage modeling with deformable bodywork and progressive component failures
  • Integrated video editor for crafting cinematic replays with camera controls and visual effects
  • Ground-up redesign of force feedback system for unprecedented realism and immersion
  • Polyphony Digital collaborating with wheel manufacturers for native PS5 configuration apps
  • Physiological feedback system monitoring player biometrics to dynamically adjust AI difficulty
  • Environmental effects like swaying trees, persistent leaves/grass/gravel on track surfaces

Force Feedback Enhancements​

  • Precise replication of tire load and slip angles for natural steering weight and response
  • Distinct force profiles and feedback signatures for different tire compounds
  • Tangible sensations when driving over curbing, rumble strips, and surface undulations
  • Dynamic force feedback changes when driving on wet or inconsistent surfaces
  • Realistic torque kickback from impacts, wheel lockups, and collision damage
  • Authentic replication of mechanical sensations like drivetrain lash and driveline wind-up
  • Simulated inertial forces allowing players to feel weight transfer and load shifting

Telemetry Features​

  • Live telemetry overlays with vehicle data like speeds, tire temperatures, and tire pressures
  • Ability to monitor individual tire temperatures, pressures, wear levels, and wheelspin
  • Customizable telemetry dashboards to show only desired parameters
  • Telemetry recording and analysis tools for post-race data review and setup optimization
  • Real-time ride height and suspension travel monitoring for each wheel
  • Lateral/longitudinal G-force meters, aerodynamic telemetry, engine telemetry
  • Integrated OBD-II support allowing use of real vehicle data and ECU parameters
  • Support for second screen displays on phones, tablets, etc. to offload telemetry data
    • Frees up space on the primary display by moving telemetry to a separate device
    • Second screen connects wirelessly and can mirror or extend the telemetry view
    • Allows using larger phones/tablets for an expanded telemetry dashboard
    • Supports both local connections and remote access over the internet
  • For PSVR2 players, virtual telemetry displays within the VR cockpit view
    • Create one or more virtual displays that can be resized and repositioned
    • Place telemetry anywhere in the 3D cockpit space for optimal visibility
    • Virtual displays can be customized with different styles, colors, and data sets
    • Adjust transparency to allow seeing through displays when not needed
    • Provides an immersive way to access telemetry without exiting VR

Single Player Mode​

  • Dynamic rival AI drivers with distinct personalities and driving styles to overcome
  • Comprehensive skill progression system to improve driving abilities over time
  • Option to create custom single player scenarios with unique rules and conditions
  • Rewind/replay functionality to analyze and learn from mistakes during solo gameplay
  • Ability to explore tracks in first-person on foot to study layouts and reference points
  • Adaptive AI training program that adjusts difficulty based on player performance
  • Driving School to learn beginner to advanced racing techniques
    • AI driver mentor provides guided lessons on proper driving techniques
    • Covers fundamentals like braking points, trail braking, throttle control, etc.
    • Mentor AI can take control, pause, and overlay graphics to demonstrate properly
    • Training sessions can be saved and resumed from any point
    • Mentor provides real-time feedback on mistakes and areas to improve
      • "You overslowed for that corner and bogged down the exit"
      • "Look to trail brake and transfer more weight to the front tires"
      • "Short shift going into that turn, you want to be in third gear there"
    • Progression system unlocks more advanced lessons as skills improve

Online Racing​

  • AI-driven penalty system to automatically detect and penalize dirty/reckless driving
  • Ability to report/flag drivers for unsportsmanlike conduct or deliberate wrecking
  • Permanent penalties for repeated offenses like reduced engine power & increased ghosting
  • Redemption mechanic allowing penalized drivers to regain privileges by exhibiting clean racing
  • Comprehensive online racing experience with matchmaking, lobbies, and leaderboards
  • Ability to create and join custom races with practice, qualifying, and race sessions
  • Spectator mode with multi-camera coverage, telemetry overlays, and replay functionality
  • In-game voice chat and dedicated team communication channels
  • Community voting system to select next week's featured track for online races
  • Fully customizable endurance races up to 24 hours with player scheduling and remote/local participation
    • Ability to create and configure multi-hour races with start times, weather, and rules
    • Add any number of players and assign them to driving stints with specific start/end times
    • Define each player as local or remote, with the game notifying them when their stint begins
    • AI takes over temporarily if a player is unavailable, with a countdown before the handoff
    • Customize whether handoffs happen only in the pits or can occur while driving
    • Admins and non-driving players can adjust the schedule if someone needs to leave early
    • Players can opt-in to receive automated race updates or messages from admins via the PlayStation app
      • Admins can send push notifications to players' phones with important updates
      • Notifications include approaching driver stint start times, alerts for schedule changes, and messages to the entire field
      • Ensures remote players are kept informed of the race status and can plan accordingly for their driving duties
    • If an endurance race needs to be stopped due to real-world player commitments, admins can suspend the race
      • The race state is saved, allowing it to be resumed at a later time when all players are available again
      • Suspended races can be picked up from the exact point they were paused, preserving lap times, positions, damage, etc.
      • Enables multi-hour events to be completed over multiple sessions if needed, without losing progress

Track Exploration​

  • "Walk the Track" free camera mode to explore any circuit environment on foot
  • Ability to position camera at any angle, height, or vantage point around the track
  • Helicopter cam option to get an aerial overview of the entire circuit layout
  • Detailed rendering of grandstands, pit buildings, surrounding scenery, and environment
  • Option to toggle visibility of corner markers, braking zones, racing lines, etc.

Career Mode​

  • Comprehensive career progression from karting to top professional racing series
  • Option to create and fully customize multi-race championships with practice/qualifying
  • Scenario editor to craft unique challenges like endurance races or manufacturer tests
  • Dynamic calendar with evolving schedules, special events, and manufacturer commitments
  • Off-track activities like sponsor obligations, press conferences, and team management
  • Randomized career events like mechanical failures, team personnel changes, or regulation shifts

AI Personalities & Learning​

  • Unique AI driver personalities with distinct driving styles, strengths and weaknesses
  • Integration of GT Sophy - an advanced AI trained by Sony AI for racing strategy
  • GT Sophy learns player's driving style through advanced in-game machine learning
  • AI drivers remember incidents/interactions and adapt behavior accordingly
  • GT Sophy leverages reinforcement learning to continuously improve race tactics
  • AI drivers exhibit distinct temperaments, some more aggressive or calculated based on personality
  • Persistent learning helps create dynamic relationships and potential rivalries with AI racers
  • Ability to shape AI personalities along established human traits like extraversion and agreeableness
  • AI drivers can experience crashes or mechanical failures forcing retirement from the race
    • Crashes can range from minor spins to terminal collisions based on incident severity
    • Mechanical issues like engine, transmission, or suspension failures are also possible
    • If damage is not terminal, AI will attempt to return to pits for repairs at reduced pace

Ray Tracing Utilization​

  • Full path-traced ray tracing during gameplay for accurate real-time reflections
  • Realistic lighting with ray-traced shadows, global illumination, and accurate light bouncing
  • Authentic material rendering based on ray interactions with metals, carbon fiber, rubber, etc.
  • Ray-traced ambient occlusion and reflections in car interiors and environments
  • Ray tracing for realistic depth of field, motion blur, and visual effects in replays
  • Real-time ray-traced audio rendering for position-based reverb and acoustic simulation

Built-in Feedback Mechanisms​

  • In-game portal for bug reports, suggestions, and directly requesting cars/tracks
  • Regular polls and surveys to gather opinions on potential content and gameplay changes
  • Community voting system to crowdsource desired additions and prioritize development
  • Developer livestreams with Q&As for transparent communication with players
  • Direct neural feedback system allowing players to upvote/downvote gameplay elements in real-time

Sport Mode: Penalty System for dirty drivers​

A sophisticated penalty system has been designed to ensure a fair and enjoyable racing experience in Gran Turismo Sport Mode by deterring and punishing unsportsmanlike driving behaviors.
  • cloud based monitoring system
  • Utilizes a cloud-based AI system to continuously analyze and identify instances of dirty driving tactics
  • Leverages advanced machine learning to detect known unsportsmanlike maneuvers (dive-bombing, brake-testing, intentional collisions)
  • Adapts and learns to recognize new tactics employed by offending drivers

Three-Strike Policy

  • Initial Penalties:
    • Time penalties
    • Temporary power loss penalties
  • Disqualification: Three penalties for unsportsmanlike driving within a single race
  • Persistent Strike Count: Tracked across races and sessions
  • Severe Penalties for Repeat Offenders: One-week or longer ban from Sport Mode after three three-strike offenses

Dirty Driver Designation

  • Flagged Status: Assigned after three-strike offenses
  • Permanent Penalties:
    • Power loss for chosen vehicles
    • Increased ghosting (reduced collision detection)
    • No damage transfer to impacted players
    • Disabled forces that would cause impacted players to go off the road
    • Permanent vehicle damage, repairable only in pits
  • Matchmaking Opt-Out: Players can choose not to be matched with Dirty Drivers

Redemption Mechanic

  • Dirty Drivers can clear their status by consistently exhibiting clean racing
  • Numerical system tracks clean driving, with a threshold for removing Dirty Driver designation
  • Offense history displayed on PlayStation profile

User Interface and Notifications

  • Sport Mode Interface:
    • Displays player's strike count
    • Indicates Dirty Driver status
  • In-Game Display: Dirty Driver status visible next to player's name
  • Email Notifications:
    • Sent for three-strike penalties or bans
    • Details breach of terms of service
    • Provides instructions for removing penalty status
    • Warns of potential future consequences (longer or permanent bans)
 
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I could suggest many ideas, but for now I would like GT8 to include more divisions or classes of cars.

Today we have Gr.1 to Gr.4. We only have the Gr.B.

The GT8 could add Gr.A, Gr.C and Gr.D. The letter groups could be dedicated to vintage racing cars.

In Gr.C especially it would be dedicated, obviously, to Group C cars from the 80s and the first half of the 90s.
 
My first post here on GTplanet. I have played GT since GT2, my favourite is GT4.
I have now played GT7 for 6 monthes and to be honest this rivals GT6 for the worst in the series. I dint play GT Sport so i cant say anything about it. I feel like the original fans is made fun of and insulted by PD, GT7 have the worst game design in the series. The fun and the soul is not there anymore.

To be honest i hope PD can make GT8 to be a great and fun game, but i belive that PD cant make a good GT game going forward.
 
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