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In a sales perspective, the old formula made it the "go to" game for those who wanted one game that could offer a lot, so is, atleast in part, a reason to outsell the rest of the games in the genre that are very limited by comparison.
It was the best because it offered a bit of both worlds along with some GT'ness to it.
Now, imagine that classic formula, with the improved physics from GTS, the improved sounds we got so far, the good looks of the game on ps3 (or even ps4), and a constantly updated car and track list. Wouldn't that make it a great game? Only lacking improved AI, that could be improved over the game's life cycle.
I don't know if that's enough to bring the massive sales numbers back, though. Not that I'm suggesting I do know what will — I'm not a professional game developer — but what worked 10-20 years ago isn't guaranteed to work now.
To be honest, I'm not sure there's anything to really do. The public's view on cars has changed a lot in the two decades since GT1 released. The huge lead times for asset development has also impacted the genre, arguably more so than anything else: games like Uncharted are roughly based on the real-world, but aren't chained to it like GT. The team behind Final Fantasy has more work on their plate in a way, because they have to dream up all the assets for their title, but they don't have to ensure it's absolutely accurate compared to a real-world version, because that doesn't exist.
It presents a unique issue for GT: what was so beloved about the PS1 & PS2 titles was the "everyday" models. When a car represents six man-months of work to be included in the current games, how do you justify including something pedestrian in the face of the big names?
And this brings a problem, if a certain part of the fanbase wants X feature, and the other part wants the complete opposite, what should they do?
What @TrevorPhilips said, completely. We know Polyphony tracks online use data; there's no reason it can't also comb through players' game saves to determine what they're doing offline, too (so long as the saves are interacting with the servers).
Of course, that only tells them what players are using that already exists in-game. For new-to-series stuff, that's a bit harder. That's when it helps to look at the competition. The livery editor is a smart move: look at how an entire community has sprouted around it in Forza, for example.
We've tried to do our part and make it easier for Polyphony to comb through suggestions, too.
I partially agree. Pretty much all the games are compared to others just because they have cars, which is wrong. But GT tends to be attacked from every side from people wanting it to be everything each of those games are, separately.
It isn't wrong, though. Comparing GT to both Driveclub and Project CARS is perfectly valid; they're in the same genre. Yes, GT isn't an arcade racer like Driveclub... but it could learn a thing (or eight) from the engine sounds in that game. Is Project CARS more of a racing-oriented game with less of an emphasis on car collecting and modifying? Yep, but if GT Sport wants to lean more into motorsports, including flag rules like PCARS is hardly a bad choice.
I believe people take the comparisons too personally. I remember a review of GT1 in Gamepro from years ago, suggesting that the tracks weren't as lively as the contemporary NFS game. I'd absolutely agree — but it didn't change how I preferred GT overall. Comparisons help frame a game: if it's new, we need to know how it relates to what's already out there.
As for getting "attacked from every side" — really, it's not unique to GT. PCARS gets a lot of complaints about a lack of a typical progression/unlocking approach, or the lack of aftermarket upgrades. AC, similar. Forza's official forums are littered with folks asking for a more authentic racing experience with flag rules, qualifying, etc. Every game has its detractors.
Being a jack-of-all-trades doesn't mean the game has to be the best in everything. When there are things, such as the Livery Editor, that are missing from GT, then it makes sense to ask for them. But when people ask for gameplay features (like the physics from hardcore sims), it becomes impossible to make a game that is enjoyable to almost everyone. There are features that are specific to a certain type of game in the genre, others are not.
And I'm also skeptical about this game, but I will give it a try, mainly because I love cars and GT always gave me the best, most confortable, feel while driving them. Is neither too easy or too hard, to drive the cars. The content is the only thing that makes me concerned.
Agreed, it doesn't have to be the best at everything it includes. But ideally, it should at least realize what it does include well. WRC in GT5 is a great example of how to squander a license. Same with Top Gear. It really didn't help that not even a year later, FM4 arrived, showing off a much better idea of how to blend Top Gear's unique character into the game. Not a bunch of slow VW buses in a procession line around the circuit.
Hardcore physics don't necessarily alienate anybody, so long as appropriate assists arrive alongside them.
Yes Kaz chasing for one more time the best graphics and new achievements in his game and for one more time since the very first GT1
all the other Dev can copy those achievements for their next games.
GT Sport is going to be taking advantage of a lot of very cool tech, but it won't be new: HDR? Already done (FH3). 4K (even though it's not actually proper 4K)? Already done (FH3, numerous PC sims). VR? Already done (PCARS, Driveclub).
Also we are speaking for GT not for drive club so you believe that the Physics dev from PD is working now on CGI?
Are you kidding me?
I think there's a very serious language barrier at play here.
I was trying and testing for 4days the GTS demo at Nurburgring's event and i feel huge jump yes in this early demo (something like GT5P to GT6) on the feeling of the car...
Do you ever try this demo????
Other folks have said it's been a very small upgrade. Some have even said it essentially feels like GT6 with a new coat of paint. Moral of the story: people have different opinions. And that's all they are for now.
And for the end
if the GT 5-6 it wasn't a good sim we know it from people that Racing in real life...
Also from some friends of me, friends that spend thousands km in the track searching for the
Hundredths of a second....
GT Academy is a marketing exercise. A brilliant one, but a marketing exercise.
Are we talking about people that hunt for hundredths of a second in GT6? Because those sorts of people exist in just about every single racing game. That is not unique to GT.
If is gonna be a buggy unrealistic game let the future say this.....[/QUOTE]
No I haven't, but your own personal anecdote means nothing to me, considering your fanatical defending of PD and GT, and your profile pic of you hugging Kaz, you don't come across as particularly impartial.
Y'know, it's got me thinking. The claims of GT Sport being a huge leap in terms of physics always has me wondering: since these claims tend to come from diehard fans — who've had habits of making similar claims with each new iteration of GT — how do they rationalize that against the history of the franchise? If each game is a "huge jump"... what does that really say of the previous ones?
If you're referring to promotional material with real racers endorsing GT games, they're as worthless as professionals endorsing any product they have been paid to do so. These people were paid to say good things about the game. Put it this way: I've yet to see any real racing team using GT to test setups or for driver practice and training...
It reminds me of an ad that's common on TV right now (this one).