So here's the first of GT4. Magazine: Playzone/Issue: 07/2003
(btw. You still didn't change the date of the GT3, Inside thing, it was 09/2001)
Oh and there could be some typos so look over the text and correct them please.
Playzone: You've mentioned that GT4 benefited graphically especially from the experience of your programmers but how does it look gameplay-wise?
Kazunori Yamauchi: We try to design GT4 as an amusementpark for carlovers. It will not only be about races and breaking records. The team makes a bigger race-experience out of GT4.
P: Can you tell us sth. about extras of the game, like the museum?
KY: There are cars in real life you can not purchase. Museums allow people to see some of those cars at least. In the game it may be possible to even drive some of those exhibits but we are not sure yet. Often it is, that museums change their display and put new cars in the display window. We hope to put such an aspect also in the game.
P: There were new tracks like Downtown New York or the Grand Canyon-how will the ratio be between fantasy tracks and real-life tracks?
KY: We do not know yet but we're striving for a 50:50 ratio.
P: Can you tell us sth. about the online-play? How many players will be able to race against each other?
KY: There will be a maximum of six players during a race. At the moment we are exploring the online possibilities. Technically we could achieve quite a lot, for example the possibility, that players will be able to exchange tuning parts and cars, but right now, we're just experimenting. My interest in online-play is not really big, and it never was actually. I would rather use the online-mode to create an environment, where players would be able to share their opinions and knowledge. You certainly know that car-lovers like to brag with their knowledge because they always think to know more, than others. That is exactly the commuication between players, I would like to see.
P: So how many players will be able to compete against each other thtough i-Link?
Ky: Also six. With two additional consoles you can display the replays of the current race in real time.
P: Are there any differences now concerning the license-tests? Especially now, where there are so many new cars and tracks?
KY: The general structure didn't change. But we are re-working the rating and the points-distribution. Besides, there will be much more license-tests.
P: There were some rumours concerning the damage model, are those legit?
KY: What concerns direct damage, no, those romours are wrong. We may show how a car is falling off the cliffs of the Grand Canyon but we certainly won't show the impact on the ground. We also are thinking about a penalty system penalizing gamers, who cut corners or ram other cars rather brutely. Something like this is simply against the rules of motorsport. One pissibility would be a lowerd speed for a certain time for the penalized player.
P: Thank you a lot for the interview.
EDIT: (phweh that was some work lol)
And here goes the second one. Magazine: Play the PlayStation/Issue: 05/2004
Play the Playstation: Deep insights are given to us by the 36 years old car-nut Kazunori Yamauchi in his milliontimes-sold Gran Turismo micro-cosmos. Rarely shows the racing-freak, Gran Turismo producer and chef of the Sony-software company Polyphony Digital, himself so openly, like in this interview. While the fourth game of the series is expected to hit the shelfes in late summer/autumn 2004 and the E3 in May obviously will be the show-ground of the new title, Kazunori Yumauchi chats with us about his game, the world and God.
Some Kaz facts:
1. At an age of 10 the Gran Turismo father has been gifted with his first computer. With 13 years he constructed robots, which could be guided in connection with a computer.
2. Later on Yamauchi studied accountancy and worked along the way for Nissan and Mazda, where he created graphic-diagramms and presentations.
3. Since 1992 the racing-guru works for Sony. Today he's the head of Polyphony Digital (earlier Poly Entertainment), THE archetype developper studio.
Play the Playstation: Since seven years you're working now on the Gran Turismo series. How did this car-love and passion for racing-simulators developped?
Kazunori Yanauchi: My father back then had a porcelain shop but I already was more interested in cars in my childhood. From my third bearth-year I was able to name almost all the car manufacturers. My family back then had very little money so I gained all the knowledge about cars from auto-magazines. I was very happy at my 18th birthday, as I theoretically could now do my license, but that wasn't possible, as my parents didn't have the finances to back this up. So I had to work for it by myself and did so for the next 6 years, untill I was 24 and was finally able to get my license.
PtP: Which car did you first purchase?
KY: None. 'Cause after I got my license, there was no money left for a car. (laughs) So I had to work, again.
PtP: How did the passion for cars develop during this period of time?
KY: I partially got used or weeks-old auto-magz. They were cheap, sometimes even for free. I was heavilly into Formula 3 and Mario Andretti interested me a lot as a racing driver, read everything about that. My car-dreams were fulfilled through those auto-magz.
PtP: But someday you had your first car, right?
KY: Yes, I can remember this day very well. I drove hundreds of times the same cross-way to find out, when the car is gonna spin. (laughs) Even when it rained, I dashed through the cross-way, trying to figure out the forces and limits of physics. For this, I also drove on gravel roads.
PtP: How did you get into game-development?
KY: My dream job was director. This career wish was especially strong during school-time. From the 8th to the 12th grade I shot small movies. Besides, I was working on computer-graphics. Eventually, I showed those graphics to Sony and asked them if they would be ready to do a game out of it but Sony's politics were hardware oriented, not software. Besides, the software department was under-staffed.
PtP: Which game did you develop first?
KY: I first had to work on the Jump'n Run Karuraou for the Super Famicon. But I found this game to be boring, so I improved it a bit. It launched on February 18th 1994 at Epic Sony Record in Japan and sold, despite my improvements, only 5.000 times.
PtP: How comes that?
KY:Well, it did get good critiques, but the marketing was very bad.
PtP:How did you experience the first time of the PlayStation?
KY: Sony back then had the idea to develop an own console. Back then the market was dominated by the Super Famicon and the Sega Mega Drive. So Sony had this idea and I was enthusiastic about it and wanted to do a game at all costs. Most of all I wanted to do a racing game, a true simulation. But unfortunatly my supervisors hadn't the money for this. Besides, Sony didn't want a racing game. They said 3D was too complex. I better should do a Jump'n Run. By that, I was not very amused (laughs), but then I developed the cartoon-racing game Motor Toon Grand Prix for the original PlayStation.
PtP: We do know Motor Toon Grand Prix, it was quite successful, wasn't it?
KY: Yes, it sold very well and we even got a price for it. It was a firm-intern Sony price: Me and my team got the first place-admittedly we were the only nominated because all the other ones didn't finish their games in time.
PtP: What was your next project?
KY: After the success of MTGP I did MTGP 2, I concentrated on the goal to bring in some more driving-fun/joy. But a GT, a realsitic racing game, I still wasn't allowed to do. Sony feared that at a game with realstic cars, there would be thousands of license contracts-they weren't interested in long-winded nagotiations with the car manufacturers. Nonetheless, MTGP did help me to improve my footing in the firm and my reputation was very good. But my idea, to create a true racing-simulator, I still couldn't forget. I wanted it badly. So I approached the manufacturers on my own. First, I was at Toyota. They liked the idea, but couldn't really start something with the idea of "Virtual Reality" in a game. Then VW, Subaru and Mitsubishi followed and they were quite taken by this idea. As soon as all the manufacturers were convinced, I finally could start Gran Turismo, as now I had the backing, which earlier on, I lacked. Since then, the reputation of GT changed, the manufacturers see it now as a commercial platform for their cars.
PtP: By now, you're working on GT4. Additionally, there are the concepts like Tokyo-Soeul. What does Gran Turismo mean to you, today?
KY: I wish that even in 100 years, there is still Gran Turismo. No matter if Sony exists by then, Gran Turismo shall be THE game for a car-simulation.
PtP: You've moved a few monthes ago to another buro-complex. What did change in your work-environment and which hardware do you use?
KY: We have a very unconventional buro, there is even an auto-lift. (laughs) There are tyres, spoilers and auto-parts everythere and some rooms look like halls, they're not even papered. I want that my employees feel like as if they were in a car repair shop. Now, we have a lot of big rooms for our employees, which is rather exceptional. Aside from, there is even a Japanese Room, in traditional architecture. It is only there to welcome foreign guests. And in my buro there is an Apple Power Mac G5 with a double display.
PtP: The cars of GT4-Prologue are very detailed. How are they created?
KY: Tadashi Terajima is responsible for the car modeling, as he is the head of this department. He owns this position since GT3. Earlier on, he was employed at the software firm Kansai and was a passionate Gran Turismo fan. When his firm went bankrupt, he came to us. Mostly, we model the cars after little model-cars, which I also collect btw. We do not get any construction plans from the car manufacturers, still the models are rather easily to digitalize. We can't use photographs, two-dimensional assists are not very usefull. The minicar-models are very easy to measure and quite handy. The difficulty is to optimize the polygon-placement. Mostly we use more polygons at the front, as it is the "face" of the car, so to say. Basically, it is very hard to model a car because the GT cars aren't symmetric-you have double the work and have to manage some harmony between the left and the right side. If a car is finished, it is inspected by at least two people as a quality check.
PtP: That sounds complicated. How is that handeled with the environment and the streets?
KY: Yuji Samatsu is handling this work, as the head of the road-construction department. He has 16 co-workers and does in Gran Turismo 4 for example the Grand Canyon. He was there with a team and had the problem that the environment changed only every 10-20 kilometers. But we wanted a compact, exciting course for GT4. So he had to build the track out of parts of the environment, at which he used real geo-information like the hight. He drove 150 kilometers with the camera, which was quite tiresome. Problem was, that there wasn't any toilet or water or let alone a kiosk (laughs).
PtP: What are you working on right now in GT4 and when is the game finished?
KY: Right now we're working on cabriolet-variants: A cabrio needs a lot of polygons, but it would be nice to be able to choose, if you want to drive with the roof open or not, as a player. Concerning the release, the only thing I can say is that we try to bring the game out in Japan, the USA and Europe almost simultaneously.
PtP: Please complete the following sentence: "When improved hardware like the PlayStation 3 is released...
KY: ...we have more work, as we have now more polygons to work with and we have to use them."
EDIT 2:
Gran Turismo 3: Special part 1:Music http://www.youtube.com/watch?v=TBm8BcXptUU
(part 2 and 3 will be posted tomorrow and if I'm lucky I can find the GT3 interview, hopefully.)
Sean Kane: My name is Jean Kane and I'm the European producer of the whole Gran Turismo series. Basically I look after all what concerns Europe. So when the game in finalized in Japanese, we localize it for the European market.
Part of that is finding new songs for the game. In GT3 there are six bands, mostly new bands. 2 of those are Grand Theft Audio and Overseer and I think they will be quite successful. For many of these bands it's a great opportunity to be featured in the game, as they will be heared by a greater audience. The same people bying GT are also the same people bying their records. Like that players will hear their songs many times instead of hearing them only once or twice in the radio. Feeder was one of the first bands to be actually interested to be featured in the game. Their management was very helpful, their label was actually also rather helpful. They're touring right now through Europe and there they also play some songs, which are featured in the game. So the timing was raher perfect for Feeder and the game also.
Band Feeder: My name is 1.Taka, 2.(Grand?), 3.Jonathan, 1.What's up, 2.I'm playing the drums, 3.I sing and play guitar.
Phone rings: Jonathan: Hello??? Hey listen...we're doin' this "Gran Turismo" thing right now, okay?
Grand: We were on tour, I was working on some B-sides. We are just back from our Europe tour, a lot of promo work like TV, etc. I think it was our publisher, who sent in our songs and some of them were chosen because of their energy and dynamic, at least that's what we were told. So they used them for the first Gran Turismo. 5 songs were used, which were from our mini-album:Swim. That was really great. Yeah I mean it's always great to hear your own music in a game you know? We saw it once in Japan, when the game wasn't even finished yet, so we got an early preview.
Takata: Well, the graphics are quite impressive. I like racing games in general. GT1 and GT2, they're already pretty fantastic, that's why I hope that GT3 will be even better.
Grand: Erhm, I'm pretty oldschool. I still like space-invaders. Of all the ones here, I played the least, but I'm watching the others play it. A few times I tried it, but I'm doing this only, when nobody's watching because I'm not that good at it. Maybe I should spend more time with playing video games? That really helps to relax, it takes a lot of stress off you. It takes your mind off other things.
EDIT 3:
Gran Turismo 3: Special part 2:The history of GT
http://www.youtube.com/watch?v=_i9qLMWqx_U&feature=related
Kazunori Yamauchi (creator of Gran Turismo): When I imagined really properly for the first time how "Gran Turismo" should look like, I was 15 years old. Two things are important: realistic driving and realistic cars-these are the bases of-Gran Turismo.
Gran Turismo was my first game after I came to Sony. Well, I passed in some 100 game-concepts, the first one was Gran Turismo. There wasn't a single racing game, where you could experience realistic driving and cars. That was in 1992, first it got rejected. So I started on my own, with everything I could get in my hands. As a 3 man team we first developed Motor Toon Grand Prix. As a racing game it looks very cartoony but actually the game was very serious. It became the first publishment of the newly formed "Sony Computer Entertainment". There was a competition in the industry-which team would be able to program a high-quality game between the release of the prototype-hardware and the actual public release. We did achieve exactly that.
MTGP was not my ideal but you could say that it was some sort of a pre-Gran Turismo. PlayStation was the first commercial hardware using 3D-polygon technology. When PlaySation wouldn't have this kind of technology, I couldn't even dream of a game like Gran Turismo. We want that the cars look as cool as they can. In the recent build of Gran Turismo, we achieved some technical triumphs. The most recongnizable thing now is, that you can see real reflections on the cars, which was absolutly impossible with PlayStation 1. We always repected the individuality of each car. Every car has been passionatly recreated. Before the release of Gran Turismo 1, we studied 3 years long the physical characteristics of engines. We didn't know if it was possible at all but were convinced we should do it. 2 years passed between GT1 and GT2. With Gran Turismo 1, we achieved 90 percent of that what we wanted to achieve, the rest, we achieved with Gran Turismo 2. During the two year development of GT2, we made some improvents, for example we sped it up by 25%, we also included cars now from around the world. GT1 sold in Europe and the USA much better than we tought it would do, so as a conclusion, GT2 was designed for the whole world, with more cars and such. When GT2 was finished, we already were working on GT3 for one year. With two teams we started with the GT3 development. I believe...we used 90% of the console's potential, we've worked very hard. Further enhancments would result in a considerably longer development time.
During our work, we made new discoveries every day, after the motto: "I didn't even know this was possible!" We really wanted to inculde everything what was possible with the PlayStation 2. And so we did it. A truly realstic car simulation, like I initially wanted it, was not realizable with the PlayStation 1. Finally we can tansmit a real "GT"-feeling, with GT3, as Gran Turismo was supposed to be. I love cars and every kind of racing games. It was rather easy to develop Gran Turismo, I created what I had in mind and I wanted to realize my dream.
EDIT 4:
http://www.youtube.com/watch?v=Fp8dEbifvto&feature=related
Gran Turismo 3 special part 3: Twin Ring Motegi
Narrator: Motegi, this is where our team, Polyphony Digital, is heading to let themselfes inspire and to get new ideas. After the production plan is heading towards completion, the team wants to experience a bit of real driving here. We spoke to Kazunori Yamauchi about his love for motorsports.
Kazunori Yamauchi: When I was 9 or 10 years old, the Japanese Gran Prix took place. Although I was only in elementary school, I followed everything on TV. That really amazed me because this was the first time I saw motorsport of world-class quality. Back then, there were drivers like Mario Andretti, that probably was my first experience with motorsports.
Today, I am fascinated by everything, which has something to do with motorsprts, especially Formula 1 of course. I'm also a big fan of WRC Rally. Although I didn't try rally-driving yet, I once drove on gravel roads. Only after GT1's completion, our team headed to a real racing-track. We practised a lot with the game and had therefore many ideas how real racing driving works. When I finally hit the racing track, I was simply amazed how similar it was to my imagination.
Right now I'm driving with production cars on racing tracks. I never drove with Formula cars. I drive cars like Lancer Evolution, GTR and such. They're set up for race tracks and this is where I drive them. When you wanna drive normal production cars on race tracks, you gotta adjust there durability. You have to adjust parts like the engine or the cooling-system. I have a lot of changes on my Lancer Evolution, but it's not tuned-"radically".
I was now two times at LeMans and I'm planning to go there again this year. I'm also watching GT and other kind of racing, when I have the time to do that, which unfortunatly, is rarely the case. In Europe, I would like to drive at Spa-Francorchamps or the Grand Prix in Monaco. I drove the actual racetrack already a dozen times without the race actually taking place but I would like to do it during an actual race. I also thought about getting a racing-license but never had the time for it. As we have finished GT3 now, I would like to drive races like the: One Make Races, in Japan. They are hold in similar conditions and the cars are not so overpowered. For example, there is the Beetle Cup or the Elise Cup.
When I started to get interested in motorsports, Ayrton Senna became a star at that time, unfortunately he died, but I believe he was the first one, who showed me how much fun motorsport actually is. Under today's drivers, I think Juan Pablo Montoya is great. A few times I got to know Tommy Mäkinnen. He was with GT everytime, first with GT1 and then with GT3. Both of us were driving practise and I was only 0.2 seconds faster than him. This was his very first drive with GT3 and he was only 0.2 seconds slower than me. I really was gobsmacked. Mäkinnen had so much fun with the game, that he actually forgot it was a game. He asked if it would be possible to make some changes to the car, like stiffing up the rear wheel-suspension. He was talking, as if we would talk about a real car. So we realized that questions like: "Is that now still a game or not?", were absolutly futile. We noticed that in GT, he drove exactly like with a real car. That really made me happy.
EDIT 5:
GT2000(3) interview Magazine: GameStar/ Issue: 01/2001
GameStar: Gran Turismo 2000 was announced 18 months ago. Why will it be released so late?
Kazunori Yamauchi: Untill the end of the last year I was occupied with GT2, only after that I could concentrate on GT2000. Before the game, we had to develop certain tools in order to make use of the PlaySation 2 hardware. Most of the time was spent on modeling the cars and tracks. For one car, one-two weeks, a difficult task because for me details are important. In GT2 only one day was needed.
GS: How are the graphics different from the older games?
KY: Every car consists of 2000-4000 polygons now, in the old games it only were some 300.
GS: Why are not all luxury brands represented in the game?
KY: For the models we contacted every avaiable manufacturer. Some firms like Ferrari already have exclusive contracts with other game studios. I also asked them about damage to the cars. American companies didn't really care but the Japanese and European ones were against damage. But I will let the cars smoke and the handling-characteristics will be affected after a crash. Aside from that, light-reflections play a big role in GT2000, especially on night stages they look highly impressive.
GS: What are the biggest differences now concerning gameplay?
KY: The concept of different race-classes and tuning options is the same. However the old PlayStation was overstrained with GT's simulation aspect. Players actually could only adjust the speed and the acceleration of their cars. With this game, I really made an effort to simulate suspenion-physics as good as I could. Especially in turns you can see now how the suspension and the G-forces work. Finally, the player is able to experiment with the car's handling by adding new parts, in order to improve the handling characteristics.
EDIT 6:
GT3 interview Magazine: PSM2 Issue:06/2001
As a sidenote: The interview team, while being there, spotted a GT3 disc, which said "B-spec", well we know now how that turned out.
PSM2: Mr. Yamauchi, how long do you work now in the game-business? Did something change and what are your hopes and desires for the future?
Kazunori Yamauchi: I'm almost for 9 years now in this business and as far as I'm concerned, not much has changed since then. I would find it desirable if the games-industry stays at least established as it is now, next to the movie and music industry.
PSM2: What did inspire you to design a game like "Gran Turismo"?
KY: Already with 15 I imagined my ideal of a racing title. 1993 I could finally fulfill this dream. We had optimal conditions to work on GT1 back then. We use the capabilities of the PlayStation 2 rather well and that brings me a bit closer to my ideal of a racing game.
PSM2: All those delays of the game dissapointed many fans, though they probably are the result of your persuit for perfectionisme. What can the waiting fan hope for, considering the longer development time?
KY: I spent a serious amount of time on GT3, eventually, the game is supposed to be a true jewel-not some thing you just buy because there is nothing better out yet. We will not only outgun the pervious titles. The more time we invest into the game, the more fun the consumer has, it's that simple.
PSM2: The game would have been without a doubt the perfect launch title.
KY: We just worked too long on Gran Turismo 2. That of course influenced the development of GT3. Of course even I would like to release the game earlier. But when you have a certain quality standard in mind, you do not want to do half baked things.
PSM2: How many people are working right now on GT3?
KY: Our basic team consists of 30 people. When we add the support, the number is at 70.
PSM2: After we saw pictures of the rally and night courses, we asked ourselfes how many tracks there will be. What is your favourite track?
KY: You just have to wait and see. My favourite course is the wet track. We played with the idea to add such a course since GT1 but have only been able to realize it in the current game.
PSM2: The wet track looks phanomenal indeed. But why are there no weather and daytime changes during endurance races?
KY: Our opinion is that it would distract too much from the game. A sunset is not the problem but it is still a question of performance. We rather concentrate all the power to pre-set settings, in order to display them as realistic as possible.
PSM2: Would the power of the ps2 not be enough to implement a track-editor?
KY: At the moment we are not thinking about this but it could be possible in the future, yes.
PSM2: What is the biggest improvement over the older games?
KY: We doubled the framerate, which results in significantly smoother driving. GT2 ran with 30 frames, so there was a lag of 1/30 of a second between the game and the player. We halfed this time now, you can drive the cars now far more precisely. We can calculate throttle, brake and the suspension more often.
PSM2: And the cars improved also a lot from GT2000 untill now.
KY: Yes, we added some new features. Real-Time-Environment-Mapping is only one example. During day this effect might not be all too spectacular but at night it gets far more interesting. For the cars, we simply have far more processing power now and can support with the CPU. The handling should be much better. In comparison to GT2, we wanna make big steps. The render-engine is able to calculate up to 10 million polygons per second, depending on how much effects we're using. The amount will certainly increase in future but for now we are concentrating on the lighting effects.
PSM2: What will change gameplay-wise?
KY: The gameplay of a good racing game has to have many aspects. Hard fighted duells, the feeling of obtaining an expensive and special car, many tuning options etc., etc., etc. We improved all of those aspects. The cars handle better, look better and you can tune them better. But the magic moment happens still, when the player picks up the controller and notices how realistically the car behaves and despite this fact, is still very driveable. You can not really describe this feeling, words are not enough, you gotta experience it.
PSM2: Will you ever convince the manufacturers to allow some extensive damage?
KY: Yes. But there are still two big problems: The crashes themselfes should be as realistic as possible and affect the cars realistically but we need the agreement of all the manufacturers.
PSM2: Do you think it is possible to develop a realistic racing game without damage?
KY: No. You got to be carefull with an implementation of such a feature. We try to make everything almost perfect, so if we will ever have a damage model, then we want it to be almost perfect. After a light impact, the car gets some scratches and dents, after a heavy impact, it sets on fire and the race is over. A half baked solution for this is out of question. I do not want a car, which still drives after some heavy impacts. Surely you can help a turned-over car, but nothing more!
PSM2: Can you tell us something about the i-link function?
KY: With that, six players can play the game at the same time. For that, they need six PlayStation 2's and six Tvs.
PSM2: The game was not even supposed to be called GT3 because you didn't see it as a true sequel. Why did you change your mind?
KY: The plans once were very different indeed. The game was supposed to launch with the Japanese PS2 with 50 cars and 4 tracks. We would have released it as some sort of a big demo, then the name GT2000 would actually match. When I worked on the game, I wanted to pack in as much as possible. Now we're at 150 cars and 15 tracks and can call it Gran Turismo 3 with a clear conscience.
PSM2: In the past you gave players some alternatives to the standard gamepad. Is the new Force-Feedback-Wheel a dream come true?
KY: I was always of the opinion that a wheel without ffb isn't a decent solution. The game improved much, so there is also a need of improvement with the controller. The ffb-wheel is the first controller, which really satisfied us.
PSM2: In which form are the analog-capabilities of the Dual Shock2 controller used?
KY: Throttle as well as brake can be adjusted analogely now, with the handling that was already possible in the older games.
PSM2: What did the new hardware enable you to do?
KY: Better graphics, better sound, you can see that immediatly. "Behind the curtain" we have immense possibilities for the calculations of game-influencing parameters. The handling represents that quite obviously. I think there never has been any other racing game with such an authentic handling, which at the same time was so accessible. That is why the players will learn to drive pretty quickly, I am very sure of that.
PSM2: During an earlier interview you played with the thought of including muscle cars and drag-races, but this didn't happen, why?
KY: Right. Regarding this, back then we had a lot of requests but there simply wasn't enough time. I still would like to have this feature included very much but right now we just gotta set the priorities somewhere else!
PSM2: Are all your favourite cars in the game?
KY: No, I still would like to have Ferraris and Lamborghinis in the game. But we had this problem forever. Other companies secured the licenses.
PSM2: How hard is it to virtualize the specific little model-modifications of the manufacurers?
KY: Hard. You can not only rely on some data from a magazine. The data has to be updated very often because the manufacrurers are faster with their updates than us digitalizing them.
PSM2: Which car was the most hard to model?
KY: The popular a car is, the harder it gets. Everyone has an exact imgage of the car in his head and expects then a model, which comes very close to this exact image. Though, all the modelling is rather tough to be honest.
PSM2: What do you think about the other PS2 racing games?
KY: I rarely think about them. When GT1 launched, there were some good racing games out there, but GT brought some new life to this genre and now other developers are rather thinking more about our games, than it would be the other way around.
PSM2: Did you have a look on Colin Mc Rae Rally 2 or Sega Rally while developing GT3's rally mode?
KY: I always try to play every racing game for at least one hour. But there I am concentrating only on gameplay, not the things around it.
PSM2: Of course we got to mention Gran Turismo 4.
KY: I hope of course that I will be working on that as soon as possible. But it's not the time for that yet, I can't tell you any details right now. We still have a lot of work to do.
PSM2: Will it be an online game?
KY: I would at least be ready to try something like this.
PSM2: You once said that Polyphony would like to be also successfull in other genres. Can you tell us something about that?
KY: We think about that at the moment but we are not sure when the works on a new title will begin.
PSM2: And what are you planning to do right after you finished GT3?
KY: At the moment we're still quite busy with GT3. Wether we'll do a RPG, an action-adventure or another racing game, we just don't know yet. Since the beginning of GT2's development untill now, we had no real vacation, so I think it is at the time to take some longer holidays, when we are finished with Gran Turismo 3.
That's all I have. Oh and yeah there are certainly some typos but I'm not a native speaker so...chill. lol