GT Interviews Thread

Credit to analog, Thank you.
Car Magazine
Mr Gran Turismo speaks on the eve of GT5's launch
http://www.carmagazine.co.uk/News/S...ran-Turismo-speaks-on-the-eve-of-GT5s-launch/
https://www.gtplanet.net/forum/showthread.php?t=95004&page=1924#post4067841
Mr Gran Turismo speaks on the eve of GT5's launch

By Jethro Bovingdon
Car Magazine, Motor Industry
21 October 2010


The fifth instalment of the Gran Turismo PlayStation epic has slipped back from 5 November, probably to the first week of December 2010. But this month’s CAR Magazine – on sale now – reveals the new game’s hero car, the ultimate track racer designed by Red Bull and GT coders Polyphony.

The 249mph racer, the Red Bull X1 prototype, is a collaboration between legendary F1 designer Adrian Newey and Kazunori Yamauchi, the genius behind Gran Turismo. Yamauchi took time out from his round-the-clock work mastering the final game, to tell CAR magazine all about Gran Turismo 5. Buy the November 2010 issue to discover the X1’s full tech spec, and how much faster Sebastian Vettel is around the Suzuka track compared with his RB6 F1 racer.





CAR: The tie-up with Red Bull Racing sounds very exciting. Was it your idea to approach Adrian Newey to design a unique race car?

Kazunori Yamauchi: 'This was an idea that I had kept to myself for several years. The concept for achieving the “Fastest Car on Land” was already set prior to this, and the design for the car was being worked on within Polyphony. But my next thought was that if we were to create this, that we would want to work together with an experienced racing car designer. If possible the best in the world, the “Real Deal” so to speak. And thanks to Red Bull, a path connecting us to Adrian was opened for us.

'I can’t forget how nervous I felt when we went to Red Bull Racing in Milton Keynes and presented the model we designed to Adrian for the very first time. I had fully expected to be scolded, that he would tell us that “this is a useless piece of junk”. But Adrian was actually interested in our sketches and our modelling, and liked the design. And he proceeded to give us finely detailed, wonderful advice that only Adrian would know. He also presented us with a great technical concept that is prohibited in the world of F1 within which Adrian normally resides, the X1 Prototype.'




How did you find working with him and are you pleased with the way the X1 turned out?

'Adrian is a person that can understand the simple facts, that something beautiful, is just simply beautiful, without question. He did not seem like a hard-headed engineer type, rather, he was an artist. The communication between Adrian and myself was very smooth and exciting. It was something like an improvisation between two jazz musicians. Through that session with Adrian, I was endowed with this priceless experience, like that of a student being given confidence from a teacher or a mentor.'




Have you driven their F1 simulator? How does it compare to GT5?

'I have in fact tried driving an F1 simulator before. I only have one thing to say about the experience… I really envy that incredible hardware and facility! I want to try using that hardware with GT5! And - I think one day it will happen.'




GT5 has been a long time in development. Have there been problems or is the timeline a reflection of the sophistication of the new game?

'The development of the first Gran Turismo took 5 years, and even with three titles released between GT4 and GT5 this is the longest development time we’ve taken since that first game. I can physically feel myself getting older and older when creating video games!

'The reasons for the development taking so long has to do with the great increase in the quality expected from a product since moving to the PS3, and also because the hurdles we set for ourselves were very high. Our objective was to create a great revolution in GT5, something to the likes of which has never been seen since GT1 back in 1997, so we had to set our sights very high. As a result, GT5 became an extremely large and complex project, almost like the Apollo Space Programme.'




How big a leap is the simulation of car dynamics and the graphics over GT4?

'I think you can see the evolution in graphics as soon as you see the screen. The amount of information on that screen is significantly higher than in GT4 and the precision of the car models have been improved by a hundredfold. It’s also important to note that weather and time-of-day transitions have been implemented. This has great meaning to both the graphics and the physics. And the physics have been revised 100% for GT5. If you accelerate, brake, turn the steering and feel the information coming from the front and rear tires, you’ll be able to tell the difference immediately. And while it has now become a tool that nurtures real racing drivers as in the GT Academy project (run in conjuction with Nissan the Academy pitched the best gamers from around the world in real race cars. The winner of the first competition in 2008, Lucas Ordóñez, is still competing with success), GT5 is also designed to answer to the expectations of a wide range of players at the same time.'




Expectation is huge for GT5. Are you confident the new game will satisfy fans of the game?

'I‘m glad that expectations are high, but of course that brings some pressure at the same time. The final objective of Gran Turismo is always to answer to the expectations of the users, and furthermore, to exceed those expectations. It would make me very happy if we’re able to satisfy fans, and at the same time surprise them.'




What part of GT5 makes you the most proud?

'I think it’s the innovation. I think Gran Turismo is something that needs to always continue being innovative.'




Imagine you can only have one car and one track for the rest of your days playing GT5. What would the combination be?

'The Nürburgring has a special place in my heart. Driving there is fun in both real and the virtual. As for the car… the Ferrari 330P4 perhaps. That would be the dream combination.'
 
Kikizo
Kaz Yamauchi: Exclusive GT4 Catch-Up
http://archive.videogamesdaily.com/news/200406/034.asp?f=034.asp
Kaz Yamauchi: Exclusive GT4 Catch-Up

We catch up with Polyphony Digital President and GT4 Producer Kazunori Yamauchi to find an impressive personal motoring history. New GT4 details inside!

Adam Doree
Kikizo
June 23, 2004



Since we spoke to Polyphony Digital front man Kazunori Yamauchi a year ago, it seems like tonnes has happened in the world of Gran Turismo. We had the teaser release of Gran Turismo 4 Prologue in Japan late last year and in Europe last month, not to mention an impressive second E3 showing last month as well. Everything's happened, in fact, except for the game actually seeing a release.

Now scheduled to hit shelves in November, Gran Turismo 4 is unquestionably in top form. We caught up with Kaz Yamauchi just recently, for a quick and exclusive chat about some of his more personal motoring experiences... plus a detail or two on the game.


Kaz was quick to reveal that, despite a furious development schedule, accidents during the making of Gran Turismo 4 have been kept to a minimum. "During the development of GT3, we didn't crash any cars at all, so we were confident about that going into GT4 - until recently, when one of the staff members crashed a Mazda Roadster MX5! But that was the only crash this time. There were more crashes of course, looking back at GT1 and GT2 - but by GT3, we've now 'grown up' with the cars, so there are fewer accidents."

We were also curious as to Kaz's personal motoring history and which cars he's owned to date - given he's surely the ultimate fanatic. He takes us through his personal list of cars, as if recalling beautiful, prized trophy girlfriends. "The history of cars I've personally owned starts with Toyoto Corolla - used, as I got it from somebody. The next one was also used, the Suzuki Alto - not the Alto Works but the standard Alto."

He'd only just tapped the gas so far: "Next I stepped up to a Celica XX. Following that was the Skyline GTR R32, after that was the Mitsubishi FTO GPX, then the Mitsubishi Evo 5, after that is the Honda S-2000. And around about that same time, the Porsche GT3 and Mercades AMG SL55. And after that is the Nissan 350Z."

And to top it all off, Kaz revealed: "And, just yesterday, I signed a contract to buy a Ford GT!" We, along with the assembled group of PR reps and translators, were all momentarily united in awe. This man really likes cars. He explained the decision behind the GT: "That was the sports car I wanted most, because the original GT40 was made in the year that I was born."

With the heavy emphasis in GT4 on tuning cars and altering the handling performance, from the very start of the airflow through the engine, right the way through and out the exhaust, we wanted to know if this is what Kaz had spent his years doing as he grew up. Unsurprisingly, the answer was "yes, that is exactly where GT comes from."

Our time with Kaz was rather limited this time, so we asked one burning question related to the game, regarding camera angles. One of the biggest additions to GT4 that we saw in Prologue was the fixed viewpoint behind the vehicle - the one where the camera is locked in position behind - so that you never see the sides of the car. We asked why this view had been added - and will there be more views, like a bonnet view?

Kaz's answer reveals the kind of attention to detail that is making GT4 the most advanced driving simulator ever. "Regarding the viewpoint you mentioned, yes that's new. I had always been aware that, with the camera fixed behind the car, it's easier than the other viewpoint behind the car that sways. Obviously because with fixed it is easier to visualise or see the course. However by doing so, the gameplay in terms of the dynamics of the car and the movement is reduced."

He continues, "I've always been aware of the fact that this viewpoint was something users looked for in a racing game, but I always try to recommend the drivers' viewpoint. But by looking at the trends and characteristics in gamers who select viewpoints, I think although drivers' viewpoint is key, this new view was important to answer the needs of the users."

"And to answer your question regarding any additional camera angles - I am considering a rooftop camera."


You heard it here first! Stay tuned for a lot more on Gran Turismo 4 as we approach the scheduled November release, and be sure to check our related articles for gallons of five star premium archived coverage.


Adam Doree

Editorial Director, Kikizo Games
 
IGN UK
Kazunori Yamauchi Q&A
http://ps3.ign.com/articles/864/864502p1.html
Kazunori Yamauchi Q&A
We speak to the Gran Turismo creator about his new progeny.

by Martin Robinson
IGN UK
April 4, 2008



Say what you like about Gran Turismo 5 Prologue, but there's no disputing that not only is it one of the most visually lush games on the PlayStation 3, it also provides an unsurpassed level of realism in its simulation of flinging the world's most desirable cars around beautifully realised locales. We recently caught up with the series' head Kazunori Yamauchi at a press event in London to discuss the future of the game, as well as life for the game's developer Polyphony Digital outside of Gran Turismo.




IGN: This is the first full-blooded Gran Turismo title for the PlayStation 3 – obviously the extra processing power has helped make the game look absolutely gorgeous, but how has this extra power helped under the bonnet?

Kazunori Yamauchi: The physics calculations have improved in precision quite a bit with the move to the PlayStation 3, and of course being able to do that for 16 separate cars is really something.




IGN: You've said previously that Gran Turismo 5 Prologue will not only offer full online race support, but will eventually go on to foster a community of car-lovers. How is that going to happen?

Kazunori Yamauchi: Where we're at now is only half of what we imagine for the game, and we have the other half to work on. The community feature which you refer to is something which we're working on.




IGN: Gran Turismo 5 Prologue is a taster, but can we expect to see downloads in the future boosting the content, and is there a timeline for these?

Kazunori Yamauchi: I can't say exactly right now, but we're looking at fall this year for an update that will complete Gran Turismo 5 Prologue as a game.




IGN: We've held off from this, but surely everyone's been asking about damage in Gran Turismo 5. You've said previously that it's something you're considering, but is it something that's being actively worked on by Polyphony at the moment?

Kazunori Yamauchi: Maybe by fall we'll be able to implement it.




IGN: As a feature of Gran Turismo 5 Prologue?

Kazunori Yamauchi: Yes.




IGN: Obviously Gran Turismo is the stand-out title in its field on the PlayStation 3, but do you ever look at the competition elsewhere, such as Forza on the Xbox or GTR on PC?

Kazunori Yamauchi: I know there are a lot of titles out there, and some of these do things we haven't done yet. But what we're trying to do is perfect every part of what we have so far, and then move on to the next part which we will perfect, and we're doing this in steps, and we'd like people to look forward to those steps.




IGN: You've got a London track in Prologue that looks absolutely lush. We often fantasise about what course a London GP would take – how did you come up with the layout?

Kazunori Yamauchi: I come to London very often, and I've walked the streets and I know them, so that helped a lot. The course that we have in the game at the moment is actually half the size that we originally thought, it's a short course basically, so in Gran Turismo 5 we'll have the longer course in there.




IGN: You've got the F2007 in Prologue, and a lot of people would love to see Polyphony work on a Formula 1 title in the future. Is that something you'd be interested in?

Kazunori Yamauchi: The F2007 is currently I think the most precise simulation of an F1 car in existence, and I think it's something that everyone should try out. We've had to implement a lot of new physics into the game, and a lot of mechanisms that we had left out before that we had to add to simulate the car properly, and it's something we're looking forward to having everyone experience. As for F1, of course we've always wanted to add more F1 cars, and to make an F1 game, but we haven't made any movement to acquiring the license, so there's no set timeline for it yet, but it's something we're looking at.
 
IGN
The American GT3 Producer Tells All
http://ps2.ign.com/articles/088/088143p1.html
The American GT3 Producer Tells All
IGNPS2 got to talk about GT3 with the game's American producer. Read exactly what he had to say.


by IGN Staff Douglass C. Perry, Dave Zdyrko & David Smith
IGN
November 21, 2000



Today at the San Francisco Auto Show at the Moscone Center in San Francisco, CA, we got a chance to sit down and talk to Taku Imasaki, the Producer for the American version of Gran Turismo 3, about his upcoming game.




IGNPS2: When will the American version of the game be released?

Taku Imasaki: This time, since the amount of text in the game is minimal -- we don't have the car descriptions that were in Gran Turismo 2 and 1 -- so, that'll minimize our localization time. Therefore, it should shorten the time between the Japanese and U.S. release. It should be no more than one or two months after the Japanese release, which is also slated for a first quarter 2001 release.




IGNPS2: Are there going to be any substantial difference between the American and Japanese versions of the game?

Imasaki: In terms of cars, everything will be the same because if we do anything different the localization time will be extended. So, we don't want to do that. The music tracks between the two games will be the biggest difference.




IGNPS2: So, the cars, tracks, menu system, will all be the same game?

Imasaki: Yes, it'll be the same basic game. The language will be different, of course, and kilometers will be changed to miles.




IGNPS2: Can you go into detail about what the music in the American version will be like.

Imasaki: I can't really go into specifics, but I can say that there will be a lot of tracks.




IGNPS2: Will there be more songs than in GT2?

Imasaki: Yes.




IGNPS2: GT2 was criticized for having songs that weren't up to date, have you addressed that?

Imasaki: We're trying our best to not have the same criticisms be made about GT3.




IGNPS2: Will any of the songs from the Japanese version be in the American game?

Imasaki: There will probably be some of the Japanese songs. We would like to give the users more choices, so if they would like to hear the Japanese songs, they'll be able to choose them.




IGNPS2: Is there an option to choose the music during the game?

Imasaki: That was one of the big criticisms that I read on your site with regard to Gran Turismo 1 and Gran Turismo 2, so we're definitely thinking of arranging some sort of screen so that users can choose their songs before they race, or even pause the game and change the song during the race.




IGNPS2: Do you know how many cars will be in the final version?

Imasaki: No less than 150 cars. There won't be anything like 200 cars, but probably around 150 to 160 cars or in that range. There will definitely be more than in Gran Turismo 1.




IGNPS2: Are there going to be any cars in GT3 that we haven't seen before?

Imasaki: Yes.




IGNPS2: Can you talk about those?

Imasaki: [laughs] I see somebody shaking her head. Lots of racing cars, though.




IGNPS2: Are they manufactured cars or are they dream cars?

Imasaki: They are all real cars and you will see a lot of new cars added.




IGNPS2: Is the game going to be weighted more towards racing cars than normal cars?

Imasaki: Yes, it appears to have turned out that way.




IGNPS2: How has the menu system changed if at all?

Imasaki: There were a lot of static, still image screens in the previous Gran Turismo games, but now with the power of PlayStation 2, the DVD, and the data transfer rate being higher, we'll be able to do a lot of motion and have a lot of stuff going on onscreen.

What we're doing right now is asking car manufacturers to submit us promotional videos so when you choose something like an Acura or Honda or whatever, you'll see that car's promotional video onscreen. Like a 30-second to a minute long clip.




IGNPS2: There seemed to be a lot of menus to flip through in GT2 and it sometimes was troubling to do some easy things such as saving, is that being addressed?

Imasaki: We're trying to make it more user-friendly and more easily understandable.




IGNPS2: So, are there going to be more shortcuts in the menus?

Imasaki: Yes, definitely. It'll be a much more simplified system.




IGNPS2: Is the simulation mode interface and setup going to differ at all from GT2?

Imasaki: Basically, all of the features in GT2 will be in GT3. It's just going to be displayed different. It will be more user-friendly, and it's going to be more sexy and design-wise, it's going to be much more flashy.




IGNPS2: Is there going to be pretty much the same number of races?

Imasaki: Yes. We're not sure if there's going to be more or less, but it's going to be pretty much the same. The variations on customizing cars, like the choices of brakes, suspensions, etc, those will be the same.

Gran Turismo had a few cars, and GT2 had everything. So, we're going back to the basics on this one and upping the overall physics and graphics of the game. We want to give the consumer the same surprise they had with Gran Turismo 1. The features isn't the focus as much as showing off the PlayStation 2.




IGNPS2: Are there still plans to release the game with link support in the States?

Imasaki: Yes.




IGNPS2: How many players will it support?

Imasaki: Up to six players if you use three PlayStation 2's, because it's two players per PS2.




IGNPS2: So, it'll be three PS2s, three televisions, and three copies of the game?

Imasaki: Yes.




IGNPS2: And it'll be two players per PS2 and it'll be split screen?

Imasaki: Yes, exactly.




IGNPS2: And horizontally, vertically or both?

Imasaki: Either or. They've already tried it in Japan and they say it's pretty exciting.




IGNPS2: Will there be any other AI cars onscreen during this?

Imasaki: If you choose less than six players, you will see AI cars. But if you have three PS2s and six players there, you'll have all human cars because that's the most that you can have onscreen at one time.




IGNPS2: What about the game's rally racing? Will it be in the game and what's been done to it?

Imasaki: It's going to be in the game and it will use the same general courses.




IGNPS2: Will the structure be the same with the single car and ghost car?

Imasaki: That's the current plan, yes.




IGNPS2: Are there license tests?

Imasaki: Yes.




IGNPS2: Will they be the same?

Imasaki: There will be additional tests.




IGNPS2: So, there will be all the tests in GT2 plus some new ones?

Imasaki: Yes. There will be some interesting surprises, though.




IGNPS2: What has changed with the car physics?


Imasaki: A whole lot. They've done a lot of work on the car physics. When you play, I'm sure you'll notice all of the little minute details with the way the car turns and moves based on the surface level and hills. You'll especially notice this when you modify the cars, especially when you lower it. Whereas in GT2 when you would lower it an inch, you probably wouldn't really notice the change. In GT3, you will. This is because the calculation power of the hardware is so high and there's so much more data being transferred, so on the screen, there will be so many minute differences graphically -- you'll be able to see and feel the differences.




IGNPS2: In the first GT, there were graphs that would show the performance changes when you would adjust settings on the cars. This was absent from GT2 and some people missed it, what this going to be like in GT3?

Imasaki: We realize that and we do want to bring that back into the game.




IGNPS2: It has been talked about how the computer AI will react to you in this game. So, if you push someone into the grass, that car will seek revenge on you. Is this being worked on?


Imasaki: Yes, it's being worked on and should be in the game. It's our goal to have you see emotion in the AI and it's one of the biggest things we hope to see in the final game.




IGNPS2: Will this definitely be in this game or something being done overall?

Imasaki: It's overall, but we hope to have a lot of it included in this game.




-- Douglass C. Perry, Dave Zdyrko & David Smith
 
Car and Driver
The Game Boys - Feature
http://www.caranddriver.com/features/07q3/the_game_boys-feature

This is not an interview, but there is an awful lot of indirect quoting, as well as a few quoted gems. All in all, this is a very interesting article and one that my quick search did not find as having been previously posted at GTPlanet. I made bold the few direct quotes (towards the bottom) of Yamauchi.
The Game Boys - Feature
Programmers sleep under their desks as Sony races to update its bestselling driving game in a cave-like Tokyo bullpen.


BY AARON ROBINSON, PHOTOGRAPHY BY MASSANOBU IKENOHIRA
Car and Driver
August 2007



A soupy morning fog is just starting to lift as an eclectic convoy of cars files into Tsukuba Circuit near Tokyo. It's a white-knuckle club track in the peanut-farming flatlands just 25 miles (or a two-hour bumper-to-bumper drive) northeast of central Tokyo. The facilities are a bit tired: Deserted garages of flaking concrete and empty grandstands of peeling paint line the 1.3 miles of pavement, rain-soaked on this day. Yet a vase of fresh-cut flowers perfumes the men's room, a token of the Japanese obsession with the details.

Tsukuba is the "home track" of Gran Turismo, a relentlessly realistic computer driving simulation that runs exclusively on Sony's PlayStation home-gaming console. In its current iteration, the fourth, released in late 2004, priced at $49.95 and known as Gran Turismo 4 (or simply GT4), a player can select from a fantasy garage of more than 700 road cars and racers modeled rivet by wing strut on the real cars that are produced by 80 different automakers and teams. The player can also choose from 51 ovals, road courses, street tracks, and dirt trails to drive on, including Tsukuba, and a playback feature allows that player to be a spectator at his own drive from various angles. In the simulation's role-playing section, players start as penniless driving-school greenhorns and climb their way up the racing ladder to the superstar leagues, earning computer "prize money" they can spend on cars and speed parts.

The small, youthful, stress-addled army of workaholics who meticulously construct the game byte by byte in a cavernous studio on the second floor of an anonymous office block in southeast Tokyo's Edagawa district is taking a rare day off. Polyphony Digital, the wholly owned subsidiary of Sony Computer Entertainment that produces Gran Turismo, has rented Tsukuba for a company-sponsored track day. Leading the parade of RX-7s, M3s, Evos, and STIs—salaries are relatively good in this line of work—is the game's 39-year-old creator, Kazunori Yamauchi, in his all-white Ford GT.

Slender, buzz-coiffed, and usually dressed in Japanese-fashionable black, the "father of Gran Turismo" enjoys celebrity status in Japan and Europe, especially in the auto industry and the worldwide gaming geek class. He'll spend most of the Tsukuba track day humbly, sweating into his driving suit while giving hot-lap rides in the GT to his adoring employees.

Turismo may be about virtual cars running on digitized tracks in a pixelated universe, but it generates buckets of real cash. Since it was introduced in Japan in 1996 and the United States in 1997, Gran Turismo has been a coveted "system seller" for Sony, a flagship title so popular that many people buy Sony's PlayStation console just to play that one game. So far, more than 48 million copies of Turismo have been sold worldwide, helping Sony overtake and stay ahead of rival game consoles from Nintendo and Microsoft in a market worth about $30 billion in annual sales.

Turismo's huge catalog of cars introduced an international audience to then-obscure Japanese domestic product, including the Mitsubishi Lancer Evo, Nissan Skyline GT-R, and Subaru Impreza WRX STi. The game deserves credit for helping make these and other vehicles into international cult cars, and for convincing automakers to bring versions of them to the U.S. market. Yamauchi consults informally on styling and youth culture with various car companies that once spurned Turismo and denied it licensing rights but now jockey to have their newest cars featured in the game.

Despite the day of play at Tsukuba, the pressure is colossal to finish Gran Turismo's fifth redesign. Sony needs GT5 to pump up sales of its newly redesigned box, the PlayStation3. Since its introduction last year, one month before Christmas, the PS3 has been struggling against a gale headwind created by its steep $500 base price (a more powerful version costs $600), a shortage of available games, and Nintendo's new Wii. The $250 Wii is this year's electronics phenom, a smash-selling console that cleverly incorporates a player's physical body motions—swings, punches, throws, and weapon aiming—into the action. Although the PlayStation3 also has some "gesture based" controls, kids and their parents have flocked to the Wii, which has a more intuitive handset and easy family-fun games such as bowling and baseball.

"Nintendo took a path that is more appealing to more people," says N'Gai Croal, general editor for technology at Newsweek magazine. He says the PlayStation2 was so globally popular with an astounding 105 million units sold that Sony was reluctant to alter its formula. So Sony left PS2's familiar but thumb-numbing controller with its dozen buttons and twin joysticks largely unchanged while Nintendo, which had distantly trailed Sony's PlayStation and Microsoft's Xbox 360 in sales, had less to lose and thus was more inventive in the Wii's design. But the launch of a killer title like Gran Turismo could swing the pendulum back Sony's way, says Croal.

Gran Turismo was one of the first titles to attract adults to home gaming consoles, which until then were typically abandoned by kids as they got older, says Croal. "Games like Turismo are hard, but there's something about them that gets millions of people to buy them. You can play Turismo for a long time and not get bored."

Polyphony avoided announcing a launch date for Turismo 5 but acknowledges that the development timeline has stretched. So far, Polyphony has issued one free downloadable teaser game, and another is scheduled for the fall, but the best-case scenarios have the full game not appearing before spring 2008, more than 15 months after the launch of PlayStation3. Meanwhile, the programmers wrangle with the mighty task of increasing the simulation's photorealism and hyperdetail to fulfill Yamauchi's demands for authenticity and visual beauty and to meet the expectations of the game's rabid fan base.

One part of Polyphony Digital's cement-floor studio looks like a Pentagon control room, the other like a hobby store hit by a typhoon. On the Pentagon side, stone-faced computer programmers massage the ones and zeros in the intricate software that underlies the game. By and large, they are computer nerds with little interest in cars and a taste for decoration that ends at disemboweled motherboards.

Typical of the low, cramped, single-person cubicles on the artistic side of the studio is 39-year-old game designer Tadashi Terashima's. When the next big temblor hits Tokyo, they'll be digging him out of a landslide of car models, car magazines, and car books stacked in precarious piles around his twin computer screens.

In this considerably more interesting half of the room, the game designers digitally sculpt the cars and paint the tracks and background scenes using photos, blueprints, auto-manufacturer engineering data, and die-cast models as subjects. High-powered Autodesk Maya graphic software renders the cars, buildings, fluttering flags, strolling spectators, scudding clouds, and shifting shadows in three dimensions and offers a color palate of more than 16 million hues. The images are matched up with car-specific exhaust roars and tire squeals and set to carefully selected music tracks by Polyphony's audio crew.

Like several other Turismo programmers, Terashima keeps a cot with a sleeping bag under his desk so he can just slip down and nod off for a few hours when the eyelids get droopy in the wee hours. Lately, programmers have been staying at work for days at a time to meet deadlines, and the office provides accommodations. Those who don't keep a private cot can go to a row of sleeping dorms in the back of the studio—a sign-up board prevents awkward intrusions—and shower in the attached bathrooms. A glassed-in, soundproofed recreation area features electric guitars, a well-stocked magazine rack, books, movies, food, and other distractions for that time when employees need to not think about Gran Turismo for a while.

At the center of the studio, across from Yamauchi's glass-walled office—it's completely obscured by curtains because, the employees say, he's embarrassed about the mess within—is a two-story-tall, blue-lit, glass-sealed tower where Gran Turismo 5 lives in prenatal form. Polyphony's 80-terabyte mainframe (one terabyte equals 1,048,576 megabytes) is said to be one of the largest among Tokyo's major game studios. Chilled slightly to 64 degrees Fahrenheit, the tower also contains Yamauchi's wine and champagne stash.

No doubt he'll pop a few corks when GT5 launches. It's been Yamauchi's most ambitious attempt yet to realize the accurate driving simulation with TV-quality images he dreamed of as a teenage arcade rat playing Pole Position. His initial shot came in 1994, when Sony New Media introduced the first PlayStation console.

Then, Yamauchi was a developer in new media who urged his bosses to create an authentic driving simulator. Sony was more interested in emulating the huge sales Nintendo was generating with its Super Mario Bros., a cartoon-like action game. Hence, Yamauchi's first project, Motor Toon Grand Prix, featured maniacal characters shooting at one another from gravity-defying, weapons-laden cars. Sales in Japan were brisk enough that Yamauchi received approval to do a more serious driving game, and Gran Turismo was born.

Motor Toon introduced the first version of what would become one of Sony Computer Entertainment's most valuable assets, the Gran Turismo physics engine. It's the core software code by which a computer simulates the dynamic behavior of a vehicle, making the digital car respond to the player's inputs as well as the virtual road. To be convincing, the software must be flexible enough so that a gamer parked on his sofa operating a hand-held controller can "feel" the difference between a BMW M5 and Toyota Corolla.

The software engineers who created the physics engine have stayed with Yamauchi through the years and have come to be known as the "Nine Samurai" (theirs are the Ferraris and Aston Martins in Polyphony's parking lot), a takeoff on the famous Akira Kurosawa film The Seven Samurai. Asked for the basic cereal-box explanation of how the physics engine works, Yamauchi, speaking Japanese through his American-born right-hand man, Tsubasa Inaba, pictures a billiards table.

The software, Yamauchi says, predicts how input from the cue ball and bumpers will move the balls on the table. For all the cars in Gran Turismo there is only one master physics engine. By altering as many variables as the programmers can think of, including horsepower, axle weights, spring rates, whether the car is rear-drive, front-drive, or all-wheel drive, aerodynamics, and so on, the physics engine supplies each car with a distinct driving personality.

Surprisingly, there is little real-world track testing, few cars wired up with motion sensors spitting out reams of data. With 700 cars in the current version, including everything from recent Le Mans prototypes to Jay Leno's 8900-pound Tankrod, testing them all would have been unfeasible. Car behavior in the game amounts to a mathematically derived guess, although various consultants or "friends of Gran Turismo," such as Nissan chief test driver Hiroyoshi Kato, regularly give their opinions. Kato gets a mention in the game's credits.

The new PlayStation3 and its high-definition picture capability are creating opportunities and headaches for Terashima and the other designers. The console is a computing Incredible Hulk, with a processing chipset that is 40 times quicker than PlayStation2's. It also has Sony's patented Blu-ray Disc formatting, which increases DVD storage capacity five-fold and allows game discs to be further packed with features and imagery. A joint venture between Sony, Toshiba, and IBM, the PlayStation3's central processing chip can perform 200 billion calculations per second, and it is ringed by seven assistant processors that run in tandem to further increase the machine's image-generating power.

If Andrew Wyeth is America's foremost realism painter, imagine a machine that can paint, entirely from scratch, 60 Andrew Wyeths per second, which, incidentally, is twice the frame refresh rate of a standard, non-high-def television.

Sony is gambling heavily that its proprietary Blu-ray Disc format will take off and become an industry standard for other products, especially home video. It's also gambling that consumers will pay a premium for the machine's monster computing power. How much is Sony gambling? iSuppli, an electronics-supply-chain think tank in El Segundo, California, estimates Sony loses $200 to $240 on every PlayStation3 it sells.

Sony has built a big house, and Polyphony is taking its sweet time to move in. The main reason: Given the picture quality possible with the new console's high-def capability, it's taking much longer to paint each car and the various tracks and backdrops and then light the scenes.

"In the past, each car was like a sheet, all just one color,"
says Yamauchi, who is also an avid amateur photographer. "We are now taking it to a much higher level, studying the feel and texture of the materials." There's a difference between how light plays over metallic paint compared with a plastic headlight lens or piece of rubber trim. At the edges of body panels, car paint tends to bead slightly, causing light reflections to spear outward. Going around soft corners, the sun's reflection pinches up and then spreads out again.

What the interaction of industry and nature renders so casually in the real world, Turismo must duplicate entirely by mouse-click, car by car, scene by scene, angle by angle. Says Yamauchi: "For Gran Turismo 1, one car was one day's work for one man. For GT3, one car was one man's work for 30 days. For GT5, one car is one man's work for 180 days."

To program another 700 cars for Gran Turismo 5 would take at least five years, says Yamauchi, so the rewrite, already delayed, must launch with a much smaller collection. Players will be able to download more cars in the future using the PlayStation3's new Internet connectivity feature, which will also allow Polyphony to supply (and sell) further game upgrades down the road.

One of those upgrades may eventually be crash damage. Currently, when you nail a wall or another car in Gran Turismo, your car simply bounces harmlessly back on track and you keep going. Gamers have long criticized this chintzy, arcade-like aspect of a simulation that is so genuine in every other respect. And Turismo's main rival, Microsoft's Forza Motorsport, has a somewhat watered-down crash-damage element.

Yamauchi has heard the complaints and acknowledges that the new PlayStation3 has the computing power to provide crashes. But he refuses to put damage into the game until it can be done realistically, and "that is," he says, "roughly speaking, double the work."

Right now, each car in Turismo is a single "skin," a digital eggshell that moves via the physics engine in three axes but never changes shape. To do damage the way Yamauchi wants it done, each body panel of each car would have to be modeled separately—intact and crumpled—with the resulting changes in light and shadow. The physics engine would also have to be expanded to predict how each car would behave with a flat tire or bent control arm. Another problem: Some of the car companies that participate in the game don't want their cars crashed for fun and profit, even if only in pixels.

Yamauchi says he never intended Gran Turismo to appeal to a mass audience. He believed that only a real otaku, or hobby fanatic, would take the time to explore its many nooks and crannies. Indeed, the first version was altered for the U.S. market to make it more accessible. Taku Imasaki, now a Los Angeles-based producer with Sony Computer Entertainment, tweaked the game for American buyers by speeding it up 25 percent and changing the gravity so cars flew longer. He thought Americans would lose interest in the methodical ladder climbing of the role-playing process, so he added an instant-play option that let gamers jump right into the fastest cars on the hardest tracks.

Imasaki's changes didn't win him many friends at Polyphony. Despite some grumbling in the gaming world that the Japanese-home-market version was better, U.S. sales were healthy and comprised much of the game's initial run of 10.9 million copies, a fact that Imasaki chalks up to the simulation's core attributes rather than the changes. When Gran Turismo 2 came out, Sony left it unchanged for the U.S. market. Gran Turismo 3, which debuted in 2001, racked up almost 15 million sales, the current record for the franchise.

As Polyphony sprints to finish GT5, head game boy Yamauchi seems undaunted by the pressure from sweating Sony execs to deliver his latest opus. The electronics giant has no choice but to abide by Yamauchi's artistic penchants and picayune love of minutiae, says Newsweek's Croal, even if it pushes Gran Turismo 5's release date to the end of 2008 or beyond.

"Who takes a film away from Spielberg?" says Croal. "When it's done, it's done."
 
I miss the day's of getting new gt news, good thing you guy's are here. Great read's keep it coming.👍
 
VG247
Interview – Gran Turismo 5’s Chris Hinojosa-Miranda

http://www.vg247.com/2010/06/23/interview-gran-turismo-5s-chris-hinojosa-miranda/
Interview – Gran Turismo 5’s Chris Hinojosa-Miranda

By Patrick Garratt
VG247
June 23rd, 2010



There are cheers and there are cheers. The cheer from the Sony E3 press conference crowd when a final Gran Turismo 5 release date flashed up on the big screen was a proper, joyous cheer. Yamauchi’s opus has been so long coming it was in danger of slipping into myth.

GT brand associate producer Chris Hinojosa-Miranda, then, was buoyant when we met him in Sony’s behind closed doors rooms in LA last week, as enthusiastic about the game as you’d expect him to be. The guy’s a believer. Given the footage that came out of the show, it’s not hard to see why.

Read on for confirmation of an incoming DLC announcement, the “joke” that GT5 may slip into 2011, the promise of plenty more feature reveals throughout this year and some expert dodging on the question of whether or not the final product will ship on multiple Blu-rays.




VG247: So. The date. You must be thrilled to be able to say it’s coming out in November.

Chris Hinojosa-Miranda:
Yeah. For the US, as well. It’s one of those things that we’ve been constantly trying to work towards, and being able to announce the date is a big, big, big moment. We’re not having to dodge the questions any more.




Obviously, everyone’s very confident of hitting that date? We’re not going to see any slip into 2011?

Chris Hinojosa-Miranda: [Laughs] There’s always that joke. For now we’re saying November, and that’s the message we’re moving forward with.




There’s been a large amount of information released in the last 24 hours about the feature set. One thing I didn’t notice in there was a track editor, which was heavily rumoured. Are we going to see it in the final game?

Chris Hinojosa-Miranda: It’s one of those things. Those are just rumours. We can’t really confirm or deny. There are so many things out there that people are putting out as like a wish-list of features they want to see in the game.




Are we going to see any more feature announcements as we move through the year?

Chris Hinojosa-Miranda: Of course, of course.




We haven’t seen everything yet?

Chris Hinojosa-Miranda: No, no, no, no, no, no. Definitely not. E3 is a big event for us, and this is where we start releasing information. Launch date first, taking a peek at some of the game features, like the implementation of 3D into Gran Turismo so it coincides with the launch of Sony Bravias, face-tracking technology, the brand new dynamic lighting and enhanced special effects that really bring the game, brings the race right to you. Being inside a car with 3D turned on, you feel like you are actually driving that car. Couple that with not only the polished graphics that people have come to expect from Gran Turismo, but it’s also the minute details, like being able to see the lights of the car picking up the dust from the ground on a rally track: that really brings it home to you.




The game’s been in development for a long time, and will probably end up being one of the most expensive ever made. It’s a huge project. What’s the pressure been like? Has there been a feeling of high pressure in the last couple of years just to ship?

Chris Hinojosa-Miranda: Our main pressure comes from being able to create a product that we’re proud of. In the end, our passion is cars. We love cars, and we want to make sure they’re represented in the best way possible in the game. Our users have come to expect a certain level of quality, and we’ve come to expect an even higher level of quality from ourselves.




Mr Yamauchi’s a perfectionist. Was the intention with GT5 always to create a product that won’t be surpassed in this generation? Is this the ultimate driving game for this generation?

Chris Hinojosa-Miranda: You know, Gran Turismo has consistently set the standard. That’s been our goal with every release. Is it for this generation? I would say yes. I would say that we’re definitely trying to set the standard. At the same time we’re not trying to compare ourselves with other titles. They’re doing their own thing. They’ve taken the racing genre and focused on a specific feature that they want to highlight as, “This is our feature.” Gran Turismo has always been a broad title. We love all things automotive. That’s why it’s weird to say, “Is it the best game? The best racing game out there?” We don’t consider it to be a pure racing game. There are so many things; for instance, we have a photo travel mode, which is more [for] photograph aficionados. You place your car there and just start taking photos. Would you consider that a racing game? Not really. But is it an amazing feature? Oh yeah.

So it’s like, we’ve always been about just setting the standard in general.




There are a lot of features that racing game enthusiasts may not resonate with. The photo mode, as you said, is designed to appeal to a broader love of cars. Do you think there’s enough in there to satisfy the hardcore racing enthusiast?

Chris Hinojosa-Miranda: I think so, because the hardcore racing enthusiast, in the end, wants to have the realistic feeling of getting behind a wheel. That’s always been our core as well. So, yes.




Is there going to be post-launch support?

Chris Hinojosa-Miranda: That’s one of the items we haven’t discussed yet. We’ll be making an announcement as we get closer to the launch date.




In terms of PS3 as a piece of hardware, why is it the right platform for this game? What is it about PS3 that allows Mr Yamauchi to realize his vision? What do you like about it?

Chris Hinojosa-Miranda:
The machine itself is so powerful. It can do so many things. One of the most important things is that it has the capability to read Blu-rays, so that gives us the ability to have more information on disc. Couple that with 1080p resolution and now 3D support, there’s nothing [else] out there that we could use to bring the most realistic experience.




Isn’t it a little like a double-edged sword to have all these features you want to use? The game’s taken a long time to come out. Is part of that delay down to the fact that there are so many things you’d like to get in there, such as 3D, being able to fill up the Blu-ray with data, and so on?

Chris Hinojosa-Miranda:
I would say it’s more of an open playing field for us. We’re sitting in a sand-box with all these amazing tools, and we can create anything we want. Our challenge in the end is creating something we’re proud of.




Will the game ship on one Blu-ray?

Chris Hinojosa-Miranda: The Blu-ray is a very big disc.




Yes?

Chris Hinojosa-Miranda: Again, we’re not talking about items like that.




Are there going to be things like special editions? I assume there are; it’s a premium product.

Chris Hinojosa-Miranda: Again, those are items that will probably be announced as we get closer to the launch date.




On a gameplay note, then, there’s always been talk of including things like motorbikes in Gran Turismo, and different forms of transport other than cars. Was that a serious consideration this time around?

Chris Hinojosa-Miranda: You know, we like to concentrate on cars. Cars are the main highlight for us.
 
USA Today, Game Hunters
'Gran Turismo' creator talks and test drives latest model

http://content.usatoday.com/communities/gamehunters/post/2010/01/talking-gran-turismo-5/1
'Gran Turismo' creator talks and test drives latest model

By Mike Snider
USA Today, Game Hunters
Jan 14, 2010


Kazunori Yamauchi is admiring his handiwork. He has just finished maneuvered a Ferrari 458 Italia sports car through the streets of a virtual Tokyo in a trade show build of the still in-development Gran Turismo 5.

"On this track the hardest thing was just making the scenery of Tokyo," he says, standing beside the sports car cockpit/HDTV arcade setup where he took the Ferrari for a spin during last week's Consumer Electronics Show in Las Vegas. He's watching the replay of his trial. "It took about a year to complete one track."

The plan is to have about 70 tracks and close to*1,000 cars. Work continues on the game at Polyphony Digital after Sony on Wednesday announced that it would be postponed. The U.S. launch had been planned for sometime after the March release in Japan. For now, the game has an undetermined launch date. (You can test drive the game currently in a demo available on the PlayStation Network.)

During an interview at CES with Yamauchi he talked about his plans for the game. "Games have kind of branched out into very detailed genres since 15 years ago when I first started developing games. And because they have branched out into these categories they have started to lose their individuality. It's hard to differentiate between one game and another. I want Gran Turismo 5 to be something really special so we are doing something to really revolutionize car games and racing games in Gran Turismo 5.

More from the interview with Gran Turismo creator Kazunori Yamauchi:




What stage is the game at?


About 90% of the game is done. We are just working on the last 10% and polishing up everything.



Talk a bit about what players will experience when they get to play the game.


I created the first Gran Tursimo back in 1997 (for the original PlayStation). Back then, it kind of set a new standard for the style for car racing games. This Gran Turismo* 5 is going to change all that now. It will change the style of car games in the future. It will be creating a new standard for the genre.




In what manner?


The entire game design and you might be able to say the functionality of the game. I think it would be expressed better if you just say the entire game design.




How are you doing this and is this to allow players to go deeper into the car driving experience?


I think the background behind it is the advancements in technology. But the driving force and necessity for that change is really the times we live in and that the lifestyles of the people playing games have changed over the years.




What is it about cars and racing that led you to create the Gran Turismo games?


Out of all the industrial products out there, cars are very special. One, because you control the car and it allows you to travel at amazing speeds, basically enhancing what you do. And as an object, a car is beautiful in design.


The other thing is that cars are something that let you cross the bounds of society. For example, I drove from Los Angeles to Las Vegas for this trip and as long as you are driving under 65 miles an hour you are within the bounds of society. Once you go a little bit over you are kind of crossing those bounds and I can't think of anything else in the world that lets you do something like that.

For example, like knives or guns, if you make the wrong decisions they will take you out of the bounds. But it's not like cars where before you realize it, wait, I am out of the bounds.

For all those types of meanings, cars are special, I think. Because cars have that attraction is what drove me to make a video game out of them.




How old were you when you know you had an interest in cars?


Three.




What happened?


My father used to load his wares onto his car and take me around while he drove around for business. Just driving around, I learned the shapes and names of all the cars that were on the road back then. It was something that I enjoyed. I think when I was three, I could probably name every car on the road. That's around when it started.




Here at CES there is a lot of talk about 3D games and motion control for video games. What are your thoughts on those technologies?


For 3D, I think our level of expression in that technology is not really complete yet. We still have a lot of work in development that has to poured into that field.

As for motion control it is a brand new user interface. It really has infinite possibilities, of course, for the game industry and other industries. There is still a lot more development that needs to go into it but it's a major possibility right now.




Are you looking at using motion control in Gran Turismo 5?


It might be used to maybe control the user interface like you would a mouse, but that the extent we would use it for.


By Mike Snider
 
Kotaku
Gran Turismo Creator Explains PSP Delays, Talks Controls & Online Play
http://kotaku.com/5284756/gran-turismo-creator-explains-psp-delays-talks-controls--online-play
Gran Turismo Creator Explains PSP Delays, Talks Controls & Online Play

By Michael McWhertor
Kotaku
Jun 9, 2009



Prior to E3 2009, Gran Turismo for the PSP was largely considered vaporware, a driving simulation that felt like little more than a five-year-old announcement. But Gran Turismo is real—and it's coming to the PlayStation Portable this October.

Why the long wait? Kazunori Yamauchi, president of developer Polyphony Digital, says it was just a matter of priorities. Following the Spring 2004 announcement of the game once known as Gran Turismo 4 Mobile, Polyphony shipped four titles, Gran Turismo 4, the "real riding simulator" Tourist Trophy, Gran Turismo HD and Gran Turismo 5 Prologue. Given how long it purportedly takes to render a car model at Polyphony standards—about a month for the PSP version and up to six months for the PlayStation 3 versions—one can see how five years quickly passes.

Yamauchi said that he wasn't interested in outsourcing development on Gran Turismo PSP to another developer. He considered the prospect of handing off the driving sim to someone else "unthinkable."

So Polyphony plowed ahead, creating a fleet of 800 cars for the PSP version, some of which are "reduced and streamlined" from their PS3 versions, with more than 30 real-world tracks on which to race those cars.

According to Yamauchi, the PSP version of Gran Turismo is a "fully specced" entry in the ten-year-old series, telling Kotaku that "no matter who plays it, they'll know immediately that it's a Gran Turismo game."

"I want to stress that it's not a subset to the series," Yamauchi said, despite there being "limitations" to the PSP's hardware specifications. In fact, it one-ups previous Gran Turismo games by letting players trade and share unlocked vehicles with other driving enthusiasts wirelessly over ad hoc mode.

One hurdle that Polyphony Digital is dealing with right now is designing the PSP iteration for two platforms: the original PSP and the recently announced PSPgo. While the internal hardware may be largely identical, the feel of Sony's new, smaller PlayStation Portable is noticeably different. On the PSPgo, the analog nub controller has been relocated and the buttons have been redesigned. The new hardware has a cross-pad controller and face buttons that feel more digital, with a tighter click to them than on the original.

"We're still have some difficulties [with the PSPgo]," Yamauchi said. "It's something we're very focused on, because that's very difficult to get right." The GT creator typically opts for digital, not analog control when playing his own game.

So, why not offer the option to play with a PlayStation 3 controller, I asked, and make use of the "PSP Plus" technology for more accurate control?

"If you want to play on a PS3 controller," Yamauchi responded, "you'll have to play Gran Turismo 5." That also means no support for Logitech's Driving Force GT wheel. It's PSP controls or nothing.

The PSP game will take advantage of the PlayStation 3 in another sense. Gran Turismo PSP one of the titles that will support Ad Hoc Party mode, letting gamers use the PS3 as an ad hoc server, taking the PSP experience online. Ad Hoc Party software is currently only available in Japan, but Sony Computer Entertainment America reps say a domestic release is in the works.

But what Kazunori Yamauchi and Polyphony Digital focused on was welcoming new players to the series—and sticking to a solid 60 frames-per-second presentation.

"We'd really like people to remember how fun it is to drive cars," he said, hoping that Gran Turismo fans will take advantage of the game's local wireless mode to get players together to talk about cars, to let them play whenever and wherever they can.
 
Import Tuner
Gran Turismo 5 Kazunori Yamauchi - Madgame - Dialogue
http://www.importtuner.com/features/impp_0811_gran_turismo_5/index.html
http://www.importtuner.com/features/impp_0811_gran_turismo_5/formula_d.html
Gran Turismo 5 Kazunori Yamauchi - Madgame - Dialogue

From the November, 2008 issue of Import Tuner
By Carter Jung
Photography by Carter Jung



Odds are, you haven't a clue who this guy is. But by the pictures alone, you can tell he's as JDM as an S15, so assumptions would lead to a tuner, driver, or drifter, but he's none of those. So, why is he in 2NR? Because unless you've been living under a rock, are Amish, or have been abusing really hard narcotics since 1997, I can guarantee you've been hands on with his product-or at very least, have heard of it. And if you're White or from the East Coast, aside from that wack movie, he's one of the reasons you got into the tuning scene. Still haven't the foggiest? Kazunori Yamauchi designed a little game called Gran Turismo.

That's right, the game that introduced the U.S. to the driving line, the GT-R, tuning vehicles, and made courses like Laguna Seca a household name, is the brainchild of Kazunori-san. His groundbreaking creation evolved into a franchise so successful it sold 50 million units and spawned countless knockoffs. But the creation of Gran Turismo isn't the only reason we're interviewing him; Kazunori is a car guy through and through. He helped Nissan with the development of the new R35 GT-R, designed some very wicked body kits, and even ran a 1:01 at Tsukuba. Video game geek, maybe, but he's way cooler than you.




Where did you get the inspiration for Gran Turismo?


I've always liked cars and I would play video games that had cars, but none of them were what I wanted to play. I was 15 years old and I couldn't drive yet, that's when I started coming up with the idea of GT.




What kind of cars were you into?


The Skyline GT-R, Mazda RX-7...and pretty much all the Japanese sports cars.




How about tuning?


Tuning was something I was very much into. I used to read Options magazine.




What other games did you work on before Gran Turismo?


I worked on one game before, Motor Toon Grand Prix. It was also a racing game.




What do you think made Gran Turismo so successful?


When you make a video game, you can make a rough video game or spend a lot of time and fine-tune it, which is what we did with Gran Turismo. That, in turn, presents a hidden allure to the game players.




How has the game franchise evolved over the years?


Games always evolve with the hardware. When we made the first GT for the PlayStation we couldn't do everything we wanted to. It was impossible. But with Gran Turismo 5 Prologue, the hardware has evolved and we've evolved with the hardware, and a lot of it is obvious when you see the game.




What were some of the hardware limitations that you were able to overcome with the PS3?


One of the major things is, now you can race with as many as 16 cars, instead of the original six. Another, of course, is the high-quality graphics. We don't have to pull any punches when designing the car graphics because now the machine can handle it.




Can you explain GT-TV?


We've been wanting to communicate to our users through video since 2001 and it took this long to actually implement it into the game. GT-TV is a feature that I wanted in GT because when I come home from work I end up going through all the cable channels looking for car programs, but I can never find the ones I want to watch, and to go out and rent or purchase a DVD is too much trouble. So, I wanted a feature in the game where car enthusiasts can watch all the things I would want to watch, all in one place.

In order to access GT-TV do you need to have GT 5 Prologue?


Yes, it is a service within the game. GT-TV will have Top Gear, Best Motoring, Video Option, Super GT, D1 Grand Prix, as well as original programming, in high definition.




Is it going to be free?


Some of it will be, and others will have a small fee.




What are some of your favorite TV programs?


BBC's Top Gear and drifting.




Who's your favorite drifter?


I like Nomuken. He's a funny character.




Did you hear that Blitz is currently building a new R35 GT-R for him to drift?


I remember hearing something about it.




On the subject of drift, are you familiar with Formula D?


I'm interested in it, but you can't find it in Japan.




Are there any plans to include Formula D content on GT-TV?


We want to contact them and see if we can set something up.




As good as Prologue is, what can we expect in the full version of GT 5?


To be honest, I haven't given a lot of thought to GT 5, so I don't have an answer. And it's too early to talk about GT 5 because we still have updates coming out for Prologue.




Is there an ETA on GT 5?


It won't be this year and nothing's scheduled for next. It may be out in 2010, but like I said, we haven't really discussed it yet.




What many people don't know is that you've helped with some of the development on the new GT-R.


Yes. We were involved in the design of the Multi-Function meter, the information system that went into the R35 GT-R. I'm personal friends with a lot of the engineers developing the cars at Nissan, so we always have something going on. But that's not just limited to Nissan; we have contacts with other companies as well.




I heard that you were involved with the design of the body kits for a few of the Nissans.


For the Z33 and the Skyline coupe (G35) we designed some of the aero parts, like the front bumper, rear wing, and the side skirts.




How did you learn design?


I never studied design or anything, but I've liked to draw since childhood. It's the same thing for programming; it was something that I liked to do as a hobby.




How do you like the new GT-R?


I have one. It's a very fine car, but I'm waiting for the Spec V to come out.




What other cars do you own?


I have a Porsche GT3, a fully tuned Z33 and S2000, a Mercedes SL55 AMG, and a Ford GT.




What have you done to the Z33?


Mainly body modifications. It has a rollcage and the body's been reinforced. The sheet metal in the front of the car is twice as thick to increase rigidity. The engine is normally aspirated and puts out 355 ps. What I wanted is a high-performance car that doesn't have body roll, but is very comfortable to drive. It took almost a year for all the chassis modifications to be completed.




Did you ever take it to the track?


Yes, of course! I ran a 1:04 at Tsukuba in my fully tuned Z33, and a 1:01 in my carbon-fiber S2000.




Wow. What's been done to the S2000?


A lot. All the body panels are now made of carbon. It weighs 930 kg (2,050 pounds) and puts out 280 ps, and is really easy to drive. Opera did all the work.




So, will we be able to win a Kazunori-spec Z33 or S2000 in Prologue pretty soon?



The Amuse GT1 aero kit is in the game already. I designed that body kit. The body kit I designed for the Z33 is also in the game.




Are there going to be any cars from Japanese tuners in the game?


We have plans for the HKS time attack car.That would be pretty damn cool. Do you have a favorite racetrack?Nurburgring. It's the most fun to drive. I ran a 9:40 in the rain in the new GT-R. I want to go back in dry weather. I think I can knock off another minute.




Besides GT, are there any other games that you play?


No, not really.




Not even other driving games?


No. It's more fun to drive real cars.




If you had one car to pick to keep in your garage what would it be?


The Ferrari F430 Scuderia was a nice car to drive. It was almost a full race car. It's hard to say, but I'd have to say the new GT-R.




We couldn't agree more.
 
GameZone
Primal, Gran Turismo 3 and Kung-Fu Chaos Sound Designers Bob and Barn chat with GameZone
http://www.gamezone.com/news/item/g...nd_designers_bob_and_barn_chat_with_gamezone/
Primal, Gran Turismo 3 and Kung-Fu Chaos Sound Designers Bob and Barn chat with GameZone

by Louis Bedigian
GameZone
July 08, 2003



Gran Turismo 3 engine sound recorder Bob and Barn recently composed the music for Sony’s gothic action game, Primal. Bob and Barn tell us about their game development experiences.


What do Primal, Gran Turismo 2 and Kung-Fu Chaos have in common? All three have completely different gameplay mechanics. One is a dark, hack-and-slash-type action game. One is an innovative racer with realistic racing physics. The third game is a multiplayer party game with an emphasis on punch and kick-style fighting. And they all happen to be on different game systems (PS2, PSone and Xbox, respectively).

The only thing that these games have in common is Bob and Barn, a music studio that designs sound for video games. Bob and Barn was founded by Andrew Barnabas (guitarist and trumpeter) and Paul "Bob" Arnold (pianist and oboist). Their work on Gran Turismo 2 was so well received that they got the chance to record real engine sounds for the series’ first installment on PlayStation 2. They then went on to write the music and produce all of the sound effects for Kung-Fu Chaos, and composed the soundtrack for another Sony game, Primal.

Wowed by their marvelous talents and intrigued by their unique credits in the gaming industry, GameZone Online tracked down Bob and Barn for an interview about their sound position in the industry.




You guys have a great relationship with Sony. How did that begin?

Bob and Barn: It kind of started when we took up full time employment with them in 1997. Sony bought the small Cambridge-based game developer we were both working for at the time called Millennium Interactive. We thought that our relationship would come to an end when we left to set-up Bob and Barn Ltd., but all credit to Sony - they were ecstatic. They couldn't wait to see the back of us They did give us Primal though, so we must have been doing something right!!




Primal had a long development cycle. When did your work on the game begin, and when was it completed?

B&B: Our first efforts on Primal were completed before we left at the end of May 2001. In fact, we conceived Jen's Theme in April 2001. At that time the music was intended to be more rock based, much akin to the style of music you hear on Buffy or Angel. The "test-tune" we did at that time was pretty much a "rocked-up" version of track 5 on our CD. It's the same theme and chord progression, just with different instrumentation.




Emotions – love, happiness and anger – those are the kinds of things that inspire music. What inspires sound effects? What makes you look at a piece of game animation and say, "I know what that should sound like..."?

B&B: Pretty much the same actually. You appeal to the emotional quality of a given situation/object/person to inspire your sound design. Take the sound of a car for example. It should be fairly straightforward on the surface. However, should the vehicle be carrying the bad guy of the game, then you may use some artistic license in order to make it sound more evil. The use of samurai blades whizzing round for the wheels and perhaps the odd processed lion roar as it drives by the camera. It's important as a sound designer to think on a much less literal level, although this can, at times, prove to be problematic in game development. If you are doing something creative with a particular entities sound, bugs can be returned saying that it is playing the wrong effect!




Tell us about your experience recording real motor sounds for Gran Turismo 3. What was that like?

B&B: Incredible!! Perhaps one of the most opulent displays of wealth I've ever had the pleasure of being on the receiving end of! We were traveling all over Europe to record some of the rarest and most valuable performance cars ever made. One example was when we flew to Germany to record the Volkswagen W1 concept car. I was picked up at my house in Cambridge at 3:00 a.m. and driven in a taxi to Heathrow Airport (picking up the other team members along the way). When we got there we were taxied to the Volkswagen research plant in Hanover and escorted to a private showroom where the car was being kept. It took only 20 minutes from start to finish committing the sound of the engine to tape as well as taking some valuable digital images of the car to allow very accurate in-game modeling down to the finest detail. On completion, we immediately caught a plane home and I got back to my house in Cambridge at 12:00 a.m. What a day!




That sounds incredible! That’s cooler than what some rock stars have done!

What kind of a recording device did you use? Are different kinds used for different sounds?


B&B: We used two Sennheiser MKH160 shotgun mics into the left and right channel of a professional portable DAT machine. The left channel was used for the actual engine sound itself, the right channel being used to capture the sound of the exhaust. Each of these two elements were implemented separately into the game and controlled differently by the audio engine to provide a more evolving organic sound at run-time. The same recording equipment was always used (by both the European and Japanese audio teams) in order to maintain a consistent quality over the recorded sound.




Did you help implement those sounds into the game, or were you just responsible for recording them?

B&B: We were only responsible for capturing the sound. Once we had completed this task the recordings were sent to Japan for the audio team there to edit and implement the final sounds.




Are you working on Gran Turismo 4 or any of Sony's other upcoming releases?

B&B: Sadly we are no longer responsible for recording the engine sounds. This job has always been handled by the in-house audio teams at Sony. The job is now being very capably handled by Garry Taylor (much to our annoyance ) We hope to continue our relationship with Sony and there may be more interesting collaborations in the non-too-distant future. Watch this space!!

Sony would probably force us to eat mushy peas through a sweaty sock if we were to divulge any of their deepest darkest secrets, so I'm afraid we can't say anything more at this stage. I don't particularly like mushy peas! If it were baked beans though....




Do you think that a game with a stellar soundtrack, but absolutely no sound effects, would be able to provide a good experience? Does music have the power to stand on its own, or vice versa?

B&B: As with film, I feel that the listeners expectations are fairly ingrained by now and to release a contemporary game with any combination of the three vital sonic elements missing (Dialogue, Sound Effects, Music - in that order of priority) would be heavily criticized by all. And rightly so. I think that, for example, the destruction of your enemy's base should be rewarded with a satisfying over-the-top atomic bomb sound effect. The music cannot provide this kind of interactive response. Should it even be possible to synchronize a musical moment with such an occurrence in-game, I feel that the end result would still fall short with only music providing the impetus. There are times when music is more suited to carry most of the emotional energy of a scene (look at the final cut-scene in Solum to see this first hand) and times when sound effects do this much better.

That's not to say that music cannot stand on its own. I think the relative medium of delivery is crucial in determining music's success to stand on its own. If you synchronize music with visuals they will always be judged together. If the visuals are not liked, then the music will not be successful either. However, if the music is listened to in isolation, then it will be possible to appreciate it on a different level.




On your Web site, BobandBarn.com, it says that for C-12: Final Resistance, you broke away from the traditional "one song per level" formula and decided to divide up the enormous levels into 'zones.' Each zone would trigger different musical/sound design cues at key moments throughout the levels. That sounds like a pretty interesting (and exhausting!) concept. How did things go during the game's development, and how did the game turn out? Was it what you wanted?

B&B:
The idea was interesting and worked to a point. It is a good half-way house in the battle between quality and interactivity. You still have the ability to stream audio (meaning that there is no ceiling on the quality of the musical content) whilst still allowing the music to respond, reasonably promptly, to the onscreen action.

One of the main drawbacks was that the game code wasn't ready to implement music in the way that we wanted. Medieval 1 and 2 did not implement music in this way and this was a fairly radical alternative to what had gone before. We constantly came up against problems of there being no opportunity to trigger a music track at a particular point because the code "doesn't work like that." That said, we overcame a lot of these issues by getting the audio programmer to implement some ad hoc solution and we were pretty happy with the end result.

If we could do it all over again, we would ensure that the audio API supported this type of interactivity on a low and fundamental level. We now realize that it is a concept that needs to be supported by a game right from the start and anything less will cause disappointment later on during implementation.




What is the most important thing that you've learned over the years about music composition?

B&B: Less is more. When we first started out we had a tendency to clutter our mixes with too much content. The more mature we become as composers the more we realize that simple tunes with basic harmony have the ability to catch the listeners imagination and embed themselves deep into their subconscious.




Thank you for a great interview. We’ll be listening for more of your ear-pleasing creations.

For more information on Bob and Barn, visit: http://www.BobandBarn.com
 
MeriStation
Passport Japan: Gran Turismo 5 Prologue
http://www.meristation.com/v3/des_articulo.php?pic=GEN&id=cw476568836d01b
http://translate.google.com/transla...3/des_articulo.php?pic=GEN&id=cw476568836d01b
http://www.allquests.com/question/3084664/New-Kazunori-Yamauchi-GT-creator-interview.html
http://e-mpire.com/threads/72301-Gran-Turismo-5-Eventually?p=1745786#post1745786

By posting this Google, machine translated version of the article, maybe I can tap into somebody's pride in the beautiful Spanish language, and persuade them to help with the translation. ;) The original link to the 2007 Spanish article is above, with the link to the Google translation below it.

Update: I did find some this translated at the allquests link, but unfortunately I cannot verify its accuracy, nor do I know who the author is. I've placed the alternate translations from allquests in red, below its counterpart.

Update 2: Possible source for the red translation is Luis (in Ourense, Spain) at e-mpire.com.
Passport Japan: Gran Turismo 5 Prologue

By: Xavier Ocampo, correspondent in Japan
MeriStation
Monday, December 17, 2007



INTERVIEW

Our correspondent in Japan interview with the creator of Gran Turismo, Kazunori Yamauchi. The creative genius behind one of the most important sagas in the world of videogames answer our questions. PlayStation 3 Is the only console that can move Gran Turismo 5?




The last time I interviewed the teacher, as I like to call it, was three years ago. Who is the teacher? Neither more nor less than Kazunori Yamauchi, the father of Gran Turismo. One of the key figures in the world of videogames. For me, if I leave, it's just the teacher. The teacher because his perfectionism leads to incredible heights. Because dreams and bring their dreams to our consoles. But mostly because it is the best at what he does. Or at least that's what I like to think.

Three years ago I could not see face to face . And although this time has made clear its toll on her face and even some in his bearing, his talent and genius are still intact. I dare say that even improved. Is evident. As all good things, this "beautiful mind" improves with time. That rainy September evening in 2004 I had the opportunity of a lifetime. Yamauchi talk to about what was his latest creation: Gran Turismo 4. Now I will talk to him the next chapter of this prestigious series, Gran Turismo 5.

I get to Polyphony. At the moment it does not rain as on that occasion. But the sky is overcast. Activity in the facilities and everything reminds me of that time three years ago. The smells, what I see, everything. The place has not changed much. Of course, there are more people working, and everything seems to be a little messy. The frenetic pace of work is, however, the same. Tsubasa, the public relations served us the last time I again received with a smile. Remember me. We share some memories and we catch up. Then the teacher appears. It seems tired. And my faith is. It is a hard worker, and certainly has not slept much lately. He and his team are engaged in full development of GT5.

With a "start?" Invites us to haunt him with our questions. Start the interview. "I accompanied them on this little journey into the mind of a genius of the video game? Talk, maestro.




Meristation: What were the challenges that have arisen in the process of game development?

Kazunori Yamauchi: The development of Gran Turismo 5 is still quite difficult due to the technical superiority of PlayStation 3 in reference to PlayStation 2. PS3 allows us to show more detail on the screen. Previously we had to settle for a finish that came largely conditioned by the existing technology. Now those limits have virtually disappeared and everything is so super realistic. I want a product worthy of the power of PS3.

In Gran Turismo and Gran Turismo 2, both for PlayStation designer took a day to model a car. In Gran Turismo 3 and Gran Turismo 4 for PlayStation 2, the same technician took a month in the same car model due to higher polygons. In Gran Turismo 5 for PlayStation 3 takes 6 months for the same job. We are talking about 180 times more time and effort. We are facing a very very detailed. It's hard work. We consider and I think that Gran Turismo is a kind of benchmark, fire test to measure the boundary of each generation of consoles. At this point, I want to show the limits of their own Gran Turismo. If not, we could not call it Gran Turismo. At least I could not. It is a great responsibility.





MS: Why did you edit "Prologue"? Many people do not want to spend money on what they see as a demonstration.

KY: We estimate that the current rate, Gran Turismo 5 will be ready by December 2008. There will be 4 years since Gran Turismo 4. It's too long, especially for the fan of the series. There are still many things to do. We also have online functions. It is a completely different product from GT4. It is far superior in all respects. We need to test it thoroughly to make it a perfect product. I believe at least dangerous to release a game like this without being subjected to the toughest quality testing. Also, being so important, I have some fear to fail online. It would be a fatal blow. My intention is to introduce the online bit by bit. Another reason to make the Prologue is that simply has been too long since GT4. I want to receive feedback from users promptly. And Prologue is a good way.


MS: "Why are you releasing 'Prologue'? Many people don't want to spend their money in what they consider a demo (Note: like there has ever been such a demo with that amount of amazing, amazing content and features.)


Yamauchi: We believe that at our current pace, GT5 will be ready by December 2008. 4 years will have passed since GT4. It's too much time, mostly for the series fan. There are plenty of things left to do. We also have the online features. It's a completely different product compared to GT4. It's way superior in all aspects. We need to test it fully so that it becomes a perfect product. I consider it dangerous, to say the least, to release a game like this one without having subdued it to the toughest quality assurance tests. Also, since it's something so important, I fear of online features failing. That would be a fatal blow. I intend to introduce online features bit by bit. Another reason to release Prologue is the simple fact that it's been too long since GT4. I want to get the user feedback ASAP. And Prologue is a good way to obtain so.




MS: So, When is the release of Gran Turismo 5? "End of 2008?

KY: Yes, Christmas 2008 is the scheduled time. Anyway, is not final yet. Prologue It's been hard to develop. To give us an idea if my current development team do it again the first Gran Turismo take only 2 weeks to do so. At the time it took 4 years. It is very hard work.


MS: So, when is GT5's launch due? End of 2008?

Yamauchi: Yes, Christmas 2008 is the the planned release date for now. Anyway, it's not final yet. It's been tough to develop Prologue. To get the picture, if my current development team did GT1 again, they would finish it in two weeks. Back then we spent 4 years. It's very hard work.





MS: I see, and the fans also expect the great quality in the new Gran Turismo, right?

KY: Yes, it's a big responsibility. So I want to be perfect. And I can not say with certainty the date of release.


MS: I see. And the fans also expect that tremendous quality in the new Gran Turismo, right?

Yamauchi: Yes, it's a great responsibility. That's why I want it to be perfect. And that's why I can't tell for sure when it'll be released.





MS: Speaking now of the vehicles, are all completely redesigned?

KY: Absolutely, from scratch. We used absolutely nothing (with a gesture emphatically stresses) from earlier versions. Everything is new.


MS: Regarding the vehicles, have they been redesigned completely?

Yamauchi: Completely, from scratch. We have reused absolutely nothing (*emphasis on this*) from previous versions. Everything is new.


[Yamauchi elaborates on how he even wants the back seat interior to be perfect even if the players would rarely see it]





MS: All of the interiors of the cars are faithful to reality?

KY: Yes. The interiors are detailed to the limit. For example, we view you look back, so it must be designed well inside the vehicle for the feeling of reality is complete. I do not want the dash is perfect, but looking back, the player sees that the modeling we have neglected that part of the car. You do not see much during the game but also wanted it to be perfect.




MS: How long did it take to model all the cars?

KY: A designer takes an average of 6 months per car. 50 cars is 300 months. That is 25 years. The circuits represent much more work. It is more than a year each. We have 30 people working on the circuits.


MS: How long did it take to model all the cars?

Yamauchi: A designer spends roughly 6 months in average. 50 cars are 300 months. That's 25 years. The tracks are a lot more work. It's longer than a year each. We have 30 people working on the tracks.

[Yamauchi talks about how PS3 is the system that can provide the absolute best picture and how perfect he wants GT5 to be again, how it'll support Full HD 1080p60, how the players will actually see the very same they'd see if they drove a given car in a given track in real life, etc.]





MS: So if as much work as you did the game would be more expensive?

KY: (laughs) Yes, Prologue 4,950 yen is too cheap. Fill the fuel tank of the car costs 10,000 yen in Japan. We are talking about half.




MS: What surprises in store "Gran Turismo 5?

KY: I want to be perfect. With Gran Turismo 5, PS3 is moving to Full HD 1920x1080 progressive and 60 frames per second. That's more than what we see on the television broadcast of high definition, which is an interlaced, not progressive. Currently, PS3 is the machine that offers the best image quality. I want the best quality and also what we see on screen is beautiful. Gran Turismo is to enjoy driving, but I am among those who think a car is beautiful but is parked on the street. It is something beautiful to behold. Although not to run to the limit in a difficult circuit, the car has much appeal. So far I could not express this graphically appealing. With PS3 we can. The view inside is so real that we recognize what we are driving car without seeing it out. In Gran Turismo if you run with a Ferrari in Suzuka you can say you'll see the same as if you had actually done. This seems to me essential. I want to convey these emotions to the fans of Gran Turismo.




MS: What aspect of the game is more satisfied?

KY: The major change we've given the game design. Earlier in any game you had to do the same actions for access to an item. In the case of driving games, there was a menu where you had to choose "career shop" for example, after the car, then follow the circuit, etc.. Do so since 20 years. In GT5 we changed the design thinking of the era games online. It's something I'm very satisfied. If we do such changes, why continue with the series? We must break the mold.




MS: Is "Gran Turismo 5 the best driving simulator available? Why?

KY: For us, yes. To illustrate this, and although it is a somewhat abstract concept, say that Gran Turismo has a soul. And that soul is reflected in its realism. Everything in it is real. The sound, scenery, cars, etc.




MS: Speaking of realism, when will we see damage to the car?

KY: Right now we are testing this. In GT5 see vehicle damage. But there are three problems to solve. First, some car manufacturers do not care about damage to their cars in the game, but others refuse round. Some cars will have damage and some not, according to the manufacturer.

Second, the simulation. Daytona Speedway, for example, if after the banked turn and entering the line at full speed we go a little sideways and collided lightly with the back of the car into the barriers on the circuit, our car will become a complete junk. End of game. It's a small bug, but if we make the necessary physical calculations, and they say they have a load of 150 G. Something fatal. The car literally falls apart. We do not want that. We do not want to destroy the cars. I do not like. That is ultra-realistic simulation, but if it happens, the game is over, you lose your car. I refuse to accept that kind of effect.

Now we are thinking how to live pure simulation and this type of situation. And the third problem is that there are many driving games where there are these kinds of accidents, but I've never seen one in which they contribute something positive or be perfect in the technical section. I have to think about it much yet, but I understand that fans of the series want to damage and accidents because, for better or for worse, are an integral part of reality.


MS: Regarding realism, when will we see car damage?

Yamauchi: Right now we're testing this. We will see car damage in GT5. There are three problems to solve though. Firstly, some car manufacturers don't care to see damage in their cars but others would never allow that. Some cars will be damaged and others won't, depending on the manufacturer. Secondly, the simulation. In Daytona Speedway, for instance, going slightly sideways when getting out of the banked curve and entering the straight section and hitting slightly the rear part of our car against the sides of the track will make our car become utter junk. Game over. It's a small mistake, but physics calculations tell us we'd undergo a 150 G force. That equals death. The car is literally disintegrated. We do not want that. We do not want to destroy the cars. I don't like that. That's ultrarealistic simulation, but if it happens, the game is over, you lose your car. I'm resisting to accept that kind of effect. Right now we're looking into how to make pure simulation and these kind of situations be compatible with each other. And the third problem, the fact that many driving games out there feature this kind of accidents, but I've never seen one which actually provide something positive or are perfect from a technical standpoint. I've got to think a lot about it yet, but I understand the series supporters do want damage and accidents because, for the better or worse, they're an integral part of reality.

[Yamauchi talks on how they're trying to emulate human behavior for the game AI, and how tough it is to do so.]





MS: How has improved the AI in Gran Turismo 5?

KY: For the PS3 version we have rethought the whole artificial intelligence. Now we have 16 cars running at the same time it somewhat difficult things. Since the days of PS2 have been accumulating ideas for when it might carry out technologically speaking. I can say that we are on track to achieve a perfect or near IA perfection. We have come a long way from GT4. To run the cars through a circuit is relatively easy. But let them follow the path of a natural way, is rather more difficult. Mimic human behavior is an ongoing challenge. Very difficult.




MS: Have you imposed any restrictions or Sony has forced him to something in particular? What?

KY: The one, the game's release date. So far we allowed some flexibility in this regard. I will say that Sony are the bad guys. But we do not hear too much (laughs). Fortunately we have enough independence. So, until GT5 is not finished in my opinion, will not be for sale. Sony understands that I am a perfectionist and I consented. The diehard fans of the series would notice if something is not right in the game. Are similar to me. So I want to perfect as possible. In terms of conceptual or boundaries, Sony does not interfere too much, I have a lot of freedom in these matters.


MS: Is Sony imposing any restriction or forcing you to do something in particular?

Yamauchi: Just the release date. Till now we had some flexibility in that aspect. I'll let you know we're the movie's villains to Sony. But we don't listen to them that much (*laughs*). Fortunately we have quite a lot of independence. For that reason, GT5 won't be out for sale until it's finished according to my criterion. Sony understands I'm a perfectionist and they allow me that. The hardcore fans would notice if something's wrong in the game. They're like me. That's why I want to perfect it to the max. In terms of conceptual aspects or limits, Sony does not interfere a lot, I have a lot of freedom in those regards.





MS: Would you like a change of scenery and create a new hit series in the world of videogames?

KY: For a long I want to do an RPG, but I have no time. (Laughs and remains pensive)


MS: Would you like to take a breath of fresh air and create a new successful series in the videogame world?

Yamauchi: I've wanted to create an RPG since long ago but I don't have the time to do so. (*laughs and remains thoughtful*)

[Yamauchi says that PS3 has the power but it's still expensive. It features Blu-ray for the future, and says he's very patient.]




MS: How would develop for other consoles like Xbox 360 or Wii?

KY: Wii is a GameCube but with more power. From my point of view is GameCube 1.5. If we double the CPU power and graphics of PS2, we could sell at $ 199, but probably would fail. On PS3, we have the necessary power, but the problem is price. PS3 plays Blu-ray (which is currently struggling with HD DVD). Have made looking to the future. In Japan, the home console war is being fought between Wii and PS3. Wii is winning, but within a short time people just want to consoles such as PS3. No need to hurry. PS3 has a lot of power and a great future ahead.




MS: Sorry, but I want to tell you that Gran Turismo 5 is only possible on PS3 now?

KY: Yes, exactly. On the other hand Xbox 360 is not a machine designed from scratch to Full HD. Xbox 360 can see a few games to full HD at 60 frames progressive. It looks like a bike designed with 720p in mind the bottom. We're talking about significant differences in this generation of home console. Soon people fully appreciate the strong appeal of Full HD, high resolution real. I want to make games that take full advantage of the technological capabilities of each generation. If we develop for the Wii in our meats feel the frustration of knowing that PlayStation 3 gives the highest quality and are working for a technologically inferior machine. Unbearable frustration. People, industry and the media are saying that PS3, Xbox 360 and Wii are in the same generation, the so-called "NextGen." However, for me they belong to different generations. The real "NextGen" is PlayStation 3.


MS: Excuse me, but are you telling me Gran Turismo 5 is only possible on PS3 at the moment?

Yamauchi: Yes, exactly. On the other hand, Xbox 360 is not a system designed to support Full HD since the beginning. There are very few 1080p60 games on Xbox 360. It seems like a system designed for the inferior 720p. We're talking about significant differences in this very generation of home consoles. Soon enough people will give credit to the strong attractive of Full HD, of the true high resolution. I want to do videogames that take full advantage of each generation's technical abilities.

[Yamauchi says it would be totally frustrating to develop for Wii because of its lack of processing power and that while people, the industry and media say PS3, Wii and 360 are "Next Gen", the only true Next Gen is provided by PS3].





MS: When will we see Gran Turismo Portable?

KY: We are currently working on its development. Will be released after Gran Turismo 5. We have proposed as a complementary game, satellite.


MS: When will we see Gran Turismo Portable?

Yamauchi: We are developing it right now. It'll be released after Gran Turismo 5. We're going to make it a complementary game.





MS: What do after the marketing of "Gran Turismo 5? Have a rest?

KY: Given the online nature of this game, we still need another year to it on the market. Daily advance. The plan is to not start work immediately in GT6. We will be adding features or improving things GT5 leveraging Internet connection. Therefore I will not have time to rest. In these 15 years of Gran Turismo have not had a holiday.


MS: Will you take a rest after GT5's release?

Yamauchi: Due to the online nature of this game, we still need one more year to get it out. We'll progress day by day. The plan is not to start working on GT6 immediately after that. We'll keep adding features or improving things in GT5 taking advantage of the Internet connection. That's why I won't have time to rest. In these 15 years of Gran Turismo I haven't had any holidays.

[The interviewer asks Yamauchi if he spends any night at the studio and he says it's not the case lately but there was a year when he only spent 4 nights at home].


[Yamauchi says that the Japanese videogame industry peaked in the 80's and 90's and that the current game designers aren't open to true innovation, something he hopes will change].





MS: It seems that what you enjoy most about work, right?

KY: Exactly, Do GT is the most fun in the world.




MS: Do you spend some time the night?

KY: not so much recently. But before long, he was always here. One particular year I returned home only 4 days. I do not remember the last time I stopped to think what would a day off. And if I have, I drive. I love driving. It is my other passion. I like to take a morning to drive around with one of my six cars or a private circuit to relax and enjoy.




MS: Have you helped the series "Gran Turismo" to grow professionally and personally? What have changed their views since the beginning?

KY: When we started with Gran Turismo was 25 years old, and I finished at 29. The creative process of the series and is part of my own growth as a person and professional. When I started the development of Gran Turismo were me and a part-time worker. Shortly before the finish and we were 15 people. Every moment, every experience has helped me and helps me grow. As I started quite young, had little idea how to operate the business or the business organization. But if you wanted to go up, improve, had to think about that. We are now 120 people in Polyphony. But I will not copy patterns from other companies. I want the best for my team. And I want out of me. Not others. And together, think about what is best for the company and Gran Turismo. Polyphony is the culture. It's something our own. I grow with my company and my company grows with me.




MS: Now is the president of Polyphony. Would not you like to work as an operator, as before, please?

KY: Now I have a lot of freedom. The development of a video game is a team effort. I do not miss anything this supposed freedom. One of the reasons I enjoy every day is that we only dedicated to making Gran Turismo. Look, I have a position at Sony (taught me the business card with the logo of Sony). But there do not paint anything. Go there just is full of stress. Even I have an office or a simple desk in his headquarters. (That said slyly starts laughing)




MS: How does the current state of the video game industry in Japan?

KY: The culture of Japanese design, not only within the game, had its moment of glory in the 80 and 90. Even now, works done at that time seem the best that has given this country. Now there is a shortage of groundbreaking artists, with a heart. Currently, designers and creative are closed, do not think too much on true innovation. Withdraw into their own convictions. That weakens the culture of design and innovation Japanese, unfortunately. Hopefully the situation will improve over time.




MS: If Microsoft will offer excellent conditions for Gran Turismo for them, would it raise?

KY: It depends on conditions. I want total freedom in my work. And when Sony gives me, because I am very happy to work with them. But it could be he wanted more freedom in the future. I really do not care about the name: Microsoft, Apple, whoever. What I want is to advance, more freedom, more quality to every day.




MS: By the way, have you been to Spain recently?

KY: 2 years ago. In Madrid, for business. I go to Spain quite often. It is a country I love. Let's see if I can visit a quiet spring because the truth is too hot for my taste in summer. Barcelona is also very beautiful. If I had time I would like to travel around the coasts of Spain, staying in hostels or hotels and enjoy great scenery and cuisine.




MS: Even in a hostel would connect to the office to work, right?

KY: Probably. (Laughs) By the way, I'd also drive on the roads of Spain. I want to go are going this spring.




MS: Let us know if you do. Now, could you say a few words for our Spanish readers?

KY: Let me say that in other countries from Europe, Gran Turismo works very well in Spain too, but could do even better. There is not enough players of GT in Spain. I want to see more. And I hear your voice. It is always a joy for me to hear the voice of the fan. It has a lot to me.




MS: One last thing, excuse the indiscretion. Has his finger devices sold, what happened?

KY: "Cut it off at 4 am while cooking. I cook at least once a day. Any cuisine. Chinese, Indian, Italian, Japanese.

"Spanish?
I would like to know how to cook a paella. When I visited Spain last time I tried the paella, but I do not think I hit the restaurants, because they were not as good as I was told. Where I can eat good paella?

In Valencia say they do best.

I love to eat a good paella when you return to Spain. Follow his advice.




MS: Mr. Yamauchi, thank you very much for your attention and kindness. We hope to see you again soon.

KY: You're welcome, it was a pleasure. So long, MeriStation. Polyphony I leave with a sour taste in my mouth. On one hand I again had the privilege of speaking with one of the most interesting people I know this humble journalist. Furthermore, the interview is complete. The conversation has come to an end. I return to the mundane side of life, but happy to have my mind still hovering around the Tokyo's heard this afternoon. The rain begins timidly, as in that distant afternoon three years ago. History repeats itself. The genie is back to get away with it. Until next time, master.


By: Xavier Ocampo, correspondent in Japan
 
Last edited:
Credit to Tenacious D, Thank You. [Clarity in English by Tenacious D]
MeriStation
Gran Turismo 5
http://www.meristation.com/v3/des_a...e&idj=cw42893da71ff42&idp=&tipo=art&c=1&pos=0
https://www.gtplanet.net/forum/showthread.php?t=120748&page=32
https://www.gtplanet.net/yamauchi-interview-reveals-more-on-gt5-development/

While Tenacious D won't claim to have translated the article, he has made it quite legible and refers to it as "a conversion of my best guesses, so that the phrasing makes sense and seems to remain true to the original Spanish.”
Gran Turismo 5

By: Xavier Ocampo, Japanese Correspondent
MeriStation
Thursday, October 01, 2009 - 08:00
[Clarity in English by Tenacious D]



Our correspondent in Japan, Xavi Ocampo, returned to interview Kazunori Yamauchi the creator of the quintessential driving franchise on PlayStation, Gran Turismo. We got a tour of the facilities of Polyphony Digital, and the creator talked about his new project, Gran Turismo 5.


With the passing of a year, as has become my custom, I interviewed Kazunori Yamauchi, the father of Gran Turismo. I never call him by his surname, as usual here in Japan. Rather, I address him by the nickname of "sensei" (teacher or master). In spite of his legendary Japanese education, he never ascribes this title to himself, though it always brings a smile to his face when I address him that way. Over the years, very few journalists would have the chance to speak with this man as friends would discuss subject of cars and video games.

As usual before the interview, Kazunori Yamauchi prepared us for a tour of the facility preceded by a presentation of Gran Turismo 5, the new creation of the master which in his words will take the driving simulation to new heights. Of course, the sensei is never satisfied.

I make a point to comment that Yamauchi is the typical genius who is at his own lofty level. When you talk to him you realize it. In the midst of a normal conversation with the teacher there are certain details that suggest that he knows what he is talking about; you are absolutely convinced of this and that no one can say differently on the subject. Furthermore, he doesn't push any unfounded opinions, he won't lead you on or bluff; you feel fully convinced that he speaks with authority, leaving you to listen in silence. He is so respected by the Japanese industry that no one has anything negative to say about him. Not a bad word in the press either. And you know this is not the fear of offending some celebrity or prima donna. It represents the respect he has earned during the last decade as one of the pillars of Japan's video game world.

It is hard to relate my "adventure" in the Polyphony facilities, an adventure that is always new to me, always lets me discover new things, new areas in which I had not noticed before and that allow me to convey a more fully what this business both for those working within and for industry in general.


The presentation


The day started well. Just after crossing the entrance to the facility I came across the sensei. His initial look of surprise turned into a typical Japanese bow and the narrowing of Western hands. We always welcome each other in this manner. Do not ask me why; we have done so since our first meeting. And I know he does this with few others, as he has told me.

After a brief and informal conversation in Japanese to catch up (Yamauchi understand English well enough, but dare not speak it), I indicated that we should proceed to the reception where the demonstration was held and confirm the details to the tour press. "Has this been much trouble?" I asked as he walked away.

"I do not know you that well, Xavi," he replied smiling. But he looked tired, very tired. The dark circles were clearly visible, as well as a certain thinness in his body, indicating sleepless nights and night-time work in order to give birth to his baby, Gran Turismo 5.

Once equipped with my journalist's arsenal, we were ushered into the conference room for the presentation. A mythical room where the staff draw the guidelines, action plans, the road map in Polyphony Digital. When you enter, you can almost hear the echoes of all the meetings held there over the years. The speeches, shouts, laughter, emotions linger, something special floating in the atmosphere of this room about 15 by 10 meters with a high ceiling, tall, like the rest of the facilities.

The scale of the place is because Polyphony is located in a former factory building, and parts of it still remain. When you look at the high ceiling, you still see remnants of the factory in the form of tubes in the light and large beams. Obviously everything has been refurbished to create the right atmosphere for the development work and creation. But it is curious to note the clear difference between what you see at ground level and what you see when you raise your eyes. The first time you realize this, you cannot help but smile.

Once in the room, we sat at a table set up in the form of inverted "U". Yamauchi asked me to sit in the first chair near the head group, consisting of his assistant, translator and public relations. This has been the case for years, and these honors are greatly appreciated. Once all seated, we were told we could take pictures during the presentation and recording video, but we could not do the same during the video of Gran Turismo 5. "I wonder why?" I thought to myself. As if reading my mind, Yamauchi said earnestly: "It turns out that you have a surprise prepared for you. The trailer you'll be able to see at the end of the presentation is not the same as the one for Tokyo Game Show. It's new. No one outside of these facilities has seen it. There are new things. " "We started well," I think to myself. It's just so worth being there.

Yamauchi began to speak, first concerning the portable version of Gran Turismo, GTPSP. The first thing mentioned is that it was a challenge to develop something as big as a GT for a machine so small. They had to redesign many aspects of the game, and come up with new methodologies to take advantage of the technology of the handheld. It is this aspect highlighted in the ad-hoc mode in which the opponents play against each other in the same space, or "Party," which can compete online with other gamers worldwide via a free application that is download on PS3.

He also said he was particularly proud that the modeling of the cars comes from the PlayStation 3 version and not previous versions. Clearly this aspect has been simplified so that PSP can represent them on screen, but that's the only change. All details are there, even the interiors.

Another aspect was the players said that since the first chapters of Gran Turismo, they no longer have as much time to play. Life has taken away much of the leisure time they once enjoyed. Yamauchi said it is these fans who defined the deciding game dynamics of Gran Turismo PSP. Now it will be faster to get new cars or progress through the game. That's without taking away one iota, he said, of the spirit that has made the franchise famous. In addition, we can exchange vehicles with the game on PS3. He also mentioned the fact that this version can be played anywhere is an advantage over the home console.

Once the review of the portable version was out of the way, it was time to focus on the star, the game that so many fans are awaiting, Gran Turismo 5. The first piece is obviously the release date in Japan. March 31, 2010. Then the master spoke quickly to stifle possible questions on other markets and said there was still no dates set for them. Amidst laughter, the representative of Sony Europe was passed this hot potato, which confirmed this aspect and would say no more. Something is cooking, it was clear. However, no one was satisfied that such a simple issue was dodged so blatantly.

Yamauchi then went on to reel off a string of various aspects of game development that have caused the fans to suffer bitterly through such lengthy delays. Nearly all belonged to the technical aspect of Gran Turismo 5, due to the proverbial search for perfection in which the sensei is famous for worldwide.

And then it was time for the detailed figures. In the final game will be over 950 cars and 20 circuits. Various configurations of these increase the total to more than 70 tracks. How different from those 178 vehicles and 11 circuits of the first version of the game that started it all, I thought to myself. And especially, the difference between the two versions in the case of polygon count. Unlike, for example, the time constraints which forced the development team to reduce the 650 cars of Gran Turismo 2 for PlayStation to just over 150 for Gran Turismo 3 A-Spec for PS2. For reference, consider this: the last game for the PS2, GT4, had more than 700 cars and 51 race courses.

Yamauchi also pointed out the benefits of the new physics that has been applied to the game. Everything in this aspect has been created from scratch, from the reactions of the cars to the routes to the deformation and damage in the body. Yes there will be deformation and damage, something requested by the fans and has been present in other games of the genre. But the stubbornness of the Japanese maker has been delayed until now because, in his words, there wasn't sufficient technology before to represent damage faithfully and realistically on screen.

In another vein, we also discussed the balance that had to be constantly juggled in the development of Gran Turismo. On the one hand, an easy game anyone can play, and other, the harsh realism of simulation. According to Yamauchi, both must be present in a game of this nature, but it is difficult to combine in an elegant and convincing way. He said that within the first 20 seconds of first contact with the game, you can see that something has changed. You can feel that balance. He also told us that the demo version that was installed on both the Tokyo Game Show and the booths present at the premises of the company lacked the latest damage build. It is a feature in which they are still working on, car to car. Just thinking about it makes you giddy.

As for the new cars, hybrids will be included. Also present for the first time are legendary brands like Lamborghini and Bugatti. In addition, there are cars from NASCAR and World Rally. Speaking of NASCAR, Yamauchi noted that the deformation and damage in these high-speed races will be absolutely amazing and true to life, with turns, spins, rollovers, and so on. We will have to see to believe.

Then he showed us a look at another set of game features that he says make Gran Turismo what is today, a reference in the world of driving simulations. Arcade and GT Modes are the same as previous versions, but taken to the next generation. That is, new graphics, new physics, new details. In the shop there will be many accessories to improve your cars. The master was particularly proud of this facet of the game. He commented that we can change almost every imaginable piece of the vehicle, not just the typical sections of the engine, brakes, etc.

The online mode will have full support. The development team has focused a lot on this. There will be private rooms where you can connect with other players and tournaments closed set, for example. With regard to the Photo Mode, Yamauchi told us that this feature from Gran Turismo 4 has been improved greatly. It can take pictures at any moment of the race, as well as specially prepared settings. We were reminded that the improvement in the modeling (both circuit and car) will thus be a delight for fans. On the technical side, he said that the photos have a resolution of 8 megapixels.

One of the new aspects of the game, GT TV, was also discussed by Yamauchi. In this mode, you can watch various special shows concerning cars and motorsports in high definition. There are two types of content; original and licensed. In this network will accommodate car and racing news, the testing of new cars, to Yamauchi's own commentary on the world of driving.

After the lecture, the lights went out to reveal in all its splendor the unpublished trailer that no one outside those walls had seen. It was a moment of excitement because, obviously, everyone wanted to see the deformation and damage.

The video began with a street circuit and with electronic music in the background. Then we saw the cars, especially new ones going full speed around the track, what Gran Turismo is known for. We saw cars from NASCAR, Rally, Lamborghinis and Bugattis. We saw the pits in full and frenetic action. The images came from the replay mode. There were cars running at night. The modeling was clearly at the level expected since GT5 Prologue. And finally we saw the first deformation and cracks on cars. There were a few shouts of excitement among those present. There was a short but intense second collision. For lack of a better word, awesome.

We also saw a Ferrari with a big city in the background. The camera rose to give a more global perspective. The video ended. The truth is that we were left wanting much more. It was a little short, but intense. When the trailer began, the media burst into applause. Yamauchi confessed that they are still working on the night mode to make it as realistic as possible. Not a further word on damage. "I'll ask after the interview," I thought to myself.

And with that, the presentation ended. Then, Yamauchi-sama invited us to follow him on a tour of the facilities. Quite an honor, obviously one we would not turn down. And there we were, accompanied by the proud father of the child.


Touring the facilities


The offices were empty. There were only a few employees, counted on the fingers of one hand, undoubtedly working on backlog matters. It was the day of Tokyo Game Show, and is usually granted for such time off as the staff needed.

The first thing he showed was a shelf where he kept as treasures a series of milestones in the race (pun intended) of himself and Polyphony Digital. From the cover of their first game, the colorful Motor Toon Grand Prix, no relation to the Gran Turismo series, and prizes awarded to the company in numerous events, through racing trophies obtained by the master himself. All were a source of pride to Yamauchi, who posed smiling in front of the display of recognition to his work.

Later inside the work offices, we stopped in front of a panel on which were placed a series of "family photos" of the development team. Photographs portrayed the teams from the first Gran Turismo to the last. And we could see not only the evolution in the faces of the members but also the significantly increased staff who have worked for the company. Not surprisingly, in the latest chapter in the saga, hundreds of people have been employed for several years.

Yamauchi then showed us the server room. Impressive mainframes, large storage capacity and the latest and fastest computers available are used to bring their dreams to life. These machines work 24 hours straight and are in a glass room precisely cooled and ventilated. Yamauchi told us that they rent some of these marvels of technology to universities and research centers to assist in their calculations. He also emphasized the crucial role they have played in the development of new physics in Gran Turismo 5. "Without them, it would have been impossible to reach the levels we have achieved," he said.

Then the master took us to the section where the cars are modeled. On every desk were dozens of scale models of all sorts of vehicles. Many vehicles, most of them dismantled to the core, with all its pieces laid out around them. They ranged from models that fit in a hand to others which were quite massive, and all designed with great detail and care. A curiosity that I immediately noticed was that many of them were red. A synonym of speed, no doubt.

At one of the desks, there was a guy touching up details on the complex model of a Ferrari. It was a delight to see him work, slightly altering the model in three dimensions using high tech design tools. Yamauchi said that within the total time of game development, modeling cars has consumed 60 percent of available resources. Without doubt, they have wanted to give this issue top priority, and it was revealed in the space occupied by the modeling division, well over half the total team.

Right next to this section was one of the most intriguing chambers of all the facility: the rest and repose area, set aside for the relaxation of the intrepid creators. In it I saw everything, from comics to Japanese and international music CDs. There was also a small gym where employees burn calories (or stress, who knows) between-session work. Sofas, a small dining room, indoor plants, books, music instruments... a myriad of items and services to provide distraction from the daily grind. Yamauchi told us that during the day almost no one used it. I suppose it's the Japanese custom of, "What will they say if they see me resting instead of working?"

The question that struck me immediately to mind was, "What about night?" Apparently, at night it is used the most, but rarely with more than two or three people. Now and then would be a small birthday party or informal meeting, but not lately. Yamauchi told us it is used very little, now. Moreover, he said that in pre-launch period (about 6 months before the date, which they are now entering into) there no rest. Many employees bring their sleeping bags and pajamas for the night at the office. A very Japanese custom, incidentally.

Yamauchi does not like talking too much about this aspect of the project. I remember how in an interview I did in 2004 I had to shoehorn a statement on overnight stays. He told me that by law, Polyphony Digital facilities can not accommodate a bedroom (I wonder why the NHK broadcasting station where I work, it does have, but that's another story). And I remember like it was yesterday when his rascal side emerged, urging me to secrecy, and showed me a bedroom in the building. A bedroom that was not there. A room I ever saw. Nope, not a bedroom...

Then we move on to other sections of the star: the modeling of the circuits. A lot of tourists work here. And I say this because several of its members have traveled around the world to make on-site tours for all real circuits for the game, scavenging every detail. Yamauchi said half seriously, half jokingly that often the team would quit a vehicle run to look closely at every single detail that from the car were unseen. The texture of the pavement, plants around the circuit. Everything was thoroughly analyzed. Excessive? Maybe. Obsessed with detail? Extremely. And I really do not think it was a joke when he said that, since he gave me a look at some photos of the paving of one of the circuits to which it referred. Photos taken very, very closely.

Just then came the story of the day. While we were listening to the sensei's dissertations, I noticed the presence of a woman. Quite attractive indeed. By turning my head a few degrees to see the rest of colleagues from the media, I could see that they also had "detected" the presence of the employee. Moreover, it appeared that nobody was paying attention to Yamauchi any more. All had their eyes fixed on the girl. It seemed so funny that I couldn't fight down a laugh. Absolutely innocent, I swear. It was all so hilarious. My companions immediately understood the reason for my laughter, as well as Yamauchi. Being nobody's fool, he told us, "You can take pictures and record video if you want." Although he did not specify whether it was the girl who had to immortalize, all ran like a pack of wolves stalking their prey. She immediately saw that she was the center of attention and posed very nicely (and with some embarrassment) in the middle of her work. This went on for several minutes until Yamauchi said, "I think that is enough, gentlemen." And on our way we went.

The last visit was the department of physics. A real mess of papers, dismantled car models, electronic whiteboards, erasable media, more paperwork and even action figures. It was chaos, but a controlled chaos. One had the feeling that every employee in the section knew where I was until the last post-it, and I could see it in their faces. This was the area of the company with more presence of workers. And had the most activity although, as I said, in theory they had the day off. They seemed to take their job seriously.

Yamauchi is especially pleased and proud of the work of this department. Not surprisingly, as was said, the people obsess over physics formulas that determine the behavior of car accidents. The damage and deformation. The jewel in the crown of Gran Turismo 5, jealously guarded until the end. Obviously we could not see much because of the secrecy which enshrouds this section, but what I saw impressed me greatly.

And with that ended the tour of the facilities. As much as I do this tour every year, I always discover another secret, or some personality trait in Yamauchi that I had overlooked. It was time the interview with the "sensei." Time to relax. A conversation between friends about good and evil. About the good and bad of Gran Turismo. About good and bad of the teacher as a person.


Interview


The time had come. Yamauchi was sitting on a couch located in one of the demonstration areas of the company. I just opposite, on another couch, anxious to talk with the sensei. And yes, the public relations monitor the damn time. But hey, it was his job, no questions asked. In addition, we have gone to continue the conversation in front of a good paella (rice dish). But that's another story.

And we began.




What aspect of the final product are you most satisfied with?

Obviously I cannot stay only with one, because it was the fruit of hard work by many people spread over many departments. And I respect, admire and appreciate the work of each. But if I had to decide, perhaps I would get the "feeling" in the wheel while I play. The result is a new experience, a new development.




How long did it take to develop the game?

It took about 5 years. But to put that in perspective, it also took the first Gran Turismo five years to be created. What that tells us that this is more or less the amount of time required to make a product at this level.




A personal question. What is your favorite chapter of the series?

Of course, I have a special fondness for the original, Gran Turismo on PlayStation. We spent almost five years working from dawn to dusk and sleeping in the office, and I still have the emotions of that day inside me. Yes, you can say I have a deep affection for that game. But the most difficult to develop was Gran Turismo 2, the qualitative and quantitative leap that meant at the time.

In the first game we had a limit of time to develop, but because of the success of GT1, we set a departure date for GT2 fixed, unchanging. At that time we did not know if we would take 2 years, 3 years to develop. I really had no idea. We had set the bar very high. What we did in the time that we had received and what they really wanted to do, were things so different that it was like being literally between a rock and a hard place, life and death. We had to work to the limit. There were many times when my heart seemed to say, "I will quit." It was very stressful. And I can say that has not changed much, even now. It's something you have to devote your life, body and soul to do well.




Speaking of which, from the outside it seems that Gran Turismo is your life, and you treat and speak of it as your own son. Is that so?

Very true, and if we continue to develop games in the series, it is because we have fun doing it. And yes, if we look back we've lost things along the way because of our dedication to these games, but was it worth it? Sure.




Your great love of cars is well known. Is that the main reason you created and developed Gran Turismo, a game that is always seeking perfection in the simulation?

Yes, one reason is of course my love of driving. I think driving is a wonderful experience and I wish to share it. But another reason is that I want users to spend a good time playing, essentially.




Have you had or have any kind of pressure from Sony in any aspect of the game including launch dates, content, etc?

Not in content, but really the pressure, if we can call it that, of the delivery dates are sometimes difficult to bear.




I remember in an earlier interview you showed me your business card as a Sony employee, and told me that it had no meaning for you as you had virtually no say in the governing board. That the company was all that mattered. What is your relationship with Sony?

The most important people in my life and close work are of course the employees of Polyphony. We are like a family. On the other hand, some people at Sony helped me, and help them grow professionally also. And those people, my work and my devotion I'm happy to give all I can.




Changing to PSP, the analysis I have read so far on Gran Turismo PSP give grades no higher than 8 out of 10 on average. "They talk a good game but not a juegazo." Any comment on this?

I understand the point of view of this analysis perfectly, don't misunderstand me on that. Obviously, when a user plays Gran Turismo, they expect a near perfect experience. That's the reputation that the series has earned over the years. One of the big problems that we faced in creating Gran Turismo PSP was the small size of both the screen and the memory of the machine. From the beginning, we knew that we would not be able to develop a game to match their console cousins, so we had to redesign everything to fit PSP, and I think it was a very good redesign. But I understand for people who have had the experience of playing Gran Turismo on a big screen, thinking, "Oh, I wish there was something or other in this portable version too."

This game has been designed from the ground up to be something different. If you expect the same thing, it really lets you down a bit. But if you look at from the point of view of the new design, with ad-hoc modes to four players or the party to play online, you'll see a product that is well thought out and with a good finish. We are very careful in these special features of the handheld game.




Finally, we discuss the deformation and damage in Gran Turismo 5, a burning issue. Gran Turismo has always been known to seek perfection in all aspects; the visuals, the driving experience, and so on. Can we also expect perfection in accidents and consequent damage to vehicles? Banish all doubt.

I'll only say one thing. Our team of engineers did not want to do something that has already been seen in other games. No. I wanted something completely different and new.

Yes, expect perfection.


[Interview Ends Here]


On my way back, in my head were echoing the words of sensei, "Expect perfection." It sounds very brash and presumptuous. But coming from whom they come, those words can be taken as a promise. A promise that I trust will be fulfilled.

It was a pleasure, as always, master.
 
CVG
Kazunori Yamauchi Interview, Gran Turismo creator reveals his plans for GT5
http://www.computerandvideogames.com/article.php?id=186087
Kazunori Yamauchi Interview
Interview: Gran Turismo creator reveals his plans for GT5

Mike Jackson
CVG
4-Apr-2008




After what seems like an eternal wait (extended by an unscheduled delay to its release thanks to "technical issues") Gran Turismo 5 Prologue is finally out here, but it's far from finished, series creator Kazunori Yamauchi explains.

Sitting comfortably in Sony's flashy 3Rooms events HQ in London, Kazunori told CVG of the plans he has for his driving simulator, from a huge update this year that'll include car damage, to the whereabouts of the almost mythical PSP version, GT Mobile.

And just what would he say to those of you that refuse to accept Prologue as anything more than "just a demo"? Let find that out first, shall we...?




Some refer to GT5 Prologue a "just a £25 demo". How do you respond to that criticism?

Kazunori Yamauchi: I fully understand the pain of the people that were expecting a full GT to be released, but it took us three years to get this far and it has not been simple. It's been very difficult to do. We just hope that everyone understands that we are trying our best.




Will the US get the content that was added to the UK version?

Yamauchi: The Japanese version was updated to match the UK version on the day of the UK release, so they are now the same. And the US version that's coming out is going to be pretty much the same as the UK version.

There are still a lot of things we have left un-done in GT5 Prologue, so by fall [autumn] this year there will be another major update to the game.




What sort of content can we expect from the update?

Yamauchi: The major things that we're planning for the update will be to add community building features such as communication between players and also damage for the cars.




Damage? Awesome. And the online part of the game will be improved, too?

Yamauchi: Yes, there'll be a focus on the online mode.




What's the current status with Gran Turismo Mobile for PSP and Gran Turismo for Boys (originally announced for PS2)?

Yamauchi: I don't think Gran Turismo Mobile will make this year, but we are hoping to make the PSP version a satellite game, like an addition to GT5.

I have to apologise because so much of our effort and energy is going into making the PS3 version that it's making it very difficult for us to work on the PSP version. The same goes for Gran Turismo for Boys, but we're hoping to make that a feature within GT5.




So instead of making it a separate game, it will come as a simplified mode within GT5?

Yamauchi: Yes.




The improvements in GT5 Prologue over the launch day-released GT HD are huge. How close is GT5 Prologue to GT5 overall?

Yamauchi: In terms of quality and features of the game, and in terms of functionality, GT5 Prologue will ultimately reach an equivalent level to GT5. I think the major difference between Prologue and GT5 will be the number of cars and courses that will be included within the game, in that there will be many more.




The GT series is now in its fifth iteration and running on ultra-high-performance hardware. How close would you say GT5 is to real life now?

Yamauchi: That's a really difficult question to answer, because there are so many more fun aspects of a car that's not just limited to driving. I hope that we've covered maybe half of the attractions of a real car, but there's still so much more to it.




Driving games strive for realism, but when they are as real as they are today, where do you see driving games going from here?

Yamauchi: We work within the PS3's hardware structure, and even that still limits what we can do - there are restrictions. There are still a ton of things that we can do as long as the hardware keeps catching up to us.

There are also other advancements that can be made, like within GT5 we have the museum and GT TV modes, which widen the view, from the players' point of view, into the automobile world.




What have been the greatest challenges in developing GT5 for the PS3?

Yamauchi: PS3 development itself is not so difficult. It's just that the level of quality that you can achieve on the PS3 is so high that the amount of data you have to prepare for that is massive. It just takes a lot of time and work.

It was actually surprising to us; the level of detail you can put into the cars and the detail on the screen - you can almost feel it in tangible form. And that's what drove us to be even more precise with the data that we put into the game - that's the loop we got caught in. Although at first, we didn't think it would take this long to make.




A lot of the delay, you have said in the past, is due to making all those cars as detailed as they are. How do you go about making a car in the game look and feel similar to the real thing?

Yamauchi: There are various ways that we do this. We sometimes use photographs, and there are also times when a designer carves out a car, as if he were doing a play model or a statue. And then there are times when we actually get the real car and make precise measurements of the car itself.

We try to simulate the handling of the car as closely as possible. All of the movements of a car are based on computer calculations. It's fairly rare that we actually get into a car and do real life comparisons. It comes out close enough just from our simulations.




Have you been impressed by any other racing games in recent times?

Yamauchi: When new games are released, of course we look at them. But it's not like I play them through thoroughly. So I can't really say... (Laughs) I just kind of look at it, play it a little bit and then pass it on.



Mike Jackson
 
Credit to Alex p., Thank You. [Translated from German by Alex P.]
Audi Annual Report 2008 (PDF Page 20)
Five questions for Kazunori Yamauchi
http://www.audi.de/etc/medialib/ngw...bericht.Par.0002.File.pdf/audi_gb_2008_de.pdf
Five questions for Kazunori Yamauchi

Audi Annual Report 2008 (PDF Page 20)





Interviewer: The graphics of GT5:Prologue are highly impressive. What else is there to improve?


Kazunori Yamauchi: GT5 will have a bigger track-and car count and we're developing more online features. Also, we are working feverishly on realistic night and weather display.




I: How do you manage to make the cars look and feel so realistic in the game?

KY: To depict cars so realistically, that they look real from every angle, we needed the real-life models. With the R8, it was especially difficult to program the high-quality materials of the interiour. It wasn't easy to depict the body-work either, the general quality level, this unbelievable precision.




I: Not only the cars but also every tree at the Nordschleife are frighteningly accurate. Do such features influence the player's behaviour?

KY: We have the biggest respect for the natural powers of the cars and nature. That is why we look very accurately at every detail, even if it is a little bush at the side of the track. This acurate work may not be noticed by every gamer, but it will influence the players subliminally.




I: Which new game modes can the GT-players expect?

KY: We are working on weather-changes, which can influence a race. And damage on race cars will also be possible.




I: Let us dare to look into the future, what is Gran Turismo 9 going to be like?

KY: It is difficult to look that far in the future. Gran Turismo is growing with the car-industry. If you look at the future of GT, you're automatically looking at the future of the car-industry.
 
CVG
Interview: Kazunori talks GT4!
http://www.computerandvideogames.com/article.php?id=91626
Interview: Kazunori talks GT4!

The god-like creator of the Gran Turismo series gives a frank and unmissable interview on his online masterpiece-in-the-making, GT4

Johnny Minkley
CVG
20-May-2003



It still shocks us how amazing Gran Turismo 3 looks alongside more recent next-gen racers, its astonishing, near-photo realistic sheen as impressive as ever. But beneath the series' façade of shimmering beauty lies a game of unprecedented precision, with each GT title offering an uncanny recreation of what it's actually like to race some of the world's greatest automobiles.

But the fourth instalment of the globally respected series is set to enter uncharted territory, making the onerous - though much longed for - leap into online. But although by all accounts GT4 will be the most accurate videogame racer in history, but that does not automatically equate to a life-changing online experience.

Developer Polyphony Digital, headed by the masterful Kazunori Yamauchi, was on hand at E3 last week to present the game - in playable form - to the world for the very first time. And after a thrilling demonstration, we were lucky enough to grab some time Kazunori, alongside select members of the press, to delve deeper into PS2's biggest game.

Open and frank throughout, Kazunori discussed the heated car damage issue, explained the myriad problems facing his online dreams and his goals to build a mighty GT community. Without further ado, here's the full transcript:




Will there be any car damage in Gran Turismo 4? Surely the more realistic the game gets the more a lack of damage sticks out like a sore thumb, undermining this realism?

Kazunori: The simple answer to your question is: no. We are not planning to include any visual car damage. However, we are considering something, although we are not 100 percent sure... For instance, you saw the Grand Canyon course with the car running close to the ridges of the canyon?

If the driver messes up and misses the course, we might show the car jumping off the cliff, but we won't show it falling into pieces at the bottom. We're still considering that and we don't know how far we can go with it.

Instead of visual damage, we are considering some kind of a penalty system in which players will be penalised for trying to run corners along a wall, as they did in Gran Turismo 3 for instance. Also, pushing against opponents' cars, again seen in previous GT titles, will be penalised. We're currently trying to find the best solution.




Do you foresee a time when you will be able to include car damage in a GT game?

Kazunori: One of the reasons it would be difficult to include damage is that, because Gran Turismo is a real driving simulator, we would have to consider damage to be real. I have dome experiments, and a very high percentage - maybe 80 percent - of crashes in Gran Tursimo will cause the car to fall into pieces maybe two inches big.

Current specifications of the hardware will not allow us to represent this fully. If the specs are higher, then maybe, but then again, there are also other issues with manufacturers, licence issues and so forth, which keep us from doing this. There are many hurdles we must jump over.
It's not all manufacturers, but there is a trend generally speaking that manufacturers have become a little bit more lenient towards the direction we would like to head, in terms of allowing for damage on cars in games.

You do see that in other games - there are ways - it's just that with the range of cars we have, it's more difficult.




Will GT4 be the last PS2 game you make?

Kazunori: Maybe! [laughs]




Can you highlight what got you into cars and making car games in the first place?

Kazunori: There's no specific incident in my life that triggered the passion. I feel it's an instinct a lot of boys have - it's just natural for boys to like cars and that's where it stems from.




And are there any other racing games which have inspired you during your career?

Kazunori: One of them is Winning Run by Namco and also Microprose Grand Prix.




Can you tell us a little more about the online side of things?

Kazunori: With online, the reason why you haven't heard much is that there isn't much we can talk about, unfortunately. But my main area of interest is not actually the racing element of online, for instance, where people will compete against each other online. My main interest is to find a setting where players can come to share knowledge of cars - just car talk. Car talk is endless: you can talk about tyres, you can talk about oil, car parts, modification... "I did this! Was it good?" "Yeah, it's alright, but I tried this!"

This kind of communication is what I value the most and would like to implement somehow in the online segment.




What about a kind of online garage where you can buy, sell and trade motors?

Kazunori: Technically it's possible, but we're currently in the middle of examining all of our options.




Will you offer voice communication via the USB headset?

Kazunori: During racing? No, because Gran Turismo 4 uses the specs of the system to the max. Unless you would be happy settling for a 30fps frame rate? But I'm sure no-one wants that.




How about beforehand? When I played before, I picked an interesting looking car, but couldn't see what the other player did, who just picked the fastest of them all creating a real mismatch.

Kazunori: What you've brought to our attention is absolutely right, but that is only because we were very limited in time preparing for E3. For the finished game, there will be a system in place so that players know what each other has chosen, otherwise it wouldn't be fair.

I think most of you will have experienced the demo downstairs and noticed in some of the online competitions that you might see an opponent car in front of you moving a little bit awkwardly. This is a technology problem due to latency and cannot be eliminated 100 percent.

But the team is very, very smart and knows what it's doing. They know the problems, but they also know the solutions. It's just that due to the network, there are hurdles they cannot overcome. So you will always see that, and the further you are away from someone, the more "off" that will be. If you're closer it's not that bad.

There are so many areas we need to study if we're to say we're comfortable with where we're going. The biggest problem for me is that the images that players see will no longer be the standard of Gran Turismo, and that's the greatest concern for me we have in terms of taking the game online.

I don't think that problem will ever be solved. No matter how hard the team studies the programming side of the game, there will always be a network-related problem in which the quality of the gameplay will be decreased when seen in relation to the potential of the rest of the game.

Being the perfectionist that I am, this will always be a problem in my mind, and I will have to continue examining it.

Maybe if this were another game - no specific names - it might not be such a significant point. But because it's Gran Turismo and because of the quality we've had, once we take the online step, we're afraid it won't be the Gran Turismo that we all know. That's not the way we would like to move forward.




Considering its accuracy, have you ever thought about commercial uses for Gran Tursimo in the sense of teaching people to drive particular cars, or will it always be a game for entertainment purposes?

Kazunori: We have been approached by a number of car manufacturers and we are looking into some of those possibilities, but we haven't actually taken the step into taking action in terms of creating some kind of training simulator.

We're not as interested as the manufacturers at this point.




Johnny Minkley
 
InsideSimRacing [Transcribed by TouringDevotee]
Special Report
GT5: Post Interview and Breakout Session
(part 1)
http://www.youtube.com/watch?v=UWt-iPxCW9g
Segment 1 (While there are two video segments, for some reason not all of the piece is covered by them. For the rest of the text, I had to refer to the last link, which is of the entire episode of InsideSimRacing. That is it includes both Segment 1 & 2, plus an extra 3rd segment.)

My best guess is that the intention was to split the Yamauchi Interview portion from everything else. There should have been 3 sections in total:

•Discussion of the GT5 Presentation (with Questions to Yamauchi)
•Discussion of the Interview with Yamauchi
•Discussion of their Impressions of the Gamescom GT5 Demo

Unfortunately, the 3rd portion was forgotten, but I have included it in part 2 (link at bottom of post).

http://www.racesimcentral.com/news/2010/09/gt5-post-interview-and-breakout-session-videos/ (Segments 1 & 2)

http://www.youtube.com/watch?v=KB1tj64fvb0 (Complete show with all 3 segments)
Special Report
GT5: Post Interview and Breakout Session
[Gamescom 2010, Cologne, Germany]

by gNNY (Andreas Nie), Famine (Andrew Evans), Venari
InsideSimRacing
August 18, 2010


Segment 1 of 2


Andreas Nie: Hello and welcome to this special report on Gran Turismo 5. My name is Andreas Nie [pronounced like knee] and I am reporting from Gamescom 2010 for InsideSimRacing.

As you can see, there is a lot of racing going on [at] this booth. Sony has brought to the show the latest demo of their Gran Turismo 5 game. Now what is shown here in the demo on the floor, is of course not the full content of this game. There is still tons left to be revealed and some of it, part of it has been revealed behind closed doors. InsideSimRacing, as well as the colleagues from GTPlanet were kindly invited by Sony to join one of those sessions, and what we’ve learned there is part of the next segment.


[Footage now of Andreas, Famine and Venari seated around a coffee table]


Andreas Nie: So we are here at a hotel and ready to discuss the presentation that we attended this morning. With me today are Famine and Venari of GTPlanet and why don’t you introduce yourself.


Famine: Hi, I’m Famine from GTPlanet, I’m one of the moderating staff. I’ve been on the site for about 5 [or] 6 years now. [I’ve] been sent to cover the GT Academy before; the GT Academy final at Silverstone. This is my first foreign jaunt for GTPlanet.


Venari: Hello, I’m Venari. I’m also from GTPlanet, [I’ve] been on the site for a number of years and was part of GT by the Numbers (granturismobynumbers.com) before then and various other GT sites.


Andreas Nie: Alright, it was quite an interesting presentation I think; quite exciting stuff that Kazunori unveiled there. First thing, new course Monza looked nice.


Venari: It was very pretty indeed, yeah. It’s a fast flowing course. Kazunori was very enthusiastic about it.


Famine: I was delighted very much [and] had a good race in the Fiat 500s there. A very tight battle, right until the last corner; good stuff.


Andreas Nie: Okay then, on to the cars. Lots of new cars, and I think you actually had some interest in that, right.


Venari: 60’s race cars. I mean I own two 60’s cars, back home, I won’t go into them now. GT5 is one of those simulators, which doesn’t just simulate what was, it also simulates what if, and he wanted to see a race between the Ferrari P4, the Ford Mk 4, and the ’67 Jaguar XJ13. And you can just tell he’s such a petrol-head, and he’s made it come true on GT5; it’s fabulous.


Andreas Nie: Yeah, we actually got a chance to drive those cars, and it was a lot of fun, wasn’t it.


Venari: Being a... a Brit, obviously I drove the Jaguar, so had to hold the side up there and it drives as you might expect. You come to Gran Turismo, you come to expect a level of realism in a certain way. Driving the RUF Porsches, they feel like fast [and] powerful, tail heavy cars that you fling around the Nürburgring, and they’ll bit you.

The XJ13, it was a race car, so it was precise to drive, but you could feel it was from a different era. It slides about a bit more, you know, you have to place it carefully. You can, in the words of Sir Stirling Moss, you could throw it like a dart and it would just track through the corner. It was a lovely piece of kit to drive, it was good.


Andreas Nie: And then there was this Lamborghini Miura prototype [1967], which only 2 have been built. One was destroyed and the other one Polyphony Digital actually got a chance to look at and remodel that in the game, so we actually got a chance to really race that car. That was really showing some enthusiasm for race cars in general, and those cars in particular.

And then there was something new, that has not been revealed up ‘til now, well not to its full extent. It’s what Kazunori called the “Course Maker.”


Famine: Yeah, he was keen to point out that it was a creator, rather than an editor. The point of the course editor is, with a very simple user interface, is to create a track. It wouldn’t allow you to create a specific track, you couldn’t say make Spa Francorchamps from scratch. You were given a choice of 4 themes, which curiously includes the Belgian High Fens, where Spa Francorchamps is located. You can divide your track up into sections. You can have a rally style point-to-point, or a circuit. You can assign corner frequency, corner severity, banking severity, and you could do this in all 4-sections. So you could have a section that was purely straight, as Kazunori did in fact have a section that was purely straight. Or one that’s full of tight turns; he said the maximum length was about 10 km and he did give a quick test drive example, using the Subaru Impreza sedan. It does look very exciting indeed.

It might not have the customizability of the editor from something like ModNation Racers, which many of you might be familiar with, but to provide that sort of level, with Gran Turismo 5’s level of graphics; it would require a huge amount of input, a huge program, a CG interface; just colossal. He did say that all the online tracks could be raced online, [and] that improves the accessibility of it. [Context should tell us that Famine means the Course Maker tracks can be raced online]


Andreas Nie: And that pretty much wrapped up the presentation itself, unfortunately we didn’t have that much time for a questioning round, but still, 3-questions were allowed and we got to ask 2 of them. One of them I got to ask. The infamous question of whether or not Standard cars will have cockpit, and he explained that there was some confusion going on after their announcements that [were] happening before. And indeed, they were trying to reproduce something similar to what you see in the PSP version of Gran Turismo, basically having more like a black frame and basic wheel movement and stuff like that, but they weren’t really happy with that, so they dropped that again. So it is confirmed now that, sadly, there will not be any cockpits in Standard cars. So that it’s just going to be following camera, bumper camera, hood camera possibly; but there’s not going to be a behind the wheel view in Standard cars.

The second question was actually coming from your...


Famine: Yes, we were particularly curious on GTPlanet about the confusion over locations and variations. When the numbers of tracks were announced last year, and then again reenforced at E3; there’s a lot of confusions as to whether locations meant unique tracks, and variations meant reverse and short versions of the track. Kazunori’s answer was that if you counted the courses themselves, there were more than 70. So, we can add variations on top of that, [e.g.] reverse tracks and short versions [and] so I think that we’re going to be happy with the numbers of unique circuits.


Andreas Nie: More exciting was actually the noon part of the day, where we got to talk to Kazunori himself. An that’s got to be covered in another segment.


______________________________________________________________
InsideSimRacing Special Report GT5: Segment One - Segment Two
Related: The Yamauchi Interview, by Famine
 
Last edited:
InsideSimRacing [Transcribed by TouringDevotee]
Special Report
GT5: Post Interview and Breakout Session
(part 2)
http://www.youtube.com/watch?v=BkLoOM4cHHw
Segment 2 (While there are two video segments, for some reason not all of the piece is covered by them. For the rest of the text, I had to refer to the last link, which is of the entire episode of InsideSimRacing. That is it includes both Segment 1 & 2, plus an extra 3rd segment.)

My best guess is that the intention was to split the Yamauchi Interview portion from everything else. There should have been 3 sections in total:

•Discussion of the GT5 Presentation (with Questions to Yamauchi)
•Discussion of the Interview with Yamauchi
•Discussion of their Impressions of the Gamescom GT5 Demo

Unfortunately, the 3rd portion was forgotten, but I have included it in this post.

http://www.racesimcentral.com/news/2010/09/gt5-post-interview-and-breakout-session-videos/ (Segments 1 & 2)

http://www.youtube.com/watch?v=KB1tj64fvb0 (Complete show with all 3 segments)
Special Report
GT5: Post Interview and Breakout Session [Gamescom 2010, Cologne, Germany]


by gNNY (Andreas Nie), Famine (Andrew Evans), Venari
InsideSimRacing
August 18, 2010


Segment 2 of 2


Andreas Nie: So, one of the most exciting things that happened during Gamescom, was in fact the interview with Kazunori Yamauchi. Many thanks to our contact over at Sony, Alex Armour, he was a great help in getting us hooked up with Kazunori, and making this all happen. We’ve talked about the LAN modes, the local area network modes, because that is particularly close to you, I understand.


Famine: Yes, we’ve been running local area network Gran Turismo 3 & 4 parties for, well getting on for 7 years now in the UK. We’ve had visitors from all over the world come to various cold and dank parts of England, to come and play Gran Turismo with us in garages and warehouses. And also, LAN mode permits multiple monitor support, so if there was no LAN mode, you wouldn’t be able to have a 3 monitor support, so we thought it was important to find that out. There were very many people concerned about multiple monitors and...


Andreas Nie: And his answer to that was?


Famine: Probably.


Andreas Nie: Right, he didn’t really go into detail about that. He didn’t want to disclose that.


Famine: From what I understand of the Japanese he said, it was probably, erring on the side of likely that LAN mode would be included, rather than...maybe. So, probably.


Andreas Nie: Then next on was light and weather changes, [and] if that is going to be included in all the tracks.


Famine: We haven’t seen any evidence of weather in any of the demos we’ve played, but we have seen the lighting changes at the Rally Toscana. So, it has been natural curiosity from everybody to wonder if there was variable daytime and weather on all tracks. Some people did bring up concerns that maybe it might snow at Daytona, which is physically impossible, but it was worth finding out whether it would happen at all tracks, or not. And the answer was not all, but some.


Andreas Nie: Right, so again a little bit vague; he didn’t really want to disclose that information there.

Then there was this question, since he wants to build the ultimate, real driving simulator; how close he would feel [that] he is with achieving this goal with GT5. So he mentioned that he is roughly 85-90% happy with how GT5 turned out in terms of achieving the goal of ultimate driving simulator.


Famine: Yeah, he’s been doing it for 12 [or] 13 years and the progress is remarkable. I mean [that] anyone who has gone back and played Gran Turismo 1 or 2, recently...we were in awe of them, when we were playing them originally and they’re still excellent games, but time has aged them slightly. And he could probably be working at this for another 25 years and not reach his goal, but he will do it, he will carry on working at it.


Andreas Nie: Absolutely. Then we had a very quick question and a quick answer. Livery editor, will it be included?


Famine: [mocking snicker] Will it be included? Probably not.


Andreas Nie: Right, probably not. That was a quick one. We asked him. that earlier he said that weather and damage will only be included if it would make sense in a driving situation; if it would enhance the driving experience. Now they are included, so the question was, was it because he was thinking that it really does improve the driving experience, or if it more the pressure from outside and communities just like GTPlanet, that would look at early demos and would say, okay, this does not look as good as what we would expect.


Famine: Yeah, I mean there was some initial backlash on GTPlanet and many other Gran Turismo sites, with regard to the very first damage build. I think Kazunori’s answer was, it’s fair to say that it’s pretty much a 50/50 balance as to whether something gets implemented because he thinks it will improve the game, as opposed to something gets implemented, because the Gran Turismo community thinks that something will improve the game.


Venari: We don’t know how great it’s going to be until it arrives, because Kazunori is having ideas that are 2 levels above what...I mean, we’re great enthusiasts, but he thinks on a different plane in some circumstances. So you’ve got to think, there’s always going to be something special in the next Gran Turismo [that] we’re not quite expecting.


Andreas Nie: Absolutely, so...great things [that] we can expect for GT6 and for GT5; we haven’t...[don’t] really have that in our hands yet and not all of it has been disclosed, so we still expect great stuff. For example, when he was talking about the new cars, especially the old ones, the classic ones, he was going into great detail about the history of the cars, and [so] we asked him if that information would be included in the game as well.


Famine: Yeah, he said that very many of the Polyphony Digital team are working on very verbose textual descriptions of each of the cars. And this would obviously take a lot of time; it’s a car enthusiasts delight. I mean, if you find a car in Gran Turismo that you’ve never heard of before, they will tell you all about it.


Andreas Nie: Right, Shaun called it a gigantic car museum, when they came back from E3, and I suppose he is right. I mean, there’s lots of cars, cars you’ve never heard of or almost never heard of, and you get all the information on the car and driving it pretty much in real... And you mentioned that you can have “what if” races, so it’s going to be fantastic for any car enthusiast.

Now Mark [speaking to Venari], while we were busy asking all those questions... Oh, [and] that was pretty much it, because unfortunately, one Sony representative had to cut us off because of the tight schedule of Kazunori, [and] said that we only had 2 questions left; (and) I think that we sneaked in 3, so we even overextended that. We were really fortunate to get those questions and answers in. Unfortunately we had to stop there, but you took a lot of pictures, right?


Venari: I took a few, yeah, just to get a record of the scene. It was nice to just see you guys... We actually went outside here at the hotel, we went out and sat on the wicker chairs there, and the interview was conducted in a really pleasant setting; it was just nice to get a few shots of it for posterity, and it was also a chance just to observe how everyone was talking and how Kazunori was. I think he was obviously more relaxed in our interview than he was in the presentation. I think...we certainly think it went well; he said what he needed to say and everyone seemed happy and so that went well. But yeah, it was good to see him and of course his very valued companion, Translator-san.


Andreas Nie: Absolutely. Yes, Kazunori doesn’t go anywhere without his translator and he was present there as well, translating, and of course, we were lucky enough to get to talk to him as well. I tried to get his name, I said “I have to get his name” and his answer was:


Famine: No you don’t. Translator-san is just fine.


Andreas Nie: Absolutely. Translator-san wants to be known as Translator-san, and that’s just got to be it. But it was funny, I mean, he is a very nice guy. He’s open and he knows about his celebrity; I think he kind of enjoys it and he likes to be this kind of mysterious guy in the background.


Venari: This enigmatic character. I think I’d be happy with leaving it at that. I don’t want to know his name, I just want to know him as Translator-san; he was a great guy.


Andreas Nie: Absolutely, so we’re just going to leave it as Translator-san.

Alright, so that concludes our recap of this interview. Again, we’re very thankful to Sony for giving us the opportunity and we all hope that Kazunori Yamauchi enjoyed it as much as we did.




[Segment 3 would begin here]




Andreas Nie: So obviously we got to try out the demo that was on display at the show floor. There were some good parts and there were some bad parts. Of course it was not the final code, in fact, it was said that it was brand new code that was just delivered for the show; different code from what we saw at E3. One of the aspects that was supposed to be improved in GT5, compared to the other ones, was the physics. Now what was your impression of the physics?


Venari: Driving the new cars, and having driven the beater as well, I agree that certainly over GT4 and over GT5: Prologue, the physics is much improved; cars feel a bit more neutral to drive, they feel much more in terms of understeer and oversteer dynamics...that they feel more like real cars. That’s ultimately the point of a simulator, and if they’re getting towards that goal, then that’s good. The older cars on the taller tyres felt nice and progressive; the newer cars felt like modern cars can feel to drive, they get this understeer and then a snap(!), because of the modern rubber. Andrew [speaking to Famine], what do you think?


Famine: Mark is the expert on driving performance cars in the real world, but I agree; GT4 was often derided for excessive understeer. There’s still understeer present, but it’s understeer that you’d expect. If you hike up the driving aids, you get more understeer; the cars do seem more intuitively like driving real cars. It’s only a good thing, I mean, Kazunori did say that the tires and the suspensions, particularly, were improved well above Prologue [GT5:Prologue], well above the beta [clarified with Famine, refers to previous show builds], well above the Time Trial demo [PSN download for GT Academy & other prizes], and I’d have to agree; it’s much more like driving real cars, as far as you can get without that sense of inertia.


Andreas Nie: Right, absolutely. Moving on, maybe to the graphics, because I noticed that during racing, the shadows while in cockpit view, and even we noticed that when we had the hood view. The shadows on the reflections were very pixelated, [they] didn’t look good. Actually they looked like something you’d see in an old Atari or C64, Commodore game. And for example, in the Zonda, there was no back view. With some of the cars, if you are in the cockpit and you look back, you saw the back of the car; in the Zonda there was none. So I guess [that] it wasn’t finished yet, or it wasn’t complete yet, graphically speaking.


Venari: I think the Zonda is quite easy to explain. There is no rear window, so you can’t see out the back of a Zonda.


Andreas Nie: Okay, but I think I tried it out in another car, and you could barely see anything, so there was just a lot of very small slits. I think it was the Lamborghini...


Famine: That was the Miura, which has louvered rear windows, so...


Andreas Nie: Okay, I haven’t driven a Zonda in real life, so I have to trust your expertise there. But coming back to the shadows, I mean, there are shadows in real life and I’ve seen those, and they don’t look as you know....


Venari: Yeah, I mean part of my job is software engineering; software development. What I think we’re witnessing here is a demo build. Yes, the shadows were very jagged and reflections in the door mirrors, they were there, but they weren’t animated [and] they had no shadows. And the reflections in the body panels [that] you could see in the bonnet of that SLS that was being driven, they were very pixelated.

Sometimes when code is not quite optimised and you still want to show feature, you have to put it in a sub-optimised level. I think what we’re seeing there is a build with some of the additional parts not quite up scratch; I don’t think Polyphony would sign off...[that] their quality department would sign off on that for the real game. What we will see for the real thing, at launch date on the 1st or the 3rd of November, whenever the launch days are for your regions, will be a better game. It will be smooth. It will be fast. It will be excellent.


Andreas Nie: Absolutely. Another thing that you checked out were the skid marks, right?


Famine: Yeah, we were very surprised to see the skid marks at all. I noticed it from a video of Andreas doing the karting the previous day. We decided to investigate it when we were playing the demo and we got some nice skid marks. We went around to look at them and they weren’t there, and then they popped up. As Venari says, it’s probably just a case of this is the smallest amount of code that they can show the current features at the present time; it probably won’t represent the final product. The skid marks are there, which people on GTPlanet have been calling for, for some years.


Andreas Nie: Right, absolutely. I noticed that you did some more testing. You took out one of the NASCAR cars on the Indy course and did some reverse driving, trying to crash into the other cars; did a lot of spins and wheelies and stuff like that.


Famine: Yeah, we were trying to test low-speed physics [and] high-speed damage. GT4 had issues, oh, GT3 too, with [the] inability to perform doughnuts in high powered, rear-wheel drive cars; which are relatively simple in the real world. We found that the NASCAR would quite easily do doughnuts. We also noticed that the damage was more than superficial and visual. After one particularly heavy head-on collision, I lost the ability to even get into 3rd gear; the car was aero-restricted to about 140mph, so we quite enjoyed the damage.


Andreas Nie: Alright, cool. What else did we like or dislike about the game?


Famine: New smoke effects. Excellent. The smoke is fantastic. There’s a little question mark over how they interact with trackside furniture, but you’d have to be very picky to notice that at all. But the smoke generally does look excellent, along with the tyre marks and the final ability to do doughnuts; it should keep the hoons happy to their heart’s content.


Venari: Small things please small minds and there are two things that I loved. Reverse lights just; I was begging for them for ages. When you press the reverse button, you expect them to light up. Well, now they do. And the other thing was [that] the driving rigs were equipped with, which wheel is it, the Logitech GT Pro?


Andreas Nie: The Driving Force GT, right?


Venari: The DFGT has a horn button, and when you push it, the horn works. How great is that?


Andreas Nie: Yes, absolutely. Now you found out by coincidence? [speaking to Famine]


Famine: I was being an Italian driver, driving a Fiat 500 on Monza and getting very angry at the car that had just rammed me off Parabolica [Curva Parabolica] and giving it a good honk, and the horn works!


Andreas Nie:
It was brilliant.


Famine: We were giggling like schoolchildren, even though the horn is a bit weedy on the Fiat 500, we were giggling like kids.


Andreas Nie: Anything else to add from the experts? I’m really glad that you’ve joined, because as I mentioned, I know some of GT, but you’re the experts really.


Famine: Oh I wouldn’t go that far, but we did see implementation of the flag system; the blue flag was waved, particularly when I was going the wrong way in the NASCAR. [The] blue flag, obviously, for those of you who don’t know, means that a faster car is trying to overtake you. A bit surprised that got waved at me when I was driving the wrong way around the circuit, rather than a black flag. We haven’t seen any yellow, green, black, white or blue surface flags yet.


Andreas Nie:
But I noticed that it was inside the kart part as well. When I was karting, I received a blue flag as well.


Famine: Yeah, ummm, drive quicker.


Andreas Nie: Why thank you. [laughs] Alright, so I guess with this piece of advice, this rounds up our little take of the good and bad of GT6, uh GT5. Jeez hey. The good and bad of GT5 and I think we all agree that this is a really great game, that everybody can look forward to.

Kazunori said that they want to make sure that it is accessible to not only to the experts, but also beginners, [and] especially the kart racing part will make it much more accessible to beginners and people that want to get interested and started in racing.

And the B-Spec mode, obviously will put a new twist to the whole racing thing that has not been seen in other racing games that much, or at all.

So yeah, that concludes our little round up of what we’ve seen and enjoyed at Gamescom 2010 in Cologne.


______________________________________________________________
InsideSimRacing Special Report GT5: Segment One - Segment Two
Related: The Yamauchi Interview, by Famine
 
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CVG
GT4 Engine Notes: Kazunori Yamauchi Interview
http://www.computerandvideogames.com/article.php?id=116051
GT4 Engine Notes: Kazunori Yamauchi Interview

by Graeme Boyd
CVG
14-Mar-2005



We get into the GT4 passenger seat next to Kazunori Yamauchi, the driving force behind Polyphony Digital and Gran Turismo

Gran Turismo is a hardcore game. The fact that Polyphony Digital's driving series has recently celebrated its fourth outing on PS2 and its huge sales may belie the fact, but Gran Turismo is as hardcore as they come.

Think about it. What does GT reward you with? Are there any huge, apocalyptic Burnout 3-style crashes? Are there any Fast and the Furious-style street racing special effects? Are there any exaggerated handling physics that push the backside out quicker than J Lo in her pop videos?

No. There is accuracy, depth and hardcore realism. The feeling you get from perfectly balancing brake and throttle through an S-bend, nudging the rumble strips as the straight opens up and you floor the accelerator, that's the same feeling hardcore gamers get from unconsciously ducking thousands of bullets in Ikaruga or soaking up Ico's melancholic atmosphere from a parapet of the castle.

Gran Turismo is hardcore, and the reason is that its creator, Kazunori Yamauchi, is hardcore. This is a man who discovered his obsessive love for the automobile at the age of three. He personally oversees the research of almost every motor that appears in Gran Turismo to ensure it is a perfect representation of the real thing. And this is a man who we found at a Sony launch party for Gran Turismo 4 last week poring over cars he's no doubt seen, sat in, driven and probably owned a million times before.

So it was an extreme pleasure for us to catch up with Yamauchi-san, the president of developer Polyphony Digital, especially as the Gran Turismo series pulls up to a hugely important junction. With criticisms of GT4's lack of online mode, missing car damage and poor opponent AI scratching the otherwise sparkling bodywork of the game, we find ourselves asking if Gran Turismo can continue to appeal to so many people while remaining so hardcore.

Refreshingly, Yamauchi-san had some particularly honest thoughts to share with us...




You must be very pleased to have Gran Turismo 4 out across the world. How do you feel now the fans can finally play it?

Kazunori Yamauchi: To be honest I was very worried as we approached the release of GT4. We've been developing this title for over three and a half years - with other little titles here and there in between - so for three and a half years our fans were waiting for the game. I got to the stage where I wondered if players would wait that long, if they really wanted to wait three and a half years for a new Gran Turismo experience.

Thankfully, now that the game is finished and in the hands of the fans, we've had some very positive feedback from all the markets we've released in. That makes me very happy, but there's another emotion that has taken that feeling over: relief. That's the strongest feeling I have right now!




There were delays along the way and features that had to be pulled. Was there ever a worry that you'd taken on a project that was just too big?

Kazunori Yamauchi: There's always pressure on developers to deliver on a new title, especially when you have set your sights very high. But for us, we always had to remember to respect the Gran Turismo brand. We had to ensure that we delivered a game that lived up to the GT badge. If it's wasn't yet good enough, we didn't release it.

So for me there was pressure to get Gran Turismo 4 finished - although pressure is perhaps not the correct word. I suppose it was more like a feeling that I had to get it out for the fans.




The game has been fantastically well received, although there are a number of high profile criticisms that have received a lot of attention, like the lack of an online mode and no car damage. How does it make you feel when people concentrate on these criticisms?

Kazunori Yamauchi: I totally understand these criticisms, but at the same time I must stress that the areas in which we have been criticised are the same areas that we did want to address at the start of development. For instance, if we are to implement a solid online play mode then first we must be able to rely on systems, support and infrastructure. We didn't think we were ready for that, so we had to take online out.

Then we come to car damage. We also planned to implement this feature in GT4 but we found that, technically, we could not do it to a level that satisfied our respect for the Gran Turismo brand.

Again I understand these criticisms, and I don't feel that these criticisms are unavoidable. But what I would like to say to people who have negative things to say about Gran Turismo 4 is that any features we removed were removed for very valid reasons.




How are you going to address these criticisms and in what kind of ways are you going to reward fans of GT for their patience?

Kazunori Yamauchi: Technically, the online mode is pretty much ready to go, so it's just a case of planning to release it when the time's right. Whether that's going to be this year, or on PS3 with GT5, we don't know yet.




Speaking of the online mode, we've heard that the guys at Polyphony Digital are always playing online in the office. What does online play add to the GT experience?

Kazunori Yamauchi: Playing against other human drivers adds so much life to the game over the single-player experience. The competition is far more intense, and far more satisfying. But more importantly than that, it's more fun. Being able to dis your opponent with your driving and your voice is great fun, and adds a whole new dimension to the game. That's what we all do at Polyphony - make fun of each other!

Unfortunately, due to the technical limitations of the PS2 and the high standards we hold for the GT brand the time was not right to allow everyone to enjoy that with GT4.




Finally, the racing game market seems to be going two ways: the over-the-top action racer; and the more authentic Gran Turismo-style driving experience. Do you think there's space in the console market for both these styles of game, and do you plan to merge the Gran Turismo brand with this other, more action-oriented style?

Kazunori Yamauchi: I don't think we really need to make a definite distinction between these two types of game. The 'flashy' driving game and the more realistic driving game don't need to compete against each other, and I don't think they are going to collide in the future. By this I mean that I do not want to deny people who prefer 'flashy' driving games, or a different kind of automobile lifestyle, access to the GT universe.

To this end, there are opportunities in the future for us to expand the GT universe in different directions while still keeping the core 'realness' of the GT brand at the centre of everything. Imagine that the authenticity of Gran Turismo is a multi-faceted shape with many different faces. That is what I am planning - to satisfy the desires of every automotive lifestyle while still remaining true to the GT brand.

Only when the basics are set can you forge ahead and take things in a new direction. With GT4, I think we have set the basics very well.




Gran Turismo 4 is out now for PS2. To catch up on our definitive review of the Japanese version, click here.


Graeme Boyd
 
Interview with Kazunori Yamauchi

The CVG article mentions that they aren’t the source of the question, but doesn’t really shoot for clarity where the source is concerned. A few other sites claim that the questions are by sony, as in this quote from Gameplanet:

“Q&A with Gran Turismo creator and president of Polyphony Digital. Questions by Sony.”

Though there is also the Yahoo! Games site, that claims it is an “Interview With Paul Davies, Freelance Journalist (Editor, CVG 1995-1998)”

Eurogamer’s Kristan Reed gives a summary of the Q&A, and states that it is “a special 10th anniversary Q&A sent over today.”

QJ.net gives its source for the article as the now defunct Boomtown, a source also stated by Playstation 3 blog (now http://playstation4.net).

Stefan Walters at Spong says:
As you probably know, we tend to avoid all things official. We tell ourselves that this is the result of us being on the edge games industry guerrilla journalists, though in actually it’s because PR people don’t like us very much. Well, some of them do, but we always find ourselves apologising for things we’ve done in the past so much it gets embarrassing…

Anyway, our chums over at Sony sent over this to us today – an interview they conducted with Gran Turismo series producer Kazumori Yamauchi. It commemorates 10 years of Gran Turismo and as such is well worth a read:

In the end, the only portions with any clarity are the Q&A itself, and the earliest posted date of 13OCT2005, with a great probability that it is a Sony in-house Q&A session.

http://www.computerandvideogames.com/article.php?id=127373
http://www.gameplanet.co.nz/features/130976.20051014.Kazunori-Yamauchi-interview/
http://uk.videogames.games.yahoo.com/specials/playstationanniversary/playstation-qa-3.html
http://www.eurogamer.net/articles/news_131005_kazza
http://www.qj.net/ps3/interviews/gran-turismo-creator-qa.html
http://playstation3.wordpress.com/2005/10/14/gran-turismo-creator-interview/
http://spong.com/feature/10109307/Interview-Gran-Turismo-Official-Kazunori-Yamauchi-interview
Interview with Kazunori Yamauchi

13-Oct-2005



When you first started working in the games industry did you ever think it would be as big as it is now? And when you first started playing videogames did you ever imagine they could be this cool?

Kazunori Yamauchi: No I did not expect the game business to expand the way it did, nor did I think games would be considered "cool" when I first started playing. However, when we started the PlayStation format, our most important objective was to make games a cool thing. To think that has been accomplished brings a feeling of great satisfaction.




What have been your favourite PlayStation projects to work on?

Kazunori Yamauchi: That would have to be having been part of the start-up team for PlayStation. Software strategies, hardware design, or details of the designs of the controller were all decided by this small group. My family runs a cram school, and the students helped us by being the first testers of the PlayStation controller, which was then still in development. Hardware teams and software teams worked closely together in a family-like atmosphere to help the PlayStation project move forward.




With the advent of PS3, are there any concepts that have you've been dreaming about for years that, with the new technology, can now be brought to fruition?

Kazunori Yamauchi: Though difficult to explain in detail at this time, perhaps I can share the possibilities in an abstract way. The PlayStation 3 is the first piece of hardware allowing photo-realistic computer graphics, and is the first game hardware that can perform calculations for physics simulation to the level of our satisfaction. With a matrix of such elements, a new world of entertainment is about to unfold. This is the beginning of a world, different to that of what we have called "games" up to today.




Where do you see the future of gaming, what areas do you think will change in the future?

Kazunori Yamauchi: I see the future of gaming changing, as it shifts away from packaged products, to service via network. This will vary from casual and open loosely coupled services, to more tightly coupled services for MMORPGs.




Do you feel we've had the 'golden age' of gaming, or are we seeing it now?

Kazunori Yamauchi: I feel we are seeing it now. However I don't think the industry can continue linear growth in the form we see today. Rather, I would think the dynamic industry structure will change form as it continues to grow.




If you could transport yourself into a game which one would it be?

Kazunori Yamauchi: Gran Turismo. I would then be able to drive 'till I die.




What's your funniest PlayStation moment?

Kazunori Yamauchi: This was back in 1999 when we had GT2 showing at E3. As always, we worked until the very last minute at the Polyphony Digital studio in Japan to prepare the demo version for the show. Qualities we had hoped for were difficult to achieve, and I remember spending 100 hours in the development room prior to departure, with no sleep at all. I started sleeping the instant I was seated on my plane to LA, and did not wake up until we had arrived. I didn't even take advantage of the seat reclining, nor go to the restroom throughout the flight, and I cannot recall take-off and landing either. I had warped from Tokyo to LA in a blink of an eye.




Describe, in ten words or less, what sums up PlayStation for you?

Kazunori Yamauchi: PlayStation is not just a platform, it's a movement.
 
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PSM3 - December 2010 Issue #133
The Inside Track
The Inside Track

The thoughts of two huge GT players - PD lead dev Kazunori Yamauchi and fansite GTPlanet founder Jordan Greer


PSM3
December 2010 Issue #133
Page 31




•KAZUNORI YAMAUCHI, Polyphony Digital, Producer




PSM3: Is there any possibility of seeing motorbikes in GT5, or a new Tourist Trophy?

Kazunori Yamauchi: The environment we have right now allows us to drive motorcycles, but we need to get Gran Turismo 5 done first. Once that's out of the way, if there's a strong demand for bikes that's something we'd consider




PSM3: The ready races seem to be limited to two cars. How many will the final version support?

Kazunori Yamauchi: In the Dirt Trial racing, we think that two cars is plenty, because the car in front kicks up a lot of dust that goes right into the camera and makes it difficult to drive. But selecting the Dirt Track on the online mode, you can drive with many more cars that way. And the Rally mode is different again; each car is on a time trial, staggered by 10 seconds.




PSM3: Have you started work on GT6?

Kazunori Yamauchi: There were a lot of things we couldn't include in 5 that will carry over into 6, so in that respect, development has already started.




PSM3: Will the engine sounds be improved over time?

Kazunori Yamauchi: There have been a lot of improvements made to the engine sounds. Obviously it's not enough, there's more we can do to improve them, so it's still work in progress.




PSM3: Will the game run at a rock-steady 60fps?

Kazunori Yamauchi: This is a major issue for us in GT5. Our engineers complain every day: 'Isn't it enough that it's in 1080p? Does it have to be 60fps too?' But I think 60fps is very important, so we're working towards perfecting that. There might be times when you have a certain combination of conditions that come together, especially with the weather effects; the game might briefly drop from 60fps, and for that i beg your forgiveness! If you're going from a standing start at number 16 and all 15 cars in front of you are kicking up water, there might not be 60fps at that moment.







•JORDAN GREER, GTPlanet founder


PSM3: What are you looking forward to most in GT5?

Jordan Greer: For me, it's all about GT5's dynamic weather simulation. This isn't just just eye-candy: wet-weather pit strategy can make or break your race. You will have to make the right decisions at the right time, and learn to be fast in both wet and dry conditions. This, with 16-player, private online race events, is going to be unlike anything we've seen before. I can't wait.




PSM3: Any concerns about GT5?

Jordan Greer: I am concerned the game's "Standard Cars" will be a source of confusion for less savvy players... Casual gamers may be unpleasantly surprised or disappointed.




PSM3: What's it like to run such a specialist website about GT?

Jordan Greer: It's a lot of work, and it never stops. I've pulled more all-nighters than I care to admit, working to keep the news blog updated and the servers from exploding. I am very thankful and fortunate to have such an awesome group of people who make the GTPlanet community what it is today.




PSM3: How much support do you get, from fans, visitors and Sony?

Jordan Greer: GTPlanet is supported by fans all over the world and it wouldn't be possible without them. I'll have dozens of emails within minutes after a hot bit of news hits the web. This doesn't always sit well with Sony, but we've got a good working relationship.




PSM3: What's the most interesting situation the site has got you in to?

Jordan Greer: The most interesting, by far, was our interview with Kazunori Yamauchi at Gamescom 2010 when we teamed up with InsideSimRacing.tv to provide lots of exclusive coverage. We were also on hand for the GT Academy 2010 Finals at Silverstone.




PSM3: What do you think Polyphony Digital think of GTPlanet?

Jordan Greer: They are familiar with the site and keep a close eye on our forums as our members share their thoughts, ideas, and criticisms. Nearly all of the major features the GTPlanet user base has asked for were implemented in Gran Turismo 5. I think they appreciate our feedback and interest in their work.




PSM3: What do you want from GT6

Jordan Greer: GT5's "Course Maker" feature is an exciting new direction for the series, and I hope Polyphony Digital provides us with even more tools next game.
 
Playstation.Blog
Gran Turismo PSP — Your Questions Answered
http://blog.us.playstation.com/2009/07/14/gran-turismo-psp-your-questions-answered/
Gran Turismo PSP — Your Questions Answered

by Chris Morell // Senior Specialist, Social Media
Playstation.Blog
July 14, 2009



Last week we gave you 3 and a half minutes with Polyphony Digital’s Kazunori Yamauchi on Gran Turismo PSP. That’s not enough, you said! So as promised, we fired off your questions to the game’s US Producers, Chris Hinojosa Miranda and Taku Imasaki, and below are their responses.

Also, we know you have a lot of questions about Gran Turismo 5, and we’ll be calling for those soon. But for now, we’re just focused on GT PSP.




Could we expect any compatibility of Gran Turismo PSP with Gran Turismo 5 (like Resistance: Retribution with Resistance 2)?
–TRIX_BOL

Polyphony has always pushed the hardware boundaries of every console it’s been released on…and while this isn’t really answering your question, it does leave it open for you to imagine the possibilities.




Is GT PSP going to have DLCs (such as new cars, tracks, etc..)?
–TRIX_BOL

We’re planning on having 800+ cars right out of the box, which is pretty much a lifetime’s worth of racing (I’m still unlocking cars from GT4). With that sort of breadth and reach of options, having DLC would be like tossing water into the ocean.




Will cars get damaged on GT PSP?
–TRIX_BOL


Damage? No. 800+ cars, 35 tracks, on-the-go awesomeness, and a lifetime’s worth of racing, yes.




Will we see Porche, Lamborghini in the PSP version?
–wbrinkman

Our car selection is pretty broad — there is a lot of candy, that’s for sure — but as far as flavors, you’ll just have to wait a bit more.



Will there be a downloadable demo of Gran Turismo for the PSP?
–grashopper


We wish we can provide one, but at this time, there are no plans. We are focusing our efforts on Gran Turismo and GT5.




It appears that the AI car count is 3 cars on track. Counting you, there would be 4 cars in the race. Wouldn’t it have been better to drop the framerate of the game from 60 to 30 and increased the car count?
–grashopper

We went through many experiments but came to the conclusion that having three opponents gives you the best portable racing experience while maintaining the Gran Turismo level of quality.




Cmon fellas…GT5 Prologue update? Eh, eh? Custom soundtracks? Maybe trophies, a lobby system? Screenshot function?
–FoomMan


Sorry FoomMan, we’re around the bend and down the straight: the team’s main focus at this point is making sure GT PSP (and GT5) are in your hands.
 
Play Magazine - NowGamer
Exclusive In-Depth Gran Turismo 5 Interview
http://www.nowgamer.com/features/446/exclusive-in-depth-gran-turismo-5-interview
Exclusive In-Depth Gran Turismo 5 Interview

Play Magazine - NowGamer
Tuesday 20th October 2009





GT's legendary creator, Kazunori Yamauchi, talks to NowGamer about the upcoming Gran Turismo 5




When we interviewed you about Gran Turismo 4, the Gran Turismo series didn't really have anything you could call a ‘rival’. Now, however, that's changed, hasn't it?




Hmm. I guess you could say it has. When we first made Gran Turismo, we figured we would be the only people making anything like it. We knew we had something unique. We were trying to make a racing game that existed in a whole different world from other racing games. Now, suddenly, I look around, and it's like, whoa. (Laughs) There are a lot of games just like Gran Turismo! How did this happen? That was probably the biggest surprise of my career.




Why was it a surprise? Don't people like imitating great things?




(Laughs) Well, when we first made Gran Turismo, we weren't aiming for the middle of the road. We were content, you know, driving off to the left of the middle of the road. [Holds hands up like a motion picture camera viewfinder, situates the rectangle to the right of his field of vision.] When we made Gran Turismo, it was common knowledge that a ‘mainstream racing game’ had completely different goals from what we were after. And then, suddenly, the track shifted on us. [Moves his hand-rectangle so that it's directly in front of his face.] We were just driving in the same line as before, and the track itself moved, and now, here we are, in the middle. We’d become the mainstream. It was a shock, at first. It was a mysterious feeling. We'd been wanting to do something ‘different’, and eventually, we weren't ‘different’ at all. I still think about it.




“I really, really would love to try making some other type of game”




So what do you think of those new rivals?




Well… of course, I keep my eye on them from a distance. My observations tend to more often than not centre on, ‘Oh, so they're concentrating extra hard on this’, or ‘oh, so they're not worried about that’, or ‘they've really got a lot of passion for that’. All my observations are first impression sort of things. I don't look at the games in too much detail. Just a one-glance observation is good enough. I think about what they're trying to do, how much time they're spending, how they're going about putting the game together, how do they feel about the game as they're making it… that sort of thing.






While we were playing Gran Turismo 5, we were transfixed by the pre-race screen, with a shot of the car rotating around infinitely inside a beautiful stage. It glistens, and it sparkles in this gorgeous, idealised way. People always comment on the graphics in a Gran Turismo game, and they've always been building up closer and closer to reality, though now we can't help feeling that you've made a game that actually looks better than reality.

‘Better than reality’ – yeah, that's one way of putting it. In a way, it's kind of a given that it's going to look better than reality. The thing about reality is that the criteria for looking ‘real’ are actually a lot stricter and volatile than you'd expect. The way the sun shines, reflects off something, the way it lights scenery – we seldom have the opportunity to see what we consider ‘reality’ under the best and most aesthetically pleasing conditions. Every time we go out to the circuit and take photos of cars, we get that same impression again. When you see a race on television, compared to a race in a game, you realise that the reality isn't as shiny or pleasant as the game. However, these ‘best conditions’ do indeed exist. They happen every once in a while. Maybe, once a year, you'll be watching a race on TV, or you'll be outside, and a cloud will move in an ideal direction, and the sun will shine down at a perfect angle, and maybe just for a moment you'll have this beautiful scene right in front of you.

Games… like Gran Turismo, have something of a duty to present the player with the best and most beautiful parts of reality. So our game looks ‘realistic’ only if you consider reality to only ever look this beautiful for short periods of time. We work hard to represent these rare conditions in our games. So, yes, in short, it should look ‘better than reality.’








About ten years ago, we saw an interview on television, where a journalist was interviewing the director of some baseball game for the Nintendo 64. The journalist said, “It looks so real”, and the director said, “When someone can walk into the room and literally ask 'Hey, who's playing?' – when they can truly mistake our game for a televised game on TV, then our job is done.” Hmm. Maybe that's not a ‘question’…



I think I get what you're saying. I would say that, no, Gran Turismo does not consider reality to be competition. We aren't trying to perfectly represent reality. All we really want to do is show people some gorgeous cars, portrayed beautifully. We find that a far more compelling use of computer graphics than trying to merely imitate reality.




We asked all of our friends who are known Polyphony and Gran Turismo fans what questions we should ask at our interview, and the most frequently requested question was “Are they going to make another Tourist Trophy game?”




Really?! I would really love to make another one of those. We don't have any actual concrete plans at the moment, though I'm constantly awaiting the day when I can meet Tourist Trophy again. [A pause] Really, I want you to know that I'm very glad people want another Tourist Trophy game. Make sure you let them know I'm very happy they want another one.




Okay. So… what's the hottest car you've driven lately – in the real world?

Without question, the one car I've driven lately that I just can't get out of my mind is the Lexus IS-F Race Car. I drove it a couple of weeks ago. It, uh, well, I can say that it was definitely a great learning experience. I learned a lot from that car.




And what car do you drive the most – in the real world?

Oh, that would be the Nissan GT-R.






What do you like so much about it?

I like how I feel so connected to the car. Like the car and the driver are one. You let go of the steering, and the tyres move. The time lag between a shift in the surface of the road and the relaying of that information via feeling of the steering wheel on the palms of your hands is virtually nonexistent. You're constantly able to control the car just as you think. It fits perfectly inside your thoughts. There's no lag. It's a spectacular sensation. It's so direct. It's like the car is moving by mind control. It's almost like the car is an extension of my body. It's a great feeling.




Last time we interviewed you, when you mentioned that the planning sheet for the first Gran Turismo was “I want to drive my car on my television”, we asked you what kind of car you owned at that time, and you said you actually didn't own a car. So after that, we wanted to ask you how much experience you'd had with cars prior to making the first Gran Turismo game?

Well, I started making Gran Turismo when I was 24… no, 25. Yes, 25. [Long pause] To tell you the truth, I barely had any real experience driving cars at all. Maybe… 50 kilometres driving experience at the most.




So, before you made Gran Turismo, what was the one car you absolutely wanted to drive?

Hah. That would be the Nissan GT-R. The Skyline.




What interested you so much about it?

Well, I was a big fan of the engineering of it. The mechanics of it. I looked up to that car.




And now you own one!

Yes.








Have you played any games lately aside from Gran Turismo, or studied any games aside from other driving games?

Our staff are always buying or bringing in games and playing them, so I see a lot of the modern games being played here in the office. Though really, when I'm so busy working on making games, I seriously have no time to play games myself.




We can see how that would be an issue, yes. So, based on just watching others play games, what's your present overall impression of the games industry?

Well, ‘overall’ is kind of hard to say. (Laughs) Though I guess I can say that there are certainly a lot of great games being made out there, like LittleBigPlanet or Killzone 2. Games that I can just tell from one look, ‘Oh, wow, so this is what they're doing with games these days.’ They're really making some great stuff.




Last time we interviewed you, we asked if you had any plans to make any games that weren't Gran Turismo games or even driving games. You said you didn't. How about now?

Well, since you ask, I will say that there are no plans, though I certainly have ideas for new games all the time. Every day. I really, really would love to try making some other type of game.




We got the impression last time that maybe Gran Turismo had become Kazunori Yamauchi's entire life…

(Laughs) Yes. That might be the case, yes. Even now, that might be the case. Gran Turismo might just have become my life. (Laughs) Making Gran Turismo is a lot of fun, really, though maybe I've missed out on a lot of things by working so hard on Gran Turismo.
 
JVN
Gran Turismo 5 Interview - Exclusive Revelations! [Translation from French by TouringDevotee and Friend - Mostly Friend :)]
http://www.jvn.com/jeux/articles/interview-gran-turismo-5-r-eacute-v-eacute-lations-exclusives.html
Gran Turismo 5 Interview - Exclusive Revelations!

by Benoit Treluyer
JVN.com
28/09/2009




Kazunori Yamauchi, Interviewed by the French champion of GT 500, Benoit Treluyer. Exclusive JVN.com.



If the name of Benoit Treluyer perhaps does not mean much to you, this man, originally from Alençon, has become a star in Japan, where he was notably a great champion of the GT 500 with the Nismo team. For JVN.com, he agreed to accompany us to the premises of Polyphony Digital in order to ask some questions to the immense Kazunori Yamauchi.

An encounter between lovers of car racing, who in the course of the interview, permit us to obtain a few revelations about Gran Turismo 5 . We have also been able to learn that the game indeed has a day/night cycle, and it will finally be able to run in the rain. Similarly, tire management will be in the game, the degradation of which will vary depending on the quality of driving and the rising temperature of the rubber. This will make it possible to optimize the sets of tires and driving by studying racing graphics, explained in detail in the video. Finally, if F1 does not appear in GT5, it is assumed that you will have access to other cars, beginning with the famous Polyphony 001, 002, etc..




Benoit Treluyer: First question, will there be a chance to have Gran Turismo 5 for Christmas?

Kazunori Yamauchi:
To answer your question regarding the release date for Gran Turismo 5, know that it was not delayed. We never officially announced a 2009 release. But I understand that you are disappointed, that's not what you wanted or expected!




Benoit Treluyer: Where in the development are you currently?

Kazunori Yamauchi: If it's just to play the race or just ride, the game is over. However, if you want to go after the experience, I would say we're at 65%.




Benoit Treluyer: I tried the demo yesterday and found that while damage was present, it was not quite yet realistic, because when you hit hard, the cars do not deteriorate completely.

Kazunori Yamauchi: We are still in development, and actually we still have much work on this aspect of the game




Benoit Treluyer: Online gaming has been much talked about. Will there be be many changes between GT5 Prologue and Gran Turismo 5, e.g. shopping online at regular intervals?

Kazunori Yamauchi: The big difference between Prologue and GT5, is that Prologue’s online functions like an open session; anybody can go online and play with others. In GT5, there will be an area reserved for you to invite your friends or anyone you please. That is the significant difference between the two games.




Benoit Treluyer: We noticed NASCAR and GT 500 among the news. Will we also be getting F1?

Kazunori Yamauchi: I have always wanted there to be the highest possible number of championships and classes in Gran Turismo. want since there is always a maximum championships and classes in Gran Turismo, which is why we have agreements with NASCAR and WRC in GT, but my hope is obviously to integrate all disciplines within Gran Turismo. Unfortunately, it is very difficult to incorporate all the F1 teams.




Benoit Treluyer: Might the day come, when you will include the cars in the game?

Kazunori Yamauchi: Yes, this would be very possible ...




Benoit Treluyer: Have you seen Forza 3 recently? What do you think of the game? Have you played it yet? In fact, do you pay attention [to other games] or do you maintain a concentration on Gran Turismo?

Kazunori Yamauchi: Our challenge is to continually improve each new Gran Turismo game, in contrast to previous ones. But there is more competition and regarding competition in the field of racing games, I more consider the emergence of other games to be a good thing.




Benoit Treluyer: Earlier, I watched the game and saw a small graphic that is very interesting to me as a pilot, because it is used a lot by professionals. Is there more you can tell us? Will it be in the game?

Kazunori Yamauchi: You may either remove or keep it in the final game. Which would you prefer?




Benoit Treluyer: Personally, I prefer it to stay.

Kazunori Yamauchi: In that case, I will leave it...






Explanation by Benoit Treluyer: The graphic represents the lateral and longitudinal g-forces. The more the car accelerates, the lower the graphic will go; the more you brake hard, the more the graphic will raise, and the more the car will have lateral grip and the more one will go on the sides. In order to use the grip perfectly, it is necessary to succeed in having a half-circle on top and a smaller half-circle on the bottom. And if you never end up with a triangle, it means you are not using the car well. This is what we use (the drivers) to see if the balance of the car is correct and in control, we use the full potential of the car. It is one of the graphics that allows us to see if it works or not.

N.B.: Certain screens have been blurred at the request of Polyphony Digital, we apologize for the inconvenience.
 

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