- 5,351
- United States
- kudos00
This post was made a couple months ago when I was replying to someone's post. I decided to hold off on it.
There are a lot of things that I haven't included about the history of this series, so don't think this is all there is to it. This isn't all that much, actually.
__________________
1one
2two
3three
4four
Dec. 2007
5five
6six
8eight
9nine
10ten
With, "I want people to experience it to find out...", it clears up the thing about people somehow DEMANDING that Kaz needs to tells us what's next. As some of us realize, Turn 10 people look at this forum for ways to bring the features and content that we want into FM4. It's one of the reasons why I don't care about the lack of "hey! this is what we're bringing to GT next!" tweets and information on the official GT site.
I'll just add some of the videos that I've kept of GT over the past year and a half.
The music of the video and detail of the track sum up GT (to me).
http://www.youtube.com/watch?v=qUtmlf2ZFdQ
http://www.youtube.com/watch?v=h7keKVJerK4
Only true about Jann and Lucas.
http://www.youtube.com/watch?feature=player_detailpage&v=6-D4C9lBMFo#t=101s
There are a lot of things that I haven't included about the history of this series, so don't think this is all there is to it. This isn't all that much, actually.
__________________
1one
Are there any car makers that won’t be appearing in GT5 that you’d like to see in GT6?
GT5 will have a few historic models in it, but looking back at automotive history there are a lot of cars that would be nice to have. I couldn’t narrow it down to one manufacturer, but Porsche is definitely at the top of my wish list.
2two
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.
3three
The game boasts more than 1,000 real cars. How long does it take to construct one car from start to finish?
"For a premium model in which even the interior is completely re-created, it takes six months for one car. For a standard model, it takes around four weeks."
"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 (edit - this interview was made over a year before GT5 released). 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."
4four
Dec. 2007
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.
5five
"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."
"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."
6six
"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 (released two full years after GT1) for PlayStation to just over 150 for Gran Turismo 3 A-Spec (released one and a half years after GT2) for PS2. For reference, consider this: the last game for the PS2, GT4 (released three and a half years after GT3), had more than 700 cars and 51 race courses."
All about GT4
"Some of the cars are multiple variations on a single base model; there are 20 different Subaru Imprezas and Legacies, 25 Mitsubishi Lancer/Lancer Evolutions, and 48 Nissan Skylines, including the Nissan GT-R Proto. (edit - Duplicates much?)
"Much of the recent news about GT4 has focused on disappointment - the promised online mode has been deleted. For now. Sad, but don't get too caught up in that. There's plenty to celebrate. No other driving game - possibly no game full stop - has ever been created with such scope, depth and ambition. It's huge. It will be huge. And, for the first time since the series began, a lot of it is genuinely new.
"All previous GTs had the same physics model (with a few tweaks), but GT4's has been built from scratch. We've tested it at length and can tell you it's at once instantly recognisable and completely refreshed.
"Polyphony is claiming an enormous 650 cars, of which 450 are new. Well, new to the game - although it focuses mostly on the '80s and '90s, the selection runs from now all the way back to 1945.
"When you know that it takes one designer a month to create one car, and there are 650 cars, you begin to understand the delay.."
Forget the "man-hours" per Premium every 3-6 months that a lot of you thought it was. ONE person is assigned to work on virtually replicating ONE car for the next approximate six months.
7seven
"In GT and GT2, both for PS1, a designer spent a day (edit - Kaz has said it took 1 week each for GT2) to model a car. In GT3 and GT4, for PS2, the same worker spent a month (edit - I read from Kaz elsewhere that it was 2 weeks for GT3 and 1 month for GT4 car models; GT4 + Tourist Trophy were the only PS2 games that could render gameplay in 1080i) modeling the same car due to the increased amount of polygons. In GT5 for PS3, they require six months to do the same job," Yamauchi explained.
8eight
“With PS3, we finally have the power we need to turn our ideas into reality. Before PS3, our ability to create vehicles with the desired visual quality was limited by the hardware. Now we can really obsess over every little detail to the extent that over-obsessing is now our concern…. (Laughs) Apart from real-world vehicles, the cars in GT5P are probably the most precisely engineered in the world.”
The cars have forms that could be mistaken for real-world models. Does GT5P represent the ultimate in realism?
“No. I’m sure we haven’t reached that stage yet. We need to be more modest about what we’ve accomplished thus far, and continue to proactively move forward to explore the power of nature and physics so that we can reproduce cars perfectly. Not even PS3 has the capacity for that. We’d need a performance boost of around four orders of magnitude” (Laughs).
Recreating the Vast Natural Vistas of the Eiger Nordwand a Daunting Task
Hiroshi Samatsu worked on the racecourse design and played a central role in the design of the course on the North Face of the Eiger. “My challenge was to achieve sufficient intensity in the local photographic material to match the improved image quality of PS3. The Eiger is closed to vehicle traffic, so I had to climb the mountain on foot and use a helicopter to obtain photographs of the 4,000 meter peak. Changeable weather conditions further complicated the task of capturing the best possible pictures.
9nine
The GT games are known for their meticulous realism and accuracy. Have you ever been agonizing about some minute detail—like, say, the sound a windshield wiper makes on a 2003 Mustang Cobra—and thought to yourself, Okay, now we’re just being silly?
I think if you look through GT5, you might find in many places that we’ve gotten “silly.” I think that over-the-top attitude is what gives Gran Turismo its character. We don’t want something that is just well made; we want to make it something that makes you feel a bit of crazy madness.
edit - https://www.gtplanet.net/forum/showthread.php?p=5939862#post5939862
10ten
https://www.gtplanet.net/clarkson-meets-yamauchi-wearing-offensive-t-shirt/How did you first get into cars and games?
I remember falling in love with cars back when I was about three. I got into video games when my parents bought me a computer; I was around ten years old, I think.
How did the Gran Turismo series come about?
I've always liked racing games. When I was around 15 years old it just came to me as an idea of a race game I wanted to play. A game in which there would be an accurate physics simulation and, of course, real-world cars.
How did you map out the TopGear test track on Gran Turismo 5?
We had a helicopter taking aerial photographs of the circuit, and had ground crews taking photos and measurements of the track all the way around. It took about three to four days to finish the whole thing.
What did you think of the TG track?
I tried driving it myself, but it's really hard to find the driving line. It's so wide that it becomes difficult to find markers and visual points. It was only after I sat with the Stig as a passenger that I finally realised where all the turn-in points and the correct driving lines were.
Did you drive the Reasonably Priced Car?
No.
Were you faster than the Stig?
[Laughs] Not at all, actually. However, I didn't really have an opportunity to go all out on the test track either, so...
Why did you include the TopGear test track?
Simply because the TopGear programme is so funny and interesting!
http://www.psu.com/forums/showthread.php/168883-This-is-how-the-guys-at-Polyphony-Digital-work
I guess it's true what they say. If you love what you do, it's not really work. Which might explain why almost every desk at Polyphony has a cot or sleeping bag underneath. And even when it doesn't...
they improvise.
edit - A lot of these things are implicit in that they let people know about the way PD works.What's the next step for Gran Turismo?
[Laughs] We'll be able to show you something some time in the future. I want people to experience it to find out...
With, "I want people to experience it to find out...", it clears up the thing about people somehow DEMANDING that Kaz needs to tells us what's next. As some of us realize, Turn 10 people look at this forum for ways to bring the features and content that we want into FM4. It's one of the reasons why I don't care about the lack of "hey! this is what we're bringing to GT next!" tweets and information on the official GT site.
I'll just add some of the videos that I've kept of GT over the past year and a half.
The music of the video and detail of the track sum up GT (to me).
http://www.youtube.com/watch?v=qUtmlf2ZFdQ
http://www.youtube.com/watch?v=h7keKVJerK4
Only true about Jann and Lucas.
http://www.youtube.com/watch?feature=player_detailpage&v=6-D4C9lBMFo#t=101s
Last edited: