For example, I finally got some hands-on time with Gran Turismo 5, and while the controls were set up in a very arcade-like fashion that kept me from getting a feel for the game’s physics—which are purportedly more advanced than those of any game to come before—I did get to see GT5’s new damage system in full effect.
For the first time in a Gran Turismo game cars can become extensively damaged, with fenders, doors, and hoods crumpling and falling off. They can even roll over, though, due to manufacturer concerns about consumers seeing their coveted rides lying impotent on their roofs, they automatically right themselves.
Interestingly, the Polyphony Digital delegate who led me through the demo said that the only reason crash damage exists in the game is because of mountains of requests they’ve received from American gamers. The vast majority of content requests they get from European and Asian players is for more authentic cars and tracks. Only Americans, it seems, are fixated on busting up their virtual vehicles.
He also added that, according to their research, most players who want to see realistic damage—including issues that affects performance and handling—end up turning it off after just a few races. “They say, man, that’s cool, then switch it off because it makes the game too hard.”
Seems like a lot of work for a feature that ends up being used by so few people.
However, that Polyphony Digital would put such effort into something they know will be used by a niche group is likely an indication of their determination to make Gran Turismo 5 the most full-featured and authentic racing simulator to date.
My interest in this franchise, which, after the release of the disappointing Gran Turismo for PlayStation Portable, had been flagging, is officially rekindled.