GT6 Sales Discussion

Success of GT series lays in acceptability to casual players. Without them, there is no commercial success.

Imagine just for a second how MAYBE that sensitive line of "acceptability" has been crossed with GT5 being made too hardcore for the casual players. And now that is reflecting on GT6 sales. Because GT5 was too vast, too hardcore and too complex and casual players felt it is not "their" game anymore. So they decided not to buy GT6. Because there are simply no 10 million hardcore players outthere.

Sorry, but this is really funny. GT5 hardcore? You are kidding right?

I stopped playing GT series at GT5, because it was so horribly vague, completely unrealistic, and as my signature says; PD switched to a philosophy of wins being more important than the racing (yes of course I mean offline mode).

You have to make a real effort in GT5 to lose (and apparently even more so in GT6, but I didn't buy GT6).

Racing games are traditionally skills based. Meaning they are usually quite hard at first, until you start to develop the skills required. Since GT5 & 6, seem to have taken the focus away from the skill of racing and turned it into a level based platformer, where the idea is to win (not to race) a bunch of arcade challenges to unlock stuff, they have removed the skill element.

GT1 to GT4 were much more hardcore. Maybe you don't remember GT1's reputation for being hard (but fun) amongst the casual gamers? I do.
 
Sorry, but this is really funny. GT5 hardcore? You are kidding right?

I stopped playing GT series at GT5, because it was so horribly vague, completely unrealistic, and as my signature says; PD switched to a philosophy of wins being more important than the racing (yes of course I mean offline mode).

You have to make a real effort in GT5 to lose (and apparently even more so in GT6, but I didn't buy GT6).

Racing games are traditionally skills based. Meaning they are usually quite hard at first, until you start to develop the skills required. Since GT5 & 6, seem to have taken the focus away from the skill of racing and turned it into a level based platformer, where the idea is to win (not to race) a bunch of arcade challenges to unlock stuff, they have removed the skill element.

GT1 to GT4 were much more hardcore. Maybe you don't remember GT1's reputation for being hard (but fun) amongst the casual gamers? I do.
I still play GT4 lovely game.
 
Sorry, but this is really funny. GT5 hardcore? You are kidding right?

I stopped playing GT series at GT5, because it was so horribly vague, completely unrealistic, and as my signature says; PD switched to a philosophy of wins being more important than the racing (yes of course I mean offline mode).

You have to make a real effort in GT5 to lose (and apparently even more so in GT6, but I didn't buy GT6).

Racing games are traditionally skills based. Meaning they are usually quite hard at first, until you start to develop the skills required. Since GT5 & 6, seem to have taken the focus away from the skill of racing and turned it into a level based platformer, where the idea is to win (not to race) a bunch of arcade challenges to unlock stuff, they have removed the skill element.

GT1 to GT4 were much more hardcore. Maybe you don't remember GT1's reputation for being hard (but fun) amongst the casual gamers? I do.

The thing about GT5, the bit everyone neglects with these 'hardcore' comparisons, is/was online.

So this idea about always winning in GT5, I assume you won a few seasonal time trials before you retired?
Or just gold medals? And you always won online races?
 
jimipitbull-> Don't get me started on the crap that GT5 Online is. ANyone saying GT online is a good, smooth and well-thought experience is a completly ridiculously ignorant player in my book.

Not saying you could not enjoy it though... just that it required so much efforts and lacked so many tools to enjoy it smoothly that it was basically broken to me.

Unless you organised a race outside GT (on forums for instance), online in GT was the worst online experience of any AAA gama I tried. ever.

And no leaderboards (not even in GT6!!!)... what a joke.

Go try AUtolog and then come back and say GT online is good.

Ho...and then there was the bug that had a different physics engine online compared to offline... (fixed after what? 1 year or 2 ? Don't remember...)

You can't be serious...
 
Cassius, no it wasn't perfect, but it evolved quite a bit over GT5's life. It gave the game longevity - plenty still play, and will do until servers are turned off.
 
The thing about GT5, the bit everyone neglects with these 'hardcore' comparisons, is/was online.

So this idea about always winning in GT5, I assume you won a few seasonal time trials before you retired?
Or just gold medals? And you always won online races?

That isn't related to the game in general being more hardcore in the slightest. A game doesn't become more hardcore because you can race online against people that are stupidly fast.
 
GTP members and overall hardcore audience are unbelievably small part of the GT series consumers.

It would be great if many people here would jump off from their high elitist horse and understood how their opinion clearly matters - and it is very often taken into account by PD - but it is not detrimental, foundational nor exclusive for idea of GT series design, execution, content planning of feature implementation.

Also, if I was in charge of collecting "focus group" data from GTP, I would probably already be in the asylum. Imagine why.

Success of GT series lays in acceptability to casual players. Without them, there is no commercial success.

Imagine just for a second how MAYBE that sensitive line of "acceptability" has been crossed with GT5 being made too hardcore for the casual players. And now that is reflecting on GT6 sales. Because GT5 was too vast, too hardcore and too complex and casual players felt it is not "their" game anymore. So they decided not to buy GT6. Because there are simply no 10 million hardcore players outthere.

So, what are "we" exactly doing with our constant push for GT to become more hardcore, more like iRacing, Raceroom, rFactor or Assetto Corsa? What are we doing for the actual commercial success of the GT series? What are WE doing for its sales in the long term perspective?

I am not sure I actually like the answer to my own question.

I have to disagree with your premise that GT5 was too hardcore and complex for the casual gamer. Except for the addition of the online mode, what exactly made the game more complex than, say, GT4? And that game is still named by many as the best game in the series. The problem with GT5 was, in my opinion, that the UI was so slow, and the career-mode was not up to what people were used to from GT4. Online mode wasn't exactly stable, but we had learned to live with many of its quirks over the time we were playing it.

With GT6, PD addressed some of GT5's biggest problems, and they did well in that regard. The quicker UI alone is a joy after what you were used to in GT5. But the fact that the new game to this day does not even offer lots of functionality that was available in GT5, let alone an allegedly completely rewritten and improved online code, which might have been improved feature-wise, but proved to sometimes be incredibly unstable, doesn't serve to boost people's opinion about the GT-series and where it's going.

If you're looking as to why GT6 is not as successful as GT5, look no further than exactly those casual gamers you mentioned, who were bound to be much more interested in the PS4 coming out at the same time than a racing game being released on a dying platform which had already proved to be incapable of dealing with all it was supposed to do in GT5. Why would those casual gamers have bought a very similar game on the PS3 one more time? Combined with the fact, that the time for the release window for a PS3-game was running out and the game had to be released when it was, i.e. in an incomplete state, it's more us hardcore-fans of the series who haven't got any comparable game on the PS4 that would entice us to switch just yet, who were buying the game, and therefore are disappointed by what we have (not) been presented so far.

Of course, all of us, casual or hardcore, only pay more or less the same amount of money for the game, but I think it's exactly the people who play the game for hours and hours, who get annoyed enough by some bugs or quirks to actually voice their frustration and post them on a forum like this. The fact that only a tiny percentage of all players frequent these pages doesn't mean that they don't represent what many casual players thought about the game when they were playing it. So, of course, the feedback is overwhelmingly from hardcore players, but the majority of it is not incompatible to casual gamers' needs.

So, if you're asking what we do for the commercial success of the series, I say we offer our collective "expertise" as to what we think ought to be changed for a future release to be a better game. That doesn't make us entitled to anything and we do it for free. But I think it would be extremely foolish to completely disregard what the people playing the game the most (and I'm sure that even includes PD employees) think about the game.

I'm not saying PD is incapable of delivering a great game anymore. I also think, given enough time to properly implement and test all features, they will do so on the PS4, but it will need their undivided attention, which is something they haven't had in a long time.
 
That isn't related to the game in general being more hardcore in the slightest. A game doesn't become more hardcore because you can race online against people that are stupidly fast.

Hardcore is a state of mind, not everyone can perceive it Samus.
 
I agree with all of you who are criticizing my post because I am also one of the people who would love that GT becomes a true 100% pure simulation.

However, I am also confident that the MAJORITY of the casual population never actually saw 99% of the objections we - as hardcore community - had over GT5. I am confident that the vast majority of casual population didn't give a damn about inconsistent framerate (before 2.0 patch), 2D trees, pixilated smoke, no brake fade, changes in physics manifestation in offline and online, inability to save in endurance races, B-Spec management issues, standard/premium divide, whatever we all complained to hell and back - and PD went that far to listen to all of that and try to please us. And they did, in almost all imaginable ways.

However, just look at the available data about trophies in GT5 and see the actual percentages for some of the modes, especially "hardcore" ones. Nurburgring Challenges, Top Gear Challenge, IA and S licenses, Expert and Professional races venues, overall completion rates.. Percentages are so small, it is almost unbelievable. Why?

I think - and that is my personal opinion - how GT5 actually did cross that sensitive line of being too much hardcore. And I am not surprised by the apparent (not confirmed) fall of sales for GT6 - despite getting great reviews, especially compared to GT5.

In my personal and subjective GT series went over that sensitive border and alienated the casuals with GT5. Trophy data suggest that in great margin. The way how GT6 was designed clearly shows that PD tried to make a game more approachable, more like GT3 (series best-seller) and to bring back the casual audience. However, the gap with challenges and options made to please us, the vocal minority, has probably been widened to a great extent.

Even if it turns out how GT6 sales are 50% of insane sales of GT5 (11 million), it is still a gargantuan success of the racing game in the simulation sub-genre. None of the broadly speaking "sim-racers" can pull such numbers for years now (last one was Forza 3 that gathered close to 5M in 2009, with the constant decline since then), while hardcore simulations - which are still living on the PC only - are jumping through the roof when they manage to sell over 500.000 (and GTR series was the last that managed to pull such numbers).

I think how many do not understand how actually SMALL the market for proper simulations is and how it is hard to become a AAA seller in this genre we all love.

So, to conclude - I agree with all the reactions to my post. After all, we are all in the same boat. I would love to see the day when GT series will get penalty flags, penalty system that works, fierce AI, brake fades, long-term body damage system, all tracks with day/night and rain, insane number of A-Spec and B-Spec events - and most importantly - all features we are still waiting to be implemented in GT6.

But in the same time I can't help myself to think how GT became too complicated for the casual players. And that is where the decline could be factored from. As I sad few times, Trophy data from GT5 shows that.

What WE ALL want for GT to become is our perfect simulation game. To have everything each of us loves in GT, but to also have what each of us would want our perfect driving game to have. And after ten years spent on GTPlanet and 16 years of playing GT series all I can say is how such goal is damn subjective and individual one.
 
The thing about GT5, the bit everyone neglects with these 'hardcore' comparisons, is/was online.

So this idea about always winning in GT5, I assume you won a few seasonal time trials before you retired?
Or just gold medals? And you always won online races?

I did some racing online against my (RL) friends, but that all got nixxed when they killled gifting & duping cars. We would each of us take turns to set-up a race, using a specific car & then gift that car to each of the competitors (obviously duping them for the high end vehicles).

Then PD decided that we couldn't do that. After that organising events became too much like hard work for all of us. Most of them have kids & I have various health issues and a very random job and a random girlfriend.

I tried just going online for casual races with strangers, but it was awful. I don't need to reiterate all the problems of finding a decent room here. I would often find myself having wasted an hour just trying to find a decent room, thinking 🤬 this, I'll stick on shift 2 and do some quick races. Which turned out to be a lot more fun. Loads more challenging than GT5's offline mode.

It seems the only way to enjoy GT5/6 online is by actually scheduling events with specific people and that makes it very difficult, who need to work to make sure they have an appropriate car beforehand etc... etc...

I did do some time trials, ended up in the top 10 -15k after a couple of attempts, but I am never going to gold those, and I'm not a huge fan of just time trialling. Which is why I stopped playing GT5 and didn't buy GT6, because that is about the only thing they are good for and even then there is no ability to manage the stored time on a track, or view just the same car's times, or delete individual times etc..etc..

It is truly pitiful what GT series has become.
 
That is totally not what I want.
I don't think it ever could be. Turning it into a full racing simulation would turn so many casual customers away, who make up a fairly large amount of the consumers. GT has always walked a fine line in having something for everyone, and in order to survive it'll still have to.
 
Why a Racing Simulation can not be also for casual players ?
I mean they can set different modes with evolutive physics:

Amateur = Arcade physic
Pro = Sim physic
Hard core = Ultra Sim physic

And then for online racing add in lobby setting the option : if you want to race with every body or only with Hard core players or Sim ….
 
...
However, just look at the available data about trophies in GT5 and see the actual percentages for some of the modes, especially "hardcore" ones. Nurburgring Challenges, Top Gear Challenge, IA and S licenses, Expert and Professional races venues, overall completion rates.. Percentages are so small, it is almost unbelievable. Why?

I still don't understand what you claim is hardcore about a game with the worst AI , I have ever tried.

The worst "racing" formula ever (always from the back of a very spread out rolling grid). I truly believe they implemented this because their AI is so unbelievably bad.

A very restrictive mindset from PD who offer very few options for how a player wants to play the game.

No levels of AI difficulty (there is a very good reason why almost every racing game in the history of the genre employs this technique)

Take a look at the "give us options" thread. Many of the ideas in that would go a long way towards fixing the game as long as they included completely throwing away the AI code & getting someone else to write it, because the AI has never been good and is currently the very worst I have ever played against.
 
Having something for everyone implies opening the “custom option toolbox”; something PD is apparently reluctant to provide so far... maybe protecting game integrity (mandatory for some of it's purposes) is a larger problem to solve than expected...
 
Why a Racing Simulation can not be also for casual players ?
I mean they can set different modes with evolutive physics:

Amateur = Arcade physic
Pro = Sim physic
Hard core = Ultra Sim physic

And then for online racing add in lobby setting the option : if you want to race with every body or only with Hard core players or Sim ….
Like Like Like Like Like Like Like Like Like Like Like Like Like Like Like Like Like Like Like Like Like Like Like Like 👍
 
However, just look at the available data about trophies in GT5 and see the actual percentages for some of the modes, especially "hardcore" ones. Nurburgring Challenges, Top Gear Challenge, IA and S licenses, Expert and Professional races venues, overall completion rates.. Percentages are so small, it is almost unbelievable. Why?

I think - and that is my personal opinion - how GT5 actually did cross that sensitive line of being too much hardcore. And I am not surprised by the apparent (not confirmed) fall of sales for GT6 - despite getting great reviews, especially compared to GT5.
PSN trophy data might be a good indication of things, but it certainly isn't giving you the whole picture to why ''things are the way they are''. It's easy to point out the casual crowd, but I believe that there's more to it than that.

I'm one of these people who never bothered to complete a huge part of the game and I'm nowhere near being among the casual audience. How come? It was - kindly put it - boring, tedious and dull; same goes for PD's latest effort. I'm fairly sure I'm not alone in this.
 
As an absolute fan who bought GT1, GT2 and GT3 twice (Japanese and euro versions everytime), a madcatz wheel, then 3 logitech wheels, 3 different game seats, A T500rs, a CSR elite, 2 TH8RS.... all this just to play one series: Gran turismo... I feel betrayed by the lack of involvement and I take PD's reluctance to fix very easy problems as, simply put: disrespect to fans.

GT5 and 6 REALLY feel half-baked... you might love them, you can't deny they feel unfinished (and in GT6's case, it is, factually...as we still wait for important features with no news as to when we can expect them).
The sacrifice of framerate for eye candy ...
The sacrifice of sounds for eye candy, despite all the fans begging fo better sounds (and Kaz not being able to say of they will update them drastically or not in GT6... just vaguelay saying "we might patch it...but not sure...after 3 years dev!)
The lack of leaderboards (which were in GT5 prologue IIRC)...
The broken IA...
The total lack of communication...
The lies when they said we would get 1 new track/month...
The lack of the fastest cars in the world: Hennessy, Koenigsegg 1-1, Laferrari, Mac Laren P1,...
The downgrade of night races (yes...they even downgraded their best feature between 5 and 6...unbelievable...)
The crappy online mode that feels like it was designed 15 years ago...
The bugs...
The updates and patches that need to be repatched...
The lack of an full note on patches (can you believe we have to guess it ourselves? can't they just say what they changed instead ? What's wrong with them ?)...
The lack of community manager and official canal to give/get feedback...
The moon missions (OMG Kaz)...

I bought GT6 used...
I'll do that again with GT7 and I urge you guys to do the same... only way to change this terrible mess.
 
I'm fairly sure I'm not alone in this.

You are not, I am in the same crowd. I never actually finished GT5's career mode either, more interesting - I have a higher percentage of B-Spec events closed than A-Spec.

However, it also points to what I imply - how the current system is problematic to all types of "crowds". It does not cater to the mainstream because it's too complicated and it does not encourage hardcore, because it lacks a lot what hardcore is striving for.

I am not saying - and I see how I may be understood like that, so accept my following disclaimer - how either GT5 or GT6 should not be drastically improved in many ways. There is significant room for improvement on the various fields and those improvements should be really made ASAP.

But at the same time I am still standing by my initial discussion-points (not claims, because I do not "claim" anything, those are just my personal conclusions, based on my subjective observations of various available inputs).

Time will tell.
 
Why a Racing Simulation can not be also for casual players ?
I mean they can set different modes with evolutive physics:

Amateur = Arcade physic
Pro = Sim physic
Hard core = Ultra Sim physic

And then for online racing add in lobby setting the option : if you want to race with every body or only with Hard core players or Sim ….
You're perfectly right, but GT has to cater for people who aren't that interested in racing as well. Car enthusiasts, tuners, collectors, everything really. They walk a fine line in giving everyone something to keep them entertained.
 
The first thing GT should want to be is a GAME, as it was on it's roots. The FUN factor must be upgraded severely in the series. And I, along with a lot of people, don't play online. When Kaz said he'd like to implement a "human drama" to GT6, I was eager to play it, it seemed GT6 career mode would be hugely upgraded, but in the end, it only got simpler, "flatter".
 
However, it also points to what I imply - how the current system is problematic to all types of "crowds". It does not cater to the mainstream because it's too complicated and it does not encourage hardcore, because it lacks a lot what hardcore is striving for.
I believe you're almost right on the spot and pretty much agree with the above. However, as far as the mainstream crowd goes, I feel that the last two games are catered towards them more than ever - at least in my opinion. There was very little that appealed to me as a (''hard'')core gamer and fan of the series.
 
I'm so much in agreement with what Samus said that I could quote almost all of his posts here with some tup.

I'll just say here, in my not so humble opinion, that what GT needs right now is a complete overhaul. They need to go back to square one and rethink their entire game, in the sense of "what they want to achieve with their game", besides selling a truckload of them, obviously.

Because right now, the supposed proposition of GT7 is basically "GT6 ported with a few tweaks on PS4". And that's not gonna cut it, as GT6 was a mess, and was perceived by a lot of people, including long time fans, as a mess. So this mess of a game at a stable 1080p@60 (hopefully, this time ...) isn't exactly the most exciting gaming proposition of all time.

They need to keep their "vision", this idea of a certain form of authenticity regarding cars and race tracks, and shape that vision into an actual game. Yes, a game. Most likely a game with strong "sim" elements, but a game nonetheless (it's not a dirty word). Because if I just want my fix of super realistic car simulation, in an "as realistic as it can get" environment, I already have iRacing for that.
 
According to VG Charts GT6 is at 2.25 million globally. GT6 has a long way to go before it gets close to GT5. Although the GT franchise is one that sells well right through each incarnations life cycle it might only get to 4 million by the time GT7 ships on PS4. Time will tell. If PD introduce many missing and promised features we could see several spikes in interest. Still many people playing GT5 who are perhaps holding back in buying GT6 until it offers more over GT5, which is not much right at this time, and less in many ways.

GT6 has actually hurt the community I race with due to the online being less functional in many ways in terms of lounge and how they are created. The coffee cup is sorely missed.
 
I don't really see what was complex or hardcore about GT5 or especially GT6 that wasn't an issue for GT1-GT4 when both of them were (GTPSP excepting) by far the most straightforward titles in the series. Something being annoying to put up with doesn't mean that it was annoying because it was complex. Sure, there were the handful of really difficult events and achievements in both of them that the casual player would never put the time into playing more than once and would therefore never gold, just like there were a bunch of events in GT4 that I imagine no one ever bothered with if they didn't immediately get it; but that doesn't change that the game design itself on a macro level was almost a complete upheaval of the nearly anything of the first 4 titles to instead have a far more controlled played experience.

In fact, I'd argue that the simplicity is to blame more than anything else for the apparent defection rate. Whereas before you could ignore PD's at times questionable design decisions because you could do the races you wanted, now you have to take the route prescribed by PD, even if that isn't to your liking or doesn't make any sense; and PD "fixing" it for GT6 just made it worse. If this was GT4 or GT2, within about 90 minutes of starting the game I could play almost race or drive nearly any car I wanted in the game. The merely a matter of money. If that car was one of the ones that PD took pains to advertise and sold me on the game, all the better.





Let's try an example: Let's say I was a casual fan of racing (but not necessarily GT) who bought GT5 purely because of all of the advertising about NASCAR. I wouldn't ordinarily buy a GT game, but NASCAR is in it and there isn't really a NASCAR game this year, so GT5 it is (which was undoubtedly the point of including NASCAR in the first place). So I boot up the game and I realize that I have to play a couple dozen hours or whatever to be able to try a NASCAR race (after looking it up to make sure it is in the game, because the game won't let you see where the NASCAR race even is until you unlock it). Even before I got to it and found out how poorly implemented it was, why wouldn't I be turned off by that approach to letting me play the stuff in the game I bought the game to play?

And instead of NASCAR, you could also substitute WRC or Top Gear; or even game features from GT4 like Photomode or B-Spec, which similarly were loaded up with silly restrictions presumably put in place to make things simpler.
 
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Essentially the game is old fashioned. Large sales for GT5 probably made them play safe; hopefully poor sales from this game and being on PS4 will make GT7 a lot fresher.
 
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