How to fix the Gran Turismo series....

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How to fix the Gran Turismo series....

I think most of us have found faults with GT5 but I want to address the series as a whole. This isn't intended to be a critique or a wish list, but at the same time I can't deny that it isn't.

1. First, I believe that Gran Turismo is a series with a serious identity crisis. Polyphony Digital doesn't seem to know whether the game should be a serious racing enthusiast simulator or a casual driving game for people who love cars... especially Japanese cars.

The problem is that nobody has successfully accomplished such a thing in the racing genre. When it comes to racing games you are Arcade or Realistic and there isn't too much in between. It is the difference between Need for Speed and the serious PC simulators such as GTR, iRacing, and rFactor.

If you like both types of games, as I do, you find that if you want a more mindless game that you don't need practice in you go the Arcade route, but if you want to hone your skills, become a better driver, tweak your car's setup, and have serious races online with others you go the Realistic/Simulation route.

Gran Turismo is both... which is good and bad. Neither the Arcade or Simulation route in GT gives you the satisfaction you would have from a game devoted to either end of the spectrum.
To make an analogy:
Arcade games are like a Jaguar XJ220 - a high top speed but lacks in handling
Simulation games are like a Lotus Elise - a car with superb handling but lacks the top speed
and Gran Turismo is like its trademark favorite car, a Nissan Skyline GT-R - a car with a decent top speed and decent handling but not particularly great at either.

So the first thing for Gran Turismo to do is to decide which way it wants to go because right now (with GT5) I don't think it is pleasing either side of gamers. I believe it should go the route of Simulation/Realism which would mean a break from some of the things we've seen in the last two Gran Turismo games (which I will go into shortly).

On the console there are very few real competitors in the racing simulator genre. One could argue that Forza is a formidable opponent but Forza is on another console. There are not enough people that have both X-Box 360 and Playstation 3 and very few will buy a console for just one game in particular (although I must confess I bought a PS3 with Gran Turismo 5 in mind.) So realistically Forza isn't really a major competitor since they don't even butt heads on the shelves - very few people have the luxury of choosing which they will play and many of those lucky folk will buy both anyway.

On the other hand there are plenty of competitors on the Arcade racing genre and to be honest they are more fun for a quick race with friends (online or offline) than Gran Turismo is.

2. Gran Turismo needs to break from the things that aren't essential to the game. If Gran Turismo wants to claim themselves as the "Real Driving Simulator" or "The Drive of Your Life," they need to get rid of the disc space eating material and replace it with things actual related to cars and driving.

Photo mode is something that is unique and interesting but unessential to a racing simulator. I understand Polyphony Digital's need to "show off" the detail they put into the game but imagine the amount of cars and tracks that could have been on GT5 if this feature didn't exist. The same goes for the intro videos into some of the Special Events (especially the Grand Tour) and the 15 minute intro video into the game. The producers of the Gran Turismo series need to spend less time making features unrelated to the major scope of the game and more time on the actual racing in the game.

Another such feature is B-Spec mode. The only useful thing about B-Spec mode is to allow the computer to drive a few hours in the 24 Hour races for you (Which can't be done in GT5). If Polyphony Digital feels the need to have a game in which you manage drivers and races it should release it in a seperate game. I have yet to hear from anybody that they really enjoy B-Spec mode in either GT4 or GT5. This feature in GT4 was atleast somewhat optional but much less so in GT5. It is both annoying and tedious.

There are also some other features that, while some being in almost all of the Gran Turismo games, are useless and insignificant. You can find all of these features in the GT Auto shop. Car wash and oil change animations are small but unnecessary features. If Gran Turismo wants to keep you maintaining your vehicles it should first start by considering things like brake and tire wear over time and less on how shiny your car looks.

3. When we think of Gran Turismo we think of cars and tracks in strong diversity. If I'm not mistaken, GT3 had the most diverse selection of cars (lowest Japanese percentage as a whole) and a hefty amount of tracks (though not as many as GT4.) Yet GT3 was the best selling Gran Turismo game and it did not have a huge carlist.

Gran Turismo needs to stop with the deceiving car and track numbers. The number of cars has always been a strong selling point for the Gran Turismo series since the first game (166 Cars!). As of the last 2 games however, that number has been deceiving. Take GT5 for example: 1031 something cars. But anybody that has played the game for a reasonable amount of time can see that the number is more like 700 unique MODELS. To me it is okay to have 30 Nissan Skylines and Mazda MX-5 variants but counting them towards the total is a little unethical. I call it "car count milking" and if I'm not mistaken Polyphony Digital does this on purpose to raise that car count number.

There is also "track count milking" by Polyphony Digital by counting track variants as a completely seperate track. Reverse tracks are not "new tracks" and removing a chicane or two does not give you a whole new track. I think the figure of 70 some tracks that Polyphony Digital claims to be in the game is ludicrous and deceitful. I'm still not sure why we have both the 2005 and 2009 versions of Circuit de la Sarthe in GT5.

Track and Car diversity is a big deal in racing simulations. It is no wonder why PC sims such as GTR and rFactor have huge modding communities that continuesly release new material on a weekly basis. When it comes to Car diversity it is high time that Gran Turismo actually listens and begins modeling more cars outside Japan. If you live in Japan, the odds of you owning a car featured in the game is atleast three times that of those living in Europe or North America. Everyday Japanese street cars such as a Mazda Demio or Suzuki Alto Works are in the game but every day street cars such as the Nissan Maxima, Chevrolet Cobalt, Ford Escort, or Toyota Camry found in North America and Europe cease to exist.

When it comes to track diversity I find it is better to have a good mix of real life and fictional tracks. Fictional tracks are good because they force you to learn new circuits. GT5 did a great job on the new fictional tracks they added to the game (particularly Cape Ring), but a shabby job of the real life tracks. Other than Daytona, Indianapolis, and Monza there are very few NEW venues to the game. When it comes to variants of tracks I think it is more important to have more venues than variations: 7 Nurburgrings and 8 Chamonix variants if you count the weather ones.

When it comes to weather on tracks in the Gran Turismo series I think it is somewhat of an experiment for them. It seems that they duplicate a whole track and add weather effects rather than make them dynamic and less predictable like the weather in the PC sim GTR. I can't say whether the time/weather system is bad or good in the game yet but I do think it can be improved. The only gripe I have is the lack of the time feature in GT5 for Daytona as both NASCAR 400 mile race and the Rolex 24 Hour race are huge events held under the lights at the track.

4. Licensing. Overall Gran Turismo has gotten better and better on obtaining liscenses for Tracks and Cars but some are still obviously missing and others are used poorly. The most glaring omission that nearly everyone has noticed is the absence of Porsche. I have heard many stories and excuses as to why it is missing (EA still has the rights for 5 more years or something...). The point is that I can't imagine that Porsche DOESN'T want to be in the game and wouldn't somehow work out the legal kinks to give Gran Turismo the license. If it is true that this is not possible than I can't see why more RUF cars are not in the game as replacements and why there are other non-EA games out there featuring Porsches. (Could be wrong but aren't there Porsches in Forza?). My advice to Polyphony Digital is to GET IT DONE! It CAN be done with some effort... and the large amount of Porsche enthusiasts out there will ultimately thank you by buying your product.

Many of the licenses they have are not used well or to the full potential given to them (though some could have legal stipulations that we are not aware of). NASCAR, for example, was poorly used and represented in GT5. Though I am not a huge fan of NASCAR, I know well enough about the cars to know they perform nothing like they do in GT5. To get a more accurate representation of the sport you would need a full 43 car field and some tracks other than 2 of the largest venues they race in (such as the half mile Bristol). It would have been nice if they would have had Infineon in GT5 as it is a road course they actually drive at. At Daytona stock cars use restrictor plates that basically cut the horsepower in half and outside of a draft you would be lucky to hit 190 on the straights let alone 220 which is unheard of. Polyphony Digital would probably do better to create a completely seperate game for NASCAR and oval racing than encorporate such a thing in a road racing game.

While Ferrari and Lamborghini are great additions to the game, they lack many historical cars that would have been great to have. The absence of a street Diablo and an F50, 360, 550, or 355 are saddening to anyone a fan of either manufacterer in the last 20 years.

In conclusion, I write this in hopes the someone can translate it into Japanese and send it over to Polyphony Digital. Actually I'm kidding but it would be nice to see an improved game. I sincerely enjoy all of the Gran Turismo games but I believe the trajectory the series is heading in is troubling. There are many points a missed and if someone would like to add they can be my guest.

On a side note, I have been visiting GT Planet since its existance but have never registered and decided to make this my first... and maybe final post.

message by the catfish
 
I agree :)

also think there should be the option for the regular 'reliable' tuning you see in GT5 and then the aftermarket tuning section where you can make your little S2000 sillly by dropping a huge engine and big mods into it, for example there is an engine company out there who make street engines up to 1500 bhp and race ones up to 2500bhp (maybe more) these are of course V8s ;) but how awesome would it be to drop one of these into the compatible vehicles, dodge, chevvy, ford etc. damn awesome! :D same goes for other upgrades too body etc. but thats for another thread I think.

street legal racing redline (look it up) after the user made patches got it spot on! and with a much bigger budget behind the developers it could become amazing!!! :D
 
Car customization... Paint jobs, stickers, vynals, yes these have been asked for a lot in the past.... But i will say this, when comparing the photomodes from forza to gt, i kinda laugh sometimes cause most of gt's pictures dont need to be "suger-coated" by stickers and fancy paint jobs, and yet the gt seems to be dominant about the aspect of the cars "natural beauty"... Such of which forza lacks and argueably "is missing"... And in some interview kaz released a statement BEFORE the game came out saying
" i don't know whats going to happen but you have to get through the hurricane to get to the rainbow "... That too me says that he is probably experimenting and knew the game was nowhere near what he wanted it to be... And, that the wait is gunna be worth it for the better game that is supposed to be....
 
bigcatfish
2. Gran Turismo needs to break from the things that aren't essential to the game. If Gran Turismo wants to claim themselves as the "Real Driving Simulator" or "The Drive of Your Life," they need to get rid of the disc space eating material and replace it with things actual related to cars.

This.

P.s. Great write up, I really hope its not your last post. 👍
 
Car customization... Paint jobs, stickers, vynals, yes these have been asked for a lot in the past.... But i will say this, when comparing the photomodes from forza to gt, i kinda laugh sometimes cause most of gt's pictures dont need to be "suger-coated" by stickers and fancy paint jobs, and yet the gt seems to be dominant about the aspect of the cars "natural beauty"... Such of which forza lacks and argueably "is missing"... And in some interview kaz released a statement BEFORE the game came out saying
" i don't know whats going to happen but you have to get through the hurricane to get to the rainbow "... That too me says that he is probably experimenting and knew the game was nowhere near what he wanted it to be... And, that the wait is gunna be worth it for the better game that is supposed to be....

Yea Kaz mentioned about vinyl editor but he didn't want to implement it on GT5 maybe GT6 who knows.

@bigcatfish Awesome thread! You forgot to mentioned about damages. They tried something quite different from other racing titles when it comes to damages. I just don't think the polygon deformation calculation is working out for them. I'm sure the community probably got annoyed by waiting at level 40 to see the full damage. There's still not many people at that level not even me. That technology is somewhat takes alot of time in their development which they could have worked on something else. That was an experiment as well. They should just have pre damage models for now like the other titles; and try experiencing that tech on the next gen console and see how it goes.

When you mentioned about porsche's, that company signed a deal with another company(assuming it was forza) not to license with anyone else. That's why GT5 couldn't have porsche's. It was in one of the article's i've read a while back. I'll try to look it up again.

The problem with PD is that they released prologue (2008), GTpsp (2009), GT5 (2010). That's 3 titles each year. Instead of just focusing on one title, they focused in 3 other titles. We know PD made millions from prologue and GTpsp. I'm guessing that Kaz already assume he was going to make alot of sales with GT5 because he made so much on the two titles before GT5. They need to just focus on one title. If they do that we'll see more features. In my opinion I don't think they should develop any other titles other than the gran turismo series.
 
The problem with PD is that they released prologue (2008), GTpsp (2009), GT5 (2010). That's 3 titles each year. Instead of just focusing on one title, they focused in 3 other titles. We know PD made millions from prologue and GTpsp. I'm guessing that Kaz already assume he was going to make alot of sales with GT5 because he made so much on the two titles before GT5. They need to just focus on one title. If they do that we'll see more features. In my opinion I don't think they should develop any other titles other than the gran turismo series.

This and the 1st post + 1000000 👍
 
I agree with pretty much everything except for the nascar bit at the end having its own game. I say five to six track series both road courses and two restrictor plates, one mile oval, and 1.5 mile oval as well. That is all the game really needs. The point is GT is not a road course only game, if it was then rally wouldn't need to be place in the game. However, gt is an all encompassing racing game which tries to demand every type of racing for their fans. I love going from a nascar to a Group C car to an LMP and so on. Other than that this is an awesome write up and I still have half a mind to email PD since that's who PSN referred me to. I also think that the Dodge Nascar not being there is a disappointment. I also am disappointed by F1, I don’t understand how the FIA allows their Le Mans prototypes to be a big part of the race car selection, but not their F1. I would love to race a MP4/4 or MP4/5 against and MP4/25 or MP4/26. There is so much I’d love to see. I’m glad that Kaz has finally said that there are too many same Japanese cars, one too many Miatas. One other thing you didn’t mention that would be great to include actually two things is the car sounds and more tuning parts well I almost forgot to mention Supercar V8s. I agree if GT wants to keep up and not be criticized they should update more if possible and get rid of the unnecessary stuff. rFactor fans and other PC sims criticize GT for the fact they don’t have the cars they do and the physics engines. I stick with GT because I grew up with it, but I believe that GT still has a long way before the best is to come.
 
I have reason to believe Kaz didn't like the way GT5 turned out. Let's hope that at least any future updates and patches will lead to a better game than we started out with in the beginning.


Other than that, good write-up. Pretty much echoes what everyone on this forum has been saying for months now.
 
Just wanted to echo the sentiments of the OP, really good stuff. I too bought a PS3 with a view of playing and buying GT5. I have been a fan of the race series right from GT1 but only got more seriously into cars/karts when GT4 rolled around. Naturally I expected great things and was pretty ecstatic to get into the meat of the game to find the things that I was really hoping for, weren't there.

Considering the wealth of the karting scene in Europe, I thought GT5, with it's new found "karting" aspect, would at least make some steps to getting it right. While the physics of the karts are average at best, I thought that since they would be including the feature, we would see some epic representation of what the modern karting scene is like.

1. The Super One Series in the UK is probably one of the biggest stepping stones to becoming a serious recognised driver.

2. The Rotax Masters.... can't believe they didn't at least include one of the big European circuits to make this epic epic event a virtual reality. I have to say, it is one of the highlights on any international karters calender.

3. The new KF1, KF2 and KF3 series are building in popularity at an incredible rate and while I may be pining for a karting game rather than GT5, my expectations were based on the game being years in the making, plus the power of the PS3 and the standard we have come to expect from Polyphony of the years.

This was the year I thought they were going to really pull something magical out of the bag. Above all my dream was to have a really well represented and all inclusive BTCC series, played over some of the UK's most inspiring tracks.

Thruxton, Lydden, Brands, Snetteron, even Silverstone which I was sure would be there! I would have gladly waited extra time to be provided with a comprehensive game structure that went above and beyond that of a normal racing sim. A game that evolved as you played it. Even an interactive career mode where you could sign up for a specific championship of you're choice and race famous tracks over the world over a season, make a name for yourself and come back for more!

The content of A-Spec mode gave glimours of what could have been there. A hint of a full super GT series.... the DTM... the British GT (Creams.... :) ), but we got nothing more and while I will still play GT5 for sometime yet and be satisfied by the moderate offering of tracks, championships and longetivity, its not what I was expecting
 
I have a way of fixing the series. In GT6 include every track, car and RM that has gone missing from the series, in HD of course (no more standard cars/tracks). If needs be bring it out on two Discs, one to install all the track data and less needed options (photomode , etc) and one for actually playing the game.
 
Actually focus, propperly, on something, it's so half of this half of the other... We have GT500 right, and GT300 I think... We have some (not all) of the cars from it, no championship mode, no specific online race mode for it, nothing, just some GT500 cars slung in the mess somehwere... It's to "everywhere" and that's why I turn to Racing sims sometimes, where they do the ballast system for me, instead of me trying my best to get some form of system going that makes the thing fair.
 
PD need to sort the time thing out, given enough time I could model a premium GT5 car better than they can, being good means you can do it quickly as well as dong it well.

They are too slow at making the content for this game, massively out-sourcing the work is needed imo.
 
I don't think the rest of GT fans want to wait 10 years :)

They don't need to. PD just need to hire more people. I don't mean outsourcing the work either. I'm pretty certain they could tempt some of Forza and NFS' more talented staff to work for them.
 
They seem to be trying to make the biggest game ever made, with an average / smallish work force.

Obviously I'm not sure if they have a smallish work force, seems like it though.
 
It's not like they could double the amount of their staff and they all happen to be talented in drawing cars and tracks and adding them in the game.
 
I say, PD should go back on its philosophy like in GT1 and GT2 on which simplistic interfaces that MAKES the game not all the ritzy stupidity starting from GT Concept... :grumpy::dunce::indiff:
 
I agree on OP's point of GT having an identity crisis. GT is probably the only franchise that has (more or less) realistic physics but manages to sell millions of copies, and i think that the key to that is that GT has an arcade appeal to it. As long as it keeps pushing the graphics and stuff the casual gamers love, it should do just fine in sales. But they messed up GT5 in quality and there is a lot more competition now than when GT4 was released, so they really need to do some impressive stuff for GT6 if they want to stay relevant.

But somehow they managed to make better games than gt5 in less time and with a smaller budget so i hope Kaz re-thinks his philosophy.
 
If it has an identity crisis it's that it thinks it's a screenshot maker.

"6 months" it allegedly takes, for each premium car. Forget the premium models with useless details that you only see when you actually pause the game and look, and everything else, including the "standard" cars could be so much better than it is.

It's all very well saying "why haven't we got this, and why haven't we got that?". But time is finite.

Premium cars would be the first thing I'd get rid of if I went back to beginning of GT5 development as PD overlord. Then I'd think of better ways to spend the (at least) 50 years of man-hours remaining (it wouldn't be hard) once the "premium cars" were modelled to a "standard-plus" level.
 
An exellent & well written post, bravo! I like many others, pretty much aggree with everything you've said & if you check the: "Practice & Qualifying Sessions" post in the Feedback area of GT Planet, you'll find your not the only one who wants GT to become "The Real Racing Simulator" instead of just "The Real Driving Simulator".

Everyone, click on the 1st link in my sig & head over there now & leave a comment, if there are hundereds of them posted then prehaps PD will eventually move away from wanting GT to be more like Pokemon & actually give us sim racers a proper & authentic motor racing experience.


👍👍👍



:)
 
VBR
An exellent & well written post, bravo! I like many others, pretty much aggree with everything you've said & if you check the: "Practice & Qualifying Sessions" post in the Feedback area of GT Planet, you'll find your not the only one who wants GT to become "The Real Racing Simulator" instead of just "The Real Driving Simulator".

Everyone, click on the 1st link in my sig & head over there now & leave a comment, if there are hundereds of them posted then prehaps PD will eventually move away from wanting GT to be more like Pokemon & actually give us sim racers a proper & authentic motor racing experience.


👍👍👍



:)

Was reading your sig, got the end of line 1, lol'd !

I agree!

It's just a shame to see all this potential slipping away, hopefully GT6 brings the limelight back ;)


We need a livery thing, I think we should...


Have freely available templates to be edited on the PC using whatever we want to use.

Then put them on the PS3 and use a new GT5 feature to add the new layer onto the cars.

PC Sim Racers have been doing this since... Ever.
 
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Response to two points in the original post:


1. You make a good analogy as far as racing simulators to cars, but I think the core problem with Gran Turismo is one of game design, not a sim / arcade tightrope act as you make the case for. Simply put, GT5 feels like it has no concrete direction or overall design consistancy as far as progression for the player in A-Spec. It's the kitchen sink. GT has always been open-ended, but GT5 feels directionless.

2. I'd argue against the removal of things like Photo Mode and B-Spec. These things are not disc space hogs...the content such as the Premium cars and Premium tracks are the disc space hogs. Photo Mode is a lot of fun to break up the driving, and removing it would be a loss.

B-Spec mode, well it is indeed frivolous in its current form and without more strategic options for the player (pit windows, more detailed info and telemetry, refined driver characteristics, and such it is boring.
 
I'd like to offer my opinion, if I may, regarding the car count.

I personally enjoy the car-collection side of Gran Turismo, so have no objections to having 1000+ cars to play with. I do agree that there is an over-abundance of Skylines, MX-5s, NSX's, etc, and would like to see more diversity in the range of models (and manufacturers) available. However, I imagine there's a section of GT's fanbase that appreciates the differences between all these Skylines - perhaps they have been able to develop a drift tune that works on one particular version better than others, and a circuit set up that works best on another for straightforward racing.

I've had an idea to resolve that I think would keep both sides happy, which I've broken down into two parts.

Firstly, to address the number of almost identical cars, and I'll keep focusing on Skylines as my example, but it extends to MX-5's, NSX's, and so on. It seems to me that we have 31 Skyline roadcars split over five generations or chassis (R30-R34, the R35 being the GT-R striking out on it's own), and the differences between models of the same generation boils down to trim or engine levels. Therefore, my proposal would involve having each generation as the 'unique' model. When you visit the dealership to buy one, say an R32, you then get a choice of whether you want an '89 GT-R, a '94 GT-R V-spec II, or anything in between. This way, the collectors get an example from each stage in the car's development, and tuners get the specific base model they want.

Once the 'unique' model count has been addressed, we can move on to the issue of improving the diversity in the series - I fear this may develop into a brief insight into my wishlist! I seem to remember reading in articles about GT4 & GT5, Kaz and PD have said they want GT to almost document the history of the automotive industry. Unfortunately there's not a great deal of representation from the European and American industries bar an E-type, a few Fiats and a handful of muscle cars (there's not that much from anywhere else either for that matter). So, while I'm more than happy to have notable, popular or quirky Japanese cars from years gone by, let's have some more examples from the rest of the world. From Europe alone, I can think of several examples: iconic Euro-based Fords* such as the Capri, Escort and Sierra (Cosworths, RS- and XR- versions in particular), old 3- and 5-series BMW's, representation from manufacturers who were in British Leyland (Rovers, MGs, etc) and many of the tiny independent manufacturers who build barely a handful of cars per year.

Obviously, these additions would be as well as cars that get released between now and the next full version of the game!

(*On a side note, I've seen people elsewhere on the forum commenting on the fact that the AI can use certain Fords such as the Focus and RS200 in the European Championship, but the player cannot because they're registered as American. These same people have suggested it might be a good idea to split Ford further into those cars aimed primarily at Europe and those aimed primarily at America. I say further as we already have Ford Australia as a separate marque for the Falcon race car. I think this is a good idea.

Similarly, does anyone else find it, well, wrong that we can't use a pre-BMW Mini in the British Championship? Is there a more British car than the Mini? If PD are reluctant to put Mini completely back as a British manufacturer because the rights are now owned by BMW, could we at least make pre-'00 Mini's British? After all, Lexus has cars separated in American, Japanese and even one Korean model!)
 
The problem is that nobody has successfully accomplished such a thing in the racing genre. When it comes to racing games you are Arcade or Realistic and there isn't too much in between. It is the difference between Need for Speed and the serious PC simulators such as GTR, iRacing, and rFactor.

There's several games that fall between the two ends of the spectrum. Heck, even Forza and GT don't lie completely at the simulation end of the spectrum, as PC racing sim elitists will be sure and quick to argue about how much less realistic these are versus some PC offerings. The Project Gotham Racing games lie somewhere in between, as it's never been accused of being very realistic but at the same time it could be quite a bit more arcadey than it is. Games by Codemasters, including DiRT, GRID, and F1 2010 have a somewhat realistic feel to them relative to most racing games, although again simulation elitists will be very brazen in their argument that they're arcade racers.

2. Gran Turismo needs to break from the things that aren't essential to the game. If Gran Turismo wants to claim themselves as the "Real Driving Simulator" or "The Drive of Your Life," they need to get rid of the disc space eating material and replace it with things actual related to cars and driving.

Photo mode is something that is unique and interesting but unessential to a racing simulator. I understand Polyphony Digital's need to "show off" the detail they put into the game but imagine the amount of cars and tracks that could have been on GT5 if this feature didn't exist. The same goes for the intro videos into some of the Special Events (especially the Grand Tour) and the 15 minute intro video into the game. The producers of the Gran Turismo series need to spend less time making features unrelated to the major scope of the game and more time on the actual racing in the game.

Blah, blah, blah. More ranting about unnecessary features.

No..., for various reasons.

For one thing, adding these extra features hasn't subtracted anything from the game. They didn't sacrifice more cars or more tracks for these. These extra features didn't impose disc space limitations that caused other potential content to get axed, because there are no disc space limitations.

Games don't have to be restricted to a single disc, and in fact games on PSX and PS2 often expanded to multiple discs. The notion that a game absolutely must fit onto a single disc is perpetuated by hardcore Sony fanboys wanting excuses to scoff at Xbox 360, and are in no way founded on any meaningful facts. Forza Motorsport 3 has more content than fits onto a single disc, and that content was simply installed to the hard drive from a second disc and/or downloaded. There's absolutely nothing stopping PD from spilling content onto a second disc and having you install that data to your hard drive, and all PS3s have a hard drive so it's a non-issue.

Adding photo mode or B-Spec didn't hinder development of new tracks or cars, either. Typically game developers are like the organs that make up your body; they're specialized, in that they excel at and perform specified functions. Typically a programmer doesn't do the 3D modeling or go out gathering car or track data. The graphic guys are typically not the audio guys. Further, developers like Turn 10 were able to add all these extra features and more "Premium" cars and tracks to FM3 than PD did for GT5 and in less time. Thusly, extra features are no excuse for skimping on cars or tracks.

Remember how unhappy people were when GT5 was scored lower than some other racing games, especially Forza? It's those little extras that help take a good game and make it great. Extras make something more than just the sum of its parts.

You could fry up some hamburger and toss it onto a tortilla, but if you simmer some seasonings into that meat you now have some tasty tacos. You know what the difference is between Papa John's pizza and pizza from Little Caesars? Both have a bread as pizza crust, both have a tomato sauce, both have cheese, and both can pile on assorted toppings including your staples like pepperoni, sausage, mushrooms, green peppers, and so on. The difference is in the fine details, though; the little extras that make Papa John's pizza more than just the sum of its parts.

You can have a Gran Turismo that's just a generic, soulless sim, or it can be something more.

Many of the licenses they have are not used well or to the full potential given to them (though some could have legal stipulations that we are not aware of). NASCAR, for example, was poorly used and represented in GT5. Though I am not a huge fan of NASCAR, I know well enough about the cars to know they perform nothing like they do in GT5. To get a more accurate representation of the sport you would need a full 43 car field and some tracks other than 2 of the largest venues they race in (such as the half mile Bristol). It would have been nice if they would have had Infineon in GT5 as it is a road course they actually drive at. At Daytona stock cars use restrictor plates that basically cut the horsepower in half and outside of a draft you would be lucky to hit 190 on the straights let alone 220 which is unheard of. Polyphony Digital would probably do better to create a completely seperate game for NASCAR and oval racing than encorporate such a thing in a road racing game.

NASCAR shouldn't have been used more than it has been. GT5 isn't and was never meant to be a NASCAR game, and video games like GT appeal to players that are typically more about road racing and not so much about ovals, with ovals being the almost exclusive core of NASCAR. To devote more of GT5 to NASCAR and ovals would alienate the bulk of the GT fan base. If people want NASCAR, they'll get a NASCAR game.

The same principle applies to the comment about having more NASCAR ovals. Again, that's not what most of the community and racing gamers in general are wanting. We generally don't want potential tracks to be wasted on ovals. Ovals have a minority appeal to a minority of the global racing community, with ovals being almost exclusively American and American's only making up 4.5% of the world. There are technically ovals outside the US, but they're token ovals and are dramatically outnumbered by road courses. Heck, even in the US, if you write up a list of paved ovals and of paved road courses, there are actually more road courses than paved ovals.

If one looks at the Feedback section here on this site, and looks over the tracks that people have voted that they most want to see added to GT5, ovals are toward the bottom of the list. There's a few exceptions for the sake of getting a drag strip or a place for high-speed runs, but otherwise it's basically various road courses dominating the list. That's what we collectively want; not ovals.
http://feedback.gtplanet.net/forums/99317-most-wanted-tracks

The 43-car field bit doesn't really require comment. Obviously, the game engine can't do a 43-car field, considering that it rarely does more than 12 and the upper limit for the game is 16. However, it is worth noting that the limited fields aren't just a problem with properly depicting NASCAR, as other racing series also have grids larger than just 12 or even 16 cars. The game can't do it, though.

The bit about restrictor plates requires the game to implement series-specific regulations, but it doesn't actually do that anywhere in the game. Heck, the "Indy 500" event isn't even an open-wheel event, but rather has a bunch of cars that aren't even remotely close to what you see running the actual Indy 500. A logical choice, based on the current car choices for GT5, would be to run the Formula GTs there, and while you can use the FGT for the event, the AI does not. However, this is just a racing game that includes cars from various franchises, and isn't intending to properly depict all of the represented series in technical detail.
 
I think the NASCAR content could have been aided substantially by leaving Infineon in, adding 1 or 2 short ovals (don't know about one of those horrid 1.5 D ovals, but certainly 1 short one) and cutting back a little on the Jeff Gordon movies. Short ovals are completely different to superspeedways, and COTs have to brake a lot for them, would be fun online.

Not that I'm much of a NASCAR fan, but I'd expect most of the real NASCAR fans ignored GT5 and just waited for the next pure NASCAR title to come out anyway. I could honestly care less that the COTs are even there. I guess that's the problem -- so much money and effort(and hype) going into something that much of the core audience could really have cared less about, and which ended up a bit lacking for any who did. So people notice it, but then look at it and are underwhelmed.


I do happen to have a friend who absolutely loves B-Spec, by the way, so there are some out there. I would have preferred it to be integrated into the A-Spec enduros at least.
 
While I understand the passion and enthusiasm in all of these posts, I would like to point out that there's an awful-lot of assuming about what the GT franchise is all about. Yes, the name indicates road racing. Yes, street cars and road courses as well as Touring/GT racing cars and circuits have primarily made up the franchise. These are true and have represented the bulk of Gran Turismo up until this point.

However, as a case-in-point of what the GT series was intended to be, I wont quote Yamuchi-san's comment about wanting to have every form of racing in GT. No, instead I'll point at Gran Turismo
2.

GT2 represented a number of firsts and began to take steps in directions that subsequent GT titles STILL haven't followed. The Taurus SHO could be race-modified into a NASCAR (Turning into Mark Martin's #6 Valvoline in Arcade mode). There were two HKS Drag cars and a third when you counted the Race-Modified Dodge Intrepid (and yet STILL no drag racing in the Gran Turismo franchise). There were massive amounts of JTCC/ETCC/Super Touring cars throughout the game. Rally made it's introduction. Despite heavy favor leaning towards the Japanese brands, American and European brands were still VERY well represented. All having the latest models that were released at that time. There are countless numbers of attractive cars that have yet to return to the GT series.

The point is that GT shouldn't be given a label. To compare what it does and doesn't do to other games really brings it down a notch in my mind. Gran Turismo is on another level. It does what other games can only dream of, in numbers that publishing titles can only dream of.

That's the other point that I feel the OP missed: This is all still a business. Making a game that is more sim scares away the arcade players. And guess who has the money in large numbers? Gran Turismo shouldn't change a damn thing since it's one of the few titles that can successfully bridge the gap between the two biggest groups of console-racing enthusiasts. It's the worlds biggest sampler platter in short. Don't forget that little 63 million total number either.

However it's because of this business that I believe a number of the features that were introduced in GT2 have yet to be explored, or are only finally being explored. I think NASCAR will continue to grow and we'll probably see an introduction by Drag Racing. The fusion of Tourist Trophy might be a possibility too. Plus, I think (hope) that the Premium-ization process will remove the duplicates. Allowing GT to broaden it's focus on international automobiles, especially when Japan is it's third smallest market after the U.S. and Europe especially.

If they want to add more ovals, they can and it'll be fine by me. I think they should throw in at least two more (One small and one medium sized track) to properly sample NASCAR. I would also like to see more American racing series' of course too... Rolex Daytona Prototypes in particular.

As for the inflated car count. I only consider it a problem if they don't also do it to American and European cars. Where's my Mk I,II,III,IV,V,VI Golf's and GTI's? I want the 337 and 20th Anniversary Editions of the Mk IV as well as the R32, Farenheidt and 30th Anniversary Editions of the Mk V.

Same goes for the BMW 3-Series/M3 and the Ford Mustang/Tuners.

Anyways. The Gran Turismo series is doing a lot right. All they should do now is add, refine, add, refine until the market standard for graphics is "things that look real".
 
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Great post Snaeper.

As I've understood it all along, the main purpose of GT5 was to create a realistic driving engine modelling many real(mostly) cars, for the console market. I believe right from the beginning Kaz stated intent roughly that "you can test drive a car in the game and get an idea of what to expect before going to an actual dealership."

In that light, the game has always been focused on driving & variety. "Game" elements are there because people are buying it as a game, but it's always felt a bit like a game tacked on to an engine for driving the cars. So it's a bit of a jack-of-all-trades, master-of-none; a sandbox game before the term became popular.

I think we'd all like to see more refinement, but I don't think GT will ever be a super-slick perfect game, as that's never really been it's core mission. Hopefully GT6 will build on the base they have now, much as GT2 did from 1 & 4 from 3.

And I'd love to see DPs as well as the screaming 3-rotor RX-8s and a correct Daytona road course.
 
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