Is GT Sport Actually GT7? Kaz Himself Responds (Video)

Polyphony should have done what they did with Gran Turismo 2. They could have made essentially 2 games, which was simulation and arcade on 2 discs. They could have put Gran Turismo Sport on one disc and the traditional Gran Turismo game on another disc! They really didn't need to throw everything that made Gran Turismo great, out the window.

Yeah, they should have just, you know, whacked another game out at the exact same time, with about 75% more content, just like that. Game dev is so easy ;)

Also, they've thrown "everything that made Gran Turismo great, out the window"...??
So they threw cars, and the act of driving them, out the window?
 
Windows 8, another program not overly loved by it's base and missing some key features :lol:
 
Only the ones that are still working from Pacejka's Magic Formula. Which was very good for a long time, but many of the top sims have moved away from it because it breaks down at low speeds and has some other difficulties with certain variables. The old tyre model in iRacing was Pacejka, the NTM isn't. pCARS isn't, and I don't believe rF2 or AC are either. That's my understanding anyway.

Forza and GT we don't know, but it's likely that they both did at some point in the past at least.
Well even if they aren't now they still have a way to go because at slow speeds they all still fall apart IMO.
 
Again though, these 'casual' assumptions seem to be very personally defined, and with no real @Johnnypenso style 'sources' (kidding bro!)

Plus the videogame industry is gargantuan in terms of spread and appeal, and moves so crazily fast.
I'd suggest that this casuals vs hardcore thing is an irrelevant concept and has been for some time.

Anything with a clear pitch and an expensive marketing campaign will get traction and sales.

Of course I'm making some assumptions based on my experiences but there are facts out there:

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Racing games are hugely dwarfed by the most popular action, shooting and sports games year-on-year. It hovers around 5% of the market, even when you account for GT5 and GT6 sales. They are not big sellers overall in the market and never will be, so why do one or two games dominate, namely GT and NFS when you talk about the Playstation single platform. One would determine it's because the majority do not want or need 10 racing games per console, they want one or two that give them what they want and up to now, for whatever reason, GT and NFS have been the main two that catered to their requirements. Whilst they're very different games they do have a lot in common, namely the line-up of exotic and popular road cars that everyone sees combined with a traditional single player "career". Now GTS is taking that away and only time will tell if it has a large effect.

7HO
I think a big part of the problem though is they have never had something that is realistic. For example, it is fairly common knowledge that generally sims have a 2 physics models for each car, one for when you are going slow and another for when you are going fast but how many games get the slow physics right? You know so you can actually have some fun hooning around, drifting, doing realistic donuts and burnouts and things like that?

Just look at Top Gear and the stars that they have put in the reasonably priced car, each one ends up loving it because it is fun, none of them get out and say "I wish the physics were more fun".

I don't think that is why to be honest, you could adjust the physics to be perfect and people will just find this sort of driving and gameplay to be sterile and boring:



They want sliding, sparks, flashy arcade racing. One big thing you have to remember is no casual player is using a wheel, they're too costly and bought only by enthusiasts. That instantly removes a huge part of the fun-factor you mention of real driving.
 
Just as I'm reasonably sure it was losing a large chunk of that demographic that lost GT6 sales. They saw no value in it.

I think there was more to then that. By no means was GT6 is series benchmark, but it sure seems like the PS3 was a huge reason the sales were low to GT Standards.

By all means correct me if I am wrong, but not one of the mainstays in racing games (NFS, Forza, GT) have had stellar sales recently.

It makes complete sense for PDI to attempt a soft "reboot" of the franchise especially if the world seems less and less interested in racing games.

EDIT: Just saw your most recent post. The racing genre is reaching niche status judging by those info-graphs.

7HO
I didn't think racing was small in the US. NASCAR and IndyCar being the big ones and then you have all these great forms of racing that all seem popular and you also have some of the best race tracks in the world. Drag racing is also huge there.

I really hope GTS is a success but I wish i could share your optimism, I hope it will be popular but I just can't predict it.

Yes, NASCAR and a few other events may be on network TV, but GT style racing? Better tune into paid cable for that. I see the sport of racing as niche here in this country. ABC network seemed more then happy to talk about the millions of viewers who tuned in for Game 7 of the NBA Finals.

I am cautiously optimistic. GTS could really be a great game if everything is done right.
 
I don't think that is why to be honest, you could adjust the physics to be perfect and people will just find this sort of driving and gameplay to be sterile and boring:



They want sliding, sparks, flashy arcade racing. One big thing you have to remember is no casual player is using a wheel, they're too costly and bought only by enthusiasts. That instantly removes a huge part of the fun-factor you

We are both just assuming, before I used a wheel I used a controller and I was good with it. Even after I got the wheel when I raced friends on GT at home I would let them use the wheel so they didn't have an excuse when I beat them. These days I struggle with a controller because I have used the wheel for so long but I'm sure I could pick it up again. But again, I don't see how doing things in a realistic way is boring if driving an OP car that easily beats a few moving road blocks is fun.

Yes, NASCAR and a few other events may be on network TV, but GT style racing? Better tune into paid cable for that. I see the sport of racing as niche here in this country. ABC network seemed more then happy to talk about the millions of viewers who tuned in for Game 7 of the NBA Finals.

I am cautiously optimistic. GTS could really be a great game if everything is done right.

Of course you guys have your own scene just like in Australia with V8SC's being a big deal and most people not knowing of anything outside of Bathurst. But racing isn't big in Australia at all. Racing is huge in the states.

Also don't forget IMSA and your 24hr races, It might not be as big as NASCAR but there is still a good number of American that like GT's.
 
Again though, these 'casual' assumptions seem to be very personally defined, and with no real @Johnnypenso style 'sources' (kidding bro!)

Plus the videogame industry is gargantuan in terms of spread and appeal, and moves so crazily fast.
I'd suggest that this casuals vs hardcore thing is an irrelevant concept and has been for some time.

Anything with a clear pitch and an expensive marketing campaign will get traction and sales.

The thing with the definition of casual gamer, is that it is impossible to characterize.

The best definition I've came across yet, is what Samus has been saying. And even that is incomplete as it can be even more deep and complex.

Like Samus said, the thing with GT was that it gave players the ability to have a lot of content in one single game. So, while we could just spend 60/70€ in a single game and enjoy lots of content, now that won't be possible (unless those players buy a Xbox One just to get the same kind of game), and to get what GT gave us, we will need to buy 3 or 4 different games.
 
7HO
We are both just assuming, before I used a wheel I used a controller and I was good with it. Even after I got the wheel when I raced friends on GT at home I would let them use the wheel so they didn't have an excuse when I beat them. These days I struggle with a controller because I have used the wheel for so long but I'm sure I could pick it up again. But again, I don't see how doing things in a realistic way is boring if driving an OP car that easily beats a few moving road blocks is fun.

The part of my post you initially quoted I was referring to those who don't buy Gran Turismo or other realistic games at all, that demographic. I know these people exist, their comments are all around online and I know many in real life. They just don't care for the realistic, "boring" driving that simulators offer and having perfectly realistic physics will not change it.

Then as I say there is the demographic that does buy GT but doesn't care for the specifics of cars/tuning/physics and just wants to race popular sports and supercars in a casual, structured game. Again, I know this demographic exists, how big it is, and how many are turned off by GTS, that of course I don't know.
 
Polyphony should have done what they did with Gran Turismo 2. They could have made essentially 2 games, which was simulation and arcade on 2 discs. They could have put Gran Turismo Sport on one disc and the traditional Gran Turismo game on another disc! They really didn't need to throw everything that made Gran Turismo great, out the window.

GT2 came with two CDs because of space limitations on discs back then. There's no need to do that today. But still, having two clear, separate modes might be a good start to satisfying everyone.

Yeah, they should have just, you know, whacked another game out at the exact same time, with about 75% more content, just like that. Game dev is so easy ;)

I don't think he's necessarily asking for more content. Most of the assests like cars, tracks, AI, etc. would already be there. And I don't know very much about game design either, but I'd imagine that adding some form of career progression to the game is nowhere as complicated as making a physics engine, recording sounds, programming AI, modeling cars and tracks, and things of that nature. Especially when you consider GT3 and GT4 have much more single player content than GT5, GT6, and GT Sport, and the former games were on significantly less powerful hardware.
 
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The part of my post you initially quoted I was referring to those who don't buy Gran Turismo or other realistic games at all, that demographic. I know these people exist, their comments are all around online and I know many in real life. They just don't care for the realistic, "boring" driving that simulators offer and having perfectly realistic physics will not change it.

Then as I say there is the demographic that does buy GT but doesn't care for the specifics of cars/tuning/physics and just wants to race popular sports and supercars in a casual, structured game. Again, I know this demographic exists, how big it is, and how many are turned off by GTS, that of course I don't know.

My real-world experience lines up a lot with what you're saying. A fair amount of friends know I'm into "racing games", and when we talk about it, they tend to prefer the lighter titles like NFS. And yeah, a lot of them tend to consider realistic synonymous with "boring". When I share the story of someone I used to play with going on to win a racing seat with Nissan (Bryan), they think it's very cool, but comment that it'd be a useless feature for them, as they're just not that dedicated to a game. They want something fun, where the feeling of being good at the game comes quickly. GT and FM, even if they're not to the level of realism as things like iRacing, AC, or PCARS, still feel very punishing and unforgiving to those not well-versed in basic car dynamics.

If PD nails that aspect of GTS, and really delivers on this promise of being approachable for all age levels, without sacrificing realism, they could have a hit on their hands. I think cracking the "realism = boring" issue some people have – whether its justified or not – is huge, possibly even more so than the traditional GT approach of piles of content. The trick is to make the learning engaging: make assists approachable, with clear benefits and drawbacks, and incentivize removing them. SRF was an awful addition during the PS3 era: it didn't teach newcomers about the physics engine the game utilizes, it taught them how to exploit a completely different one.

For some, it's an escape: they just want to drive a few of their favourite cars, either stock or tuned to their desired level. They want to create rides that they would in the real world if it were possible: GT does a reasonable job of that, but it lacks in some of the visual customization aspects compared to other titles. Judging by what we know of GTS so far, its a two-steps-forward, three-steps-back situation: finally, a livery editor, but almost no tuning otherwise.

It also should be noted that, for any number of reasons, the latest NFS seems like it was far from a success, at least critically, and going by how quickly it was heavily discounted. It certainly was a disappointment for me in terms of arcade racers: I found FH2 to cover almost everything it did far better, and on PS4, Driveclub is the better game, even if it's fairly different in execution.
 
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I'll take it as good news. If the franchise gets a reboot, that means Kaz will technically no longer be :censored:ing on the original 1-6 franchise...
 
Meh, you had to pay money to get it. That it was only available as part of a bundle doesn't really change that.
It wasn't only available as part of a bundle, though. It was also available in the bundle, often heavily discounted. People tended to get it because they actually wanted a different game, for which they'd have happily paid more for on its own. Myself included; I considered it a freebie, tried it, didn't like it (despite playing the earlier versions a lot).

That's much in the spirit of the mod origins of TF itself, which came "for free" with the host games it was based on (Quake, Half Life). Crucially, it had the benefit of exposing the game to a much larger audience than it might otherwise have managed as a standalone, full-price product. Not unlike F2P.
 
FH3 will need to actually have wheel support on the PC before it could really take over for most of us...

Right now Forza 6 Apex has no wheel support on PC, and while there was the usual Forza-Horizon-3-on-PC-with-motion-platform-and-wheel demo at E3, there are no guarantees that they will release with wheel support in the final game.

You obviously haven't read or watched ANY interviews with Playground Games or Turn 10 Studios since E3... Yes, it has been 100% confirmed that FH3 will launch on PC with full wheel support. F6Apex is a FREE DEMO. It's simply a proof of concept of the Forza experience on PC. Would it have been nice to have wheel support? Yes. Has Turn 10 been able to show that the Forza franchise is an excellent option for PC racers without wheel support? YES.
 
I saw "rumors" on that, but do you have an actual link to the confirmed supported wheels?
Are we talking just the G920, Thrustmaster TMX/TX and CSWv2+Xbox rim, or more?

(All Thrustmaster PC wheels use the same drivers, so if they leverage standard PC drivers then supporting the TX would give all Thrustmaster owners working wheels. But if UWP doesn't do that, it would be more difficult)


Well they have not confirmed Apex wheel support, there were just a few tweets stating their desire. I know they want to deliver wheel support, and want it to be broader than just Xbox One supported wheels, but until there's a firm release date....

AND there is your proof.
 
One thing though, won't Gran Turismo Sport now be in the 'Sport Games' category? :)

It's still a racing game, Sport Games is reserved to non-automobilistic sports (alteast that's how I would assume it is).
 
Sad to see it go totally in this direction. I was hoping for a proper GT game to finally encompass all the best features of all the GT games with next gen graphics and better presentation oh and a fully done game at release. But its obvious our desires are not a concern for Kaz as he has his own ideas of where to take the GT series. Its his baby and I respect that decision. Ill wait and see how it develops but as it is it looks like I'll be moving on.
 
If PD nails that aspect of GTS, and really delivers on this promise of being approachable for all age levels, without sacrificing realism, they could have a hit on their hands. I think cracking the "realism = boring" issue some people have – whether its justified or not – is huge, possibly even more so than the traditional GT approach of piles of content. The trick is to make the learning engaging: make assists approachable, with clear benefits and drawbacks, and incentivize removing them. SRF was an awful addition during the PS3 era: it didn't teach newcomers about the physics engine the game utilizes, it taught them how to exploit a completely different one.

From my vantage point, SRF was the only way my two teenage sons would even try Gran Turismo on the PS3. Even with it on, they struggled mightily.

I have had over the years many family members come and drive various racing games on my PS3 and 360 (all real world drivers) and no one could pull off a clean section.

If you don't like SRF, what do you propose? Serious question.
 
If you don't like SRF, what do you propose? Serious question.
I'm not Slip but what I want (and I'm sure many others too) is something that doesn't alter the actual physics. Maybe an auto-brake assist that goes from 1-10; 1 being it brakes just a bit for you while 10 basically takes 100% braking control. Combine that with the already present TCS for throttle management and you have a game that anyone can play.
 
So, the TL:DR is that GT as we know it (collecting cars, career mode) is dead?

If GTS sells well and people continue to play it for years then probably. Otherwise a U-turn from PD will come soon enough.
 
I'm not Slip but what I want (and I'm sure many others too) is something that doesn't alter the actual physics. Maybe an auto-brake assist that goes from 1-10; 1 being it brakes just a bit for you while 10 basically takes 100% braking control. Combine that with the already present TCS for throttle management and you have a game that anyone can play.
Don't know how adjustable it is if at all, but there is brake assist in GTSport.
 
Again, I doubt this wisdom of casuals being afraid of things being hard. Look at Demons Souls.
What I think people hate is unfair hard, like PCars on a Dualshock.

There is an immense amount of satisfaction in overcoming something that once seemed to be too difficult.
Makes you feel skilled. Makes you feel awesome.

But, like Demons Souls, the gameplay needs to encourage that 'keep trying' feeling. And the more overt track training campaign challenges in GTS seem to me to be a great idea, not a pale imitation of the normal GT career events. Those old fashioned ones basically forced you to crash into everything to get the most money. I barely learnt a thing about driving or racing.

There is still an amazing amount of gameplay involved in the method that GTS is proposing, if done well.
 
I have had over the years many family members come and drive various racing games on my PS3 and 360 (all real world drivers) and no one could pull off a clean section.

If you turn full assists on in Forza the car will help steering, braking, you have stability and traction control, and a nice colour coded line to follow.

The only way someone can't pull off a clean section with all that is if they're so unused to using a controller that they simply can't do the inputs that they want. That's not the game's fault, if it gave you any more assistance it would be B-Spec. Take it onto a nice wide oval and practice.

My dad (not a gamer) can manage a clean lap in GT if he takes it slow, and he has no feeling or mobility in his left thumb since he ran a circular saw through it. It's not nearly as hard as you make out with a full set of non-physics altering assists.
 
If you turn full assists on in Forza the car will help steering, braking, you have stability and traction control, and a nice colour coded line to follow.

The only way someone can't pull off a clean section with all that is if they're so unused to using a controller that they simply can't do the inputs that they want. That's not the game's fault, if it gave you any more assistance it would be B-Spec. Take it onto a nice wide oval and practice.

My dad (not a gamer) can manage a clean lap in GT if he takes it slow, and he has no feeling or mobility in his left thumb since he ran a circular saw through it. It's not nearly as hard as you make out with a full set of non-physics altering assists.
A lot of people refuse to cooperate with sim physics. Even with the driving/braking line, braking sensibly when the car is on the red doesn't compute to many the way we think it should. It's always lock the tires and into the gravel. Over compensating is a common theme. The lack of sensory inputs is top blame, but after a while I would think common sense should register.
 
Why do I get the feeling that some people here are making assumptions about the future of Gran Turismo? Yes, Kaz has said that the series will change it's heading, but than again it doesn't mean that the past will be forgotten about. This is the first game for PD on the PS4, so it will take the team a while to add in new content. Heck, we've had no solid info in regards to DLC so I won't jump to conclusions. I'm pretty sure than Kaz has no intention of ruining the franchise, he wants to fix it up. Just because it isn't perfect in all areas in no way suggests that PD are going backwards. They are not going backwards, they are going forward, putting their failures behind them and provide a base for the next GT games. Hopefully we see even more incredible stuff -I feel as though PD are on the verge of something amazing.

I think the appropriate phrase would be "Taking a step back to move forward" or something like that.
 
Why do I get the feeling that some people here are making assumptions about the future of Gran Turismo? Yes, Kaz has said that the series will change it's heading, but than again it doesn't mean that the past will be forgotten about. This is the first game for PD on the PS4, so it will take the team a while to add in new content. Heck, we've had no solid info in regards to DLC so I won't jump to conclusions. I'm pretty sure than Kaz has no intention of ruining the franchise, he wants to fix it up. Just because it isn't perfect in all areas in no way suggests that PD are going backwards. They are not going backwards, they are going forward, putting their failures behind them and provide a base for the next GT games. Hopefully we see even more incredible stuff -I feel as though PD are on the verge of something amazing.

I think the appropriate phrase would be "Taking a step back to move forward" or something like that.
People are reacting to what we know about the game and Kaz's own words. We don't know what the future holds but we can talk about what we do know and some people, particularly those that have no interest in online racing, don't find it very appealing. I suspect that for them, more content via DLC isn't the answer, they are wondering where the Gran Turismo game they've come to know and love over nearly two decades, has disappeared to.
 
People are reacting to what we know about the game and Kaz's own words. We don't know what the future holds but we can talk about what we do know and some people, particularly those that have no interest in online racing, don't find it very appealing. I suspect that for them, more content via DLC isn't the answer, they are wondering where the Gran Turismo game they've come to know and love over nearly two decades, has disappeared to.
Yeah, I understand that. Thankfully, I'm not one of those people who are wondering... I'm happy to embrace change.
 

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