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- JoeTruckV8
Before GT5 there was nothing so I wouldn't complain about what he gives us, in the end its better than nothing. The glass is half full, not half empty,.
How do you know the budget for GT6?
Don't get me wrong, PDs small size is my biggest issue with them and I think they need to be at least twice the size they are now. But I wasn't saying that to defend PD so much as to condemn Codemasters. As I said 100% no reason why a team that big couldn't give interiors to 73 cars.
I answered your question.
This is PD's own fault. Indeed, they can't win the game, but that's the result of PD digging their own hole deeper and deeper by keeping PS2 era models from one game to another.PD keeps standards - people whine because they look ugly.
PD drops standards - people whine because there's too few cars. Still more than in most other games, though. But this is GTPlanet.
PD updates every standard to premium - people whine because it takes time and they can't get the game right now, or preferably last week and for free.
I don't think PD can win this game. Not with the mindset people are having, everything PD does has to be better than what everyone else does or toys are flying out of the pram with a frightening rate. The current fashionable thing seems to compare it to Project CARS - how many cars does that one have? A thousand? No. Five hundred... three hundred... one hundred...? Well no. Less than one hundred from what I can gather from the web. It's completely OK but imagine the amount of bickering if GT7 was released with a hundred cars. The so called GT fans have some of the most ridiculous double standards I've ever seen and I'm certainly not buying the concept that "it's for the better for all of us to demand more" - yeah right, only that the demands for PD are on a very different level from those for everyone else.
I don't. But after $60+ million (speculated as high as $80 million) for GT5, I hardly see how GT6 could be done for less than say, $30 million. Which compared to the budget for pCARS is Scrooge McDuck type money.
You'll also be aware that Codemasters isn't just working on a single game at the moment. They have F1 2014 due out fairly soon, so you can at least divide that number of employees in half, assuming that they don't have a team working on the next Dirt as well.
I think if we're not giving PD as pass for being small it wouldn't make much sense to give Codemasters a pass for working on more than one game at a time.
So many times this. They could have outsourced or hiring new staff to solve the sounds and so on, but instead they make a lot of money, without living up to the expectations, they have sometimes set for their own. We wouldn't talk about standard cars in the first place, if PD never used this idea or hired a lot of new talented people.I feel like someone at Polyphony and/or Sony is getting very rich by saving an awful lot of money on staff salaries. It just doesn't add up when you look at the way other studios are funded and run. Something smells fishy.
The difference being that if Codies weren't working on multiple games, they couldn't afford to hire that many people. They need the income from multiple games to pay for that large team.
Polyphony makes one game, has the largest known budget for racing games, and at worst has the second highest after the unknown budget of the Forza series.
Say for argument's sake that a Codies team for one game is about 200 people. A little bigger than Polyphony but not so different.
Then look at the sales of any Codemasters racing game, and compare it to the 10+ million sales of GT5. How on earth are Codies managing to keep bigger teams running than Polyphony on such a greatly reduced income? Something doesn't add up.
Hell, last time I checked SMS was near a hundred staff. On a budget of ~$5 million. While making probably as many new assets as we saw in GT6, if you take into account cars and tracks. How are they doing that?
If you want to take Forza, let's assume that their budgets are around about the same size as Gran Turismo. I have no idea, to be honest, but it seems reasonable that they're at least in the same ballpark. Both are system selling exclusives, so I imagine both Sony and MS put a similar value on them. The FM team is what, 400~ish people now? And with sales of half what GT5 did, how are they making ends meet on that one?
I feel like someone at Polyphony and/or Sony is getting very rich by saving an awful lot of money on staff salaries. It just doesn't add up when you look at the way other studios are funded and run. Something smells fishy.
That's why I don't give them a pass for team size. If everyone else can have the same or larger teams on substantially reduced budgets and incomes, then so can Polyphony.
Add to that, that in the time it took GT to make GT5 and GT6, T10 pumped out 5 full Forza games + 1 Forza Horizon (and one more coming soon), and was ready to go with the next gen Forza 5 on day 1. One of the big advantages of having a bigger team.The difference being that if Codies weren't working on multiple games, they couldn't afford to hire that many people. They need the income from multiple games to pay for that large team.
Polyphony makes one game, has the largest known budget for racing games, and at worst has the second highest after the unknown budget of the Forza series.
Say for argument's sake that a Codies team for one game is about 200 people. A little bigger than Polyphony but not so different.
Then look at the sales of any Codemasters racing game, and compare it to the 10+ million sales of GT5. How on earth are Codies managing to keep bigger teams running than Polyphony on such a greatly reduced income? Something doesn't add up.
Hell, last time I checked SMS was near a hundred staff. On a budget of ~$5 million. While making probably as many new assets as we saw in GT6, if you take into account cars and tracks. How are they doing that?
If you want to take Forza, let's assume that their budgets are around about the same size as Gran Turismo. I have no idea, to be honest, but it seems reasonable that they're at least in the same ballpark. Both are system selling exclusives, so I imagine both Sony and MS put a similar value on them. The FM team is what, 400~ish people now? And with sales of half what GT5 did, how are they making ends meet on that one?
I feel like someone at Polyphony and/or Sony is getting very rich by saving an awful lot of money on staff salaries. It just doesn't add up when you look at the way other studios are funded and run. Something smells fishy.
That's why I don't give them a pass for team size. If everyone else can have the same or larger teams on substantially reduced budgets and incomes, then so can Polyphony.
I believe their full time team is of comparable size to PD. All the extra staff comes from contractual workers and outsourcing companies located mainly in asia where the workforce is cheaper. T10 outsources their cars, tracks, certain car sounds when a particular car can't be obtained in the US and others. Also they use a lot of middleware like Fmod, Drivatar, their IBL lighting, etc.Add to that, that in the time it took GT to make GT5 and GT6, T10 pumped out 5 full Forza games + 1 Forza Horizon (and one more coming soon), and was ready to go with the next gen Forza 5 on day 1. One of the big advantages of having a bigger team.
No, you didn't.
The question was "How does having less staff allow a company to make a game with more content?"
Your answer was "Standard cars and tracks is how."
That is not an answer. You've got it backwards. Standard cars and tracks allow a company with less staff to make a game with more content.
Your answer should be "Having less staff allows a company to [insert answer here] to make a game with more content."
If English isn't your first language then this could be tricky, but the distinction in causality is important.
Think of any other product, The team that made the VW Golf don't get paid per Golf sold.
Having less staff allows a company to [re-use existing assets (as in standard cars and tracks) in order] to make a game with more content.
Is that better teacher?
No, because a team with a larger staff can reuse just as much content as a team with a small staff.
The other key difference is that T10 doesn't throw in features that are half done or affect the game negatively when it comes to performance. Many people cry how FM doesn't have night or weather, but the truth is 360 couldn't handle at the same 720p/60fps mark with no drops. At the same time PD thought let's throw both dynamic lighting and weather into a PS3 game and let's have it work at 1280*1080p on a system with 256 mb of VRAM. framerate? What framerate? What do you mean drops to 20 fps are unacceptable in a racing sim? We are polyphony, we know better and these two will look good on the back of the box.
Different engine, different game, different physics engine, different polygoncount on cars, different graphics, and son on.The 360 was powerful enough to do night racing without affecting the framerate, but Turn10 didn't even bother to add at least one night track. It seemed to be more of a technical ability of the coders and artists considering Rallisport Challenge 2 on the original fat Xbox had night racing at a locked 60fps, and it looked fantastic as well as provide more of a challenge and diversity to the tracks.
1. Not trueAgain, next gen hardware arrived, and Turn10 still didn't even deliver one single night track, and the Xbox One is more than capable of doing it.
Or people can look past standard cars? Maybe they dont purchase them? Maybe they even... like them? Thats not bad. No one's opinion is correct. People dont seem to understand that and post excuses for their side. F-that. Just say you mind or dont mind. Arguments over things like this is just a time killer. Its like some think theyre going to force their opinion on others and make them 'fall in line' with their views. Just get a kick outta that!
T10 wouldn't deliver just one single night track because again that creates disparity in content, with their standards of quality they will either make all the tracks available with night or none at all. T10 doesn't give themselves liberties to create uneven quality content or even smallest compromises in framerate.The 360 was powerful enough to do night racing without affecting the framerate, but Turn10 didn't even bother to add at least one night track. It seemed to be more of a technical ability of the coders and artists considering Rallisport Challenge 2 on the original fat Xbox had night racing at a locked 60fps, and it looked fantastic as well as provide more of a challenge and diversity to the tracks. Again, next gen hardware arrived, and Turn10 still didn't even deliver one single night track, and the Xbox One is more than capable of doing it.
And while GT5 and 6 don't run at a locked 60fps, it sure as hell doesn't run at an average of 20 fps. The game hovers above 45-50+ fps the majority of the time. If you wanted a locked 60fps, go play Forza. But I'm glad that PD was ambitious enough and actually managed to get a realistic day to night transition on last gen hardware and gave us a taste of next-gen racing. Driving on Nurburgring with the dynamic 24h lighting engine was the most immersive driving experience in a videogame when it released, and the framerate held up more than fine. This is still incredible to this day, GT5 even runs extremely smooth after all the updates.
Before GT5 there was nothing so I wouldn't complain about what he gives us, in the end its better than nothing. The glass is half full, not half empty,.
Different engine, different game, different physics engine, different polygoncount on cars, different graphics, and son on.
1. Not true
2. They have already said that time was the problem and i am willing to give them the benefit of the doubt. But with Horizon 2 coming out this year, there is almost no reason for Forza 6 to not include night racing. GT6 is an impressive game if we talk about graphics, but it struggled with the framerate. Gameplay and quality are more important than quantity or pushing the hardware to far. Don't you think it is wired that PD tries so much, as seen in your stunning picture and is willing to include standard cars in the game?
I cant pretend to pay attention to the quality of car my opponents drive. I just try to pass them. Everyone has their view. And in their opinion, its the right view. Saying its not the right view is more opinion, not fact.How can you look past standard cars if you're racing against them? We all have opinions, which is fine. I personally think there shouldn't be a difference between standards and premiums for the PS4 title. When I played GT5P, I quite enjoyed that game, because the graphical quality was definitely consistent. The cars had just about the right balance for my gaming needs. Having standard cars returning on a next gen title is unacceptable in my opinion.
Why wasn't Uncharted in 60FPS, because some games already did 60 FPS on Xbox or PS2? Well. different game, different graphics, and so on. Most importantly different goals from the developer. T10 used the hardware for other stuff and then dynamic night racing didn't worked anymore. PD used the hardware for night racing and made a very good job for the ps3 limitations. One more reason why standard cars doesn't make sense at all. It's almost as Kaz as an twin brother, which wants quantity and the other wants to achieve the impossible.rallisport 2 = original xbox
Forza 2-4 = xbox 360
The 360 was 15 to 20 times more powerful than the original xbox. Technical limitations wasn't the issue for why Forza 2-4 didn't have night racing.
I've never said the gameplay or game is badThe framerate isn't locked, but that doesn't mean GT6 isn't a quality game or that the gameplay sucks because of the inclusion of dynamic lighting.
PS3 was 40 times more powerful than PS2, technical limitations weren't the issue for why GT5/6 didn't have locked 60 fps and cars ported from PS2.The 360 was 15 to 20 times more powerful than the original xbox. Technical limitations wasn't the issue for why Forza 2-4 didn't have night racing.
I cant pretend to pay attention to the quality of car my opponents drive. I just try to pass them. Everyone has their view. And in their opinion, its the right view. Saying its not the right view is more opinion, not fact.
It is an answer (a correct one), whether you like it or not.