I think you are making assumptions based on wrong foundations - but really.
You know why? Because I think how majority of above decisions you are attributing to "Kaz" are - in fact - decisions made by players of the game - you can call them "fans" if you want.
Why I am saying that?
Because statistics. Which statistics? Well, you know that "annoying" habit of GT5, that was connecting to server all the time? That had "Trophies" severely linked to in-game accomplishments? That statistics. And they are not lying. "Fans" are taking major "blame" in my opinion.
Look at this sad statistics:
http://psnprofiles.com/trophies/460-Gran-Turismo-5
39% of players finished Amateur events (of
400.000 players registered with GT5 at that site)
25% won an S license (with SRF being enabled by default in GT5)
22% won Expert races
only
18% finished Top Gear track
12% made it through Nurburguring challenges
6% Endurances
Less than
1% for Platinum (Vettel challenges didn't help)
And I am deeply amazed how more people finished Vettel Challenges than Endurances.
Those statistics are from players registered on site, but with 400.000 players I think it is a pretty good pool - simply because I find
those types of players more motivated than regular players. I can't even fathom how
low are actual statistics for all 10+M owners of GT5.
I still remember the reasoning that convinced PD to make GT5 career structured as they did (and GT PSP as well), because they found out - by gargantous testing made during 2005-2007 by local SCE offices around the world - that the majority of GT4 players were absolutely stunned by the scope of career and difficulty spikes in
GT4. Only the hardest of hardcore finished the career, the same what ultimately happened with GT5.
Now pair it with the functionality that allowed PD to track all statistics for player habits in GT5 and I can completely see what has influenced their decision for GT6 AI and other carrer-related decisions - which we seen as "problematic". Even the borked statistics from that PSNprofiles site is the showcase of habits of the GT mainstream players.
And same can be said for GT6 on that very site:
http://psnprofiles.com/trophies/2305-Gran-Turismo-6
But notice the worrisome trends:
- only 51,000 of registered owners actually registered GT6 - 80% decline compared to GT5 (!) - talk about casual trends
- only 28% actually finished IntA races (despite such problematic AI)
- and OK, there is strong rise of Platinum (1000%), but now there is no Vettel X obstacle
But, in the overall percentage, GT6 has almost the double THE COMPLETION RATE compared to GT5 (41% > 24%). And 10x (ten fold) rise of Platinum Achievers among registered users. Is that success or failure?
So, what can we observe from that data?
Simply put, mainstream and casual players are simply not interested in structured career and complicated structures as seen in GT5 (remember, I am talking about challenges such as Nurburgring school, Top Gear, Vettel, Endurances, Grand Tour.. those that were challenge to more serious players - just look at the corresponding trophies).
That is the problem.
We can be vocal as much as we like, but it is not us that are shaping the commercial success of the GT series. It is an millions army of casuals that bitten the GT5 and evidently broke their teeth on it. We can blame our usual suspects from the "hardcore" perspective: AI, visual tearing, unconsisted framerate, 2D trees, standard cars, GT4 upscaled tracks, whatever we love to argue around here - but those statistics above are painting s slightly different picture
maybe.
Could it be that GT became too hard and too complicated for the casuals with the GT5? Are those trophy data useless or very usable in the analysis of the trends related to Gran Turismo series?
To come back to your points, I agree with some of them:
- Resolution should have stayed in 1280x1080@60fps solid - 1440 horizontal bump allowed for clearer IQ but the loss of the CPU overhead and corresponding load of the AA and tesellation killed the framerate (3D is almost unplayable to me because of that - resolution is almost unbearable)
- Quality of game content was upped compared to GT5, so I think GT6 was move forward in relative perspective
- Sound was properly acknowledged as problem very recently and they are working on it, so accusing them for GT6 sound is somewhat not fair - they simply couldn't understand what was the problem there for a long time
- Moon car is something he wanted to do personally and it is part of his "thank you" for the NASA people and his inner child - let the man be, he loves his dreams and it is great
- Hw wanted the moon, he made the moon - it is his game
- Look above for probable logic behind endurances
- same for AI
- I agree, they did not delivered everything we all seen and heard in May 2013
- I also think many do not understand how it is not Polyphony's intention to "fight" with Forza, or whatever other series. They simply do not care what others do, they do what they think it is best. And they are letting fans decide which game they like better. They are 100% aware there is not perfect game nor they want to create perfect game. They want - and they've always wanted - to create their vision of the driving game, that is in the same time driving simulation, RPG and virtual car ownership life simulation. I think it is not fair to expect that GT becomes Forza in the same way it is not fair to expect Forza to become GT (or that Arma becomes Rainbow Six or that Metro becomes COD)
All above is simply my own opinion and foundation to provide another perspective.
I simply think how majority of decisions regarding GT series are not simple and plain as many think, but are based on long-observed data of users, players and statistics and trends - fitted into a formula that is still successful, despite probable decline.
New elements in the series - GT Academy, FIA Online Championship, VGT project, GPS Course Maker - all of those are probably made in order to maintain the interest of the players to the franchise. Driving genre overall is in the great decline since mid-2000 and only GT5: Prologue and Gran Turismo 5 managed to sell in 5+ million copies out of all simulation and simcade games I know in the past decade. Forza 3 was around that number, but since 2009 the Forza numbers are in strong decline as well.
And those are the trends.
We are important. Hard-core community is important. We create the "white noise". We create the buzz. But it is casual players that are keeping every game alive. I am happy with every small detail that is created to satisfy what we want. But I understand majority of other decisions, many of which I would like to be different - but somewhere outthere there is army of people doing researches in trends, consumer behavior and collected data and they are making their long-term decision based on that conclusions. Their professional life, success of their companies and such depends of that decisions.
I am not "defending" PD or playing "apologist". I would also like to have 1000 Premium cars, 400 tracks (I care for tracks 10X more I care for cars), GPS Course Maker, all multiplayer options I can think of (please, go to Q&A forum and vote for my proposals to see what are fields of the game I find important), flags, racing rules, B-Spec, Event Creator and whatnot. Eventually, one day, it will come. But until that day, I decided to play GT because for what it is now and to enjoy it - and no to hate it because for what it is not.
It is simple, really.
PS Yeah, and I agree about the logical proposition of "adjustable level of difficulty". One day PD will eventually decide to make it. Until that day I will have to manually adjust my handicap and drive against gentleman AI. But what if "Gentleman AI" is something that PD actually envisioned as their goal for the AI? And left that fearsome opponents live only as humans in the online?
Polyphony moves in mysterious ways.