The fact that this game is released in a clearly unfinished, beta like state is the source of many of Gran Turismo 7's problems in my estimation.
At launch, the physics for RWD cars was atrocious. They were completely unwieldy and hazardous to drive. Yet, all the target times for licence tests, missions, and Café events are set up with that atrocious physics in mind. Now that update 1.20 finally gave us physics somewhat resembling reality, those target times and races are now a complete joke. The demonstration videos for licence tests are seemingly driven on a version earlier than what we got at launch, making them completely useless as well. What would someone who started playing GT7 today think of the game if they didn't have that knowledge? It is impossible to curate a fair, challenging, and rewarding learning experience if the game changes so much every month. As such, Gran Turismo 7 simply cannot give that sense of satisfaction of clearing challenges that earlier titles have been excellent at providing, because most of them were made without the mentality of "whatever, we can fix this later", and therefore was released in a much more refined, presentable state.
Because the game was released in such a broken mess, monthly updates are hastily put together to fix the enormous amounts of issues in the game, from minor to major. The problem is that every update seems to bring in new bugs, such as
putting road tyres on dirt driving missions,
exaggerated tyre wear,
brake caliper colour bugs, and so on.
According to Nenkai, most of the updates for the game are compiled ONE DAY before release, which leads me to believe that the updates are hastily put together with a lack of play testing, much like the game itself. In addition to this, most of the problems the community takes serious issues with, such as the lack of stability in online lobbies, the lack of competitive and safe driving AI, the ability to sell cars, low paying events, and low number of events, have yet to be acknowledged since late March. It paints PD as an incompetent, or simply callous developer that is incapable or does not care about giving customers a satisfactory, well refined product. There is simply no passion in the game or pride in the studio. We are essentially PD's product testers, and we pay for that privilege. It's simply an awful look for a first party developer that has made some of PlayStation's best selling titles.
Because the game is continually changing, tuning our cars also becomes a largely pointless endeavor when PP calculations and physics changes seemingly every month, effectively breaking our tunes and forcing us to redo all the work. Any lap time we set is also made irrelevant when the next patch arrives. It renders a lot of the game a moot point. Also, while on the topic of tuning, why is it that I can put a 1037HP LS7 into a Silvia Q's, but I can't increase its tyre width to cope with the extra power? No three spoke aftermarket wheels? Carbon fibre can't be used in conjunction with other paints? I lose the car's original decals if I want to give my car an authentic looking licence plate?
Why?
All of Gran Turismo 7's game modes are essentially time attack challenges, which makes the game as a whole a very stale experience. Music Rally tasks players to cover a set distance within the song's time limit. Licence tests task the player to reach the goal within a time limit. Campaign "races" task the player to reach the finish line within the time limit set by the lead AI car. Only missions offer some variety in game modes, ranging from drag races, drift trails, knocking down cones, reaching a certain top speed, or even covering the greatest possible distance on limited fuel. However, these missions are not only extremely short, but also reward players in pitiful amounts and only upon first clearing the missions, giving players no incentives to revisit them, or even clear them once. It's also baffling how the developers put in all the work to make these varied game modes function, yet do not give us any ability to make our own events using these modes. Who wouldn't want to be able to set up a drag race in a lobby to race with their friends or simply test their machinery in a custom race?
The "races" are an utter farce. As mentioned earlier, "races" against the AI in GT7 are barely disguised time attack challenges, albeit with moving obstacles that hog the racing line, ignore flag rules, and will be more than happy to punt players who dare take their racing line. Not only do we lack proper grid starts with competitors close to each other, we also lack any form of qualifying, ensuring that no matter the event, we will always start dead last, some 30–45 seconds behind the lead car. Coupled with the complete ineptitude and lack of pace from the AI opponents, this massive handicap only serves to incentivise players into viewing the AI cars less as opponents and more moving obstacles to quickly pass (or shove aside) to finish the race in time. I find this ironic as GT Sport and GT7 are supposed to endorse good racing etiquette and safe driving, yet the gameplay is encouraging the exact opposite of such. If we had competent, safe AI that start the race in close proximity with us, then the race becomes more than a time attack affair and more of a
race.
Not only that, but as PP calculations and physics constantly change between updates, the AI opponents are not updated accordingly. What we end up with then, are AI cars that are
clearly running above the PP limits of the events in which they serve as opponents. Take for example V. Gallo's 2017 NSX at WTC600 Tokyo East Outer Loop, which can hit 316km/h on the home straight without slipstream while having Sport Soft tyres equipped, running lap times under 2:14. At the time of writing, a factory fresh NSX '17 has 580.01 PP, can reach about 313km/h before needing to brake for Turn 1, and installing Sport Soft tyres immediately pushes it to 614.52 PP. The AI is clearly cheating by entering cars that should not be allowed in the events they populate, but they also cheat by
driving under completely different physics that seemingly ignores rain. The end result is a largely superficial farce that can barely be considered a race.
Many complain about the low number of events in World Circuits, which is definitely a problem GT7 suffers badly from. Me personally, I stopped bothering with these curated events once I finished the original 42 Menu Books, simply because I find races in GT7 more of a chore than anything remotely enjoyable.
The Daily Workout Ticket is an abhorrent system. That the game's best tuning parts, and engine swaps, are locked behind this system is a travesty.
The in–game economy for Gran Turismo 7 is a travesty. To borrow a quote from a friend of mine, "GT7 feels like a second job". A
game, something used as escapism and fun, feels like a
job.
That basic units of measurements, like distance, speed, and mass, can't be changed in the options since 2017 is a travesty.
Online lobbies are still laggy and
riddled with bugs.
The prices for microtransactions within the game is a travesty.
I massively dislike the Used Car Dealer and Legendary Car Dealers. Back in GT Sport, every car in the game (with a few exceptions) can be bought in any of their factory colours at their factory price at any time. In GT7, not only are we now massively inconvenienced by having to wait for cars to become available at these dealers to buy, we also can't choose the colours to buy them in. The UCD in particular had cars of the same colour rotate in and out for several months before 1.20 finally changed them. All this inconvenience for what exactly? These supposedly second hand cars are all in excellent conditions with no damage or modifications. There's no charm, soul, or story in them whatsoever. The only differences between a car bought from the Brand Central and the Car Dealers are the artificial mileage numbers and the massive inconvenience. All this just to save a few grand? No thanks.
The fact that certain cars are valued by Hagerty is such a distasteful farce. Yes, a McLaren F1 Road Car did sell for 19 million USD in the real world. But I don't make a million USD an hour in real life like I do in the game. What is the purpose behind making me put in twenty hours of labour just to buy a McLaren F1 then? Is it 42.2 times more useful or beneficial than a Gr.3 car if it costs 42.2 times the price? What is the point of a 1973 BMW 3.0 CSL with only 205HP that costs 203,000 Credits in the game if I can have similar performance from a Toyota GR86 that costs only 33,500 Credits? By reflecting real world prices for cars in the game, players are actively being deincentivised to buy or drive these classic cars, which I think goes against the whole point of a racing game, especially one that claims to celebrate car culture and aims to include a wide variety of cars. In the real world, these cars cost so much because there is history and exclusivity in these cars. Anyone can buy any number of McLaren F1s or 3.0 CSLs in this game
if they have the money. These cars are just data in a game, of which any number of copies can be made. In the real world, the rich buy these cars as an investment with hopes that they will appreciate in value because of their rarity, condition, and history. We cannot even sell cars in GT7. Hence, there is no reason whatsoever that we, the players of GT7, should have to pay real world prices for these cars, because they are fundamentally different products that serve completely different purposes. In a game, a fantasy setting, I want to be able to experience driving these cars at the limit. I want to try tuning them. However, the prohibitive cost of these cars, along with how certain modifications cannot be undone, actively discourages me from doing that. That is to say, this game is set up in such a way that it makes me not want to play. And that is something I view as a complete lack of understanding of how a game should be structured by the game developers. They have seemingly forgotten at some point that they are making a game, despite what the tagline of "The Real Driving Simulator" claims.
While GT7 has a satisfactory number of tracks, I find that the track list is sorely lacking in variety, with the vast majority of them being wide, smoothly paved tracks that serve high–downforce racing cars well, such as Kyoto, Suzuka, Maggiore, Trial Mountain, and Sainte-Croix. They all blend together and have very little identity or "soul" to them as a result, with the only clear standouts being Mt. Panorama, Tsukuba, and Willow Springs. Gran Turismo to me has always been a franchise that emphasises the sheer variety and eccentricities of cars across different makes and eras, yet there are hardly any tracks that really emphaises the joys of driving a small, lightweight Kei car, or bring out the differences in them, just as one example. I feel that we have enough tracks to hold sanctioned Gr.3 and Gr.4 races on, and thus can afford to have a few off kilter tracks to cater to the other 80% of cars in the game. The recently added Rallycross layout of Catalunya I feel is a great step in that direction. Other tracks in the series' past, such as El Capitan, Motor Sports Land, Citta di Aria, and Grindelwald are also prime examples that can expand on the variety of the track list and give otherwise useless cars a place in which they can shine and come to life.
I hate that Gran Turismo 7's API has shifted to a closed API from Gran Turismo Sport's open API. Back in GT Sport, searching for decals and liveries was quick and easy thanks to
fan–made search engines that far exceeded the capabilities of what was officially provided in the game and the game's website. It was also possible to
view detailed Driver Rating and Sportsmanship Rating histories for players if you searched their PSN names, which can give us an idea of how skilled they are and how cleanly they race. Is someone a dirty driver who pushes competitors out of the way often, only to repair their ratings before an FIA race? Are they someone who deliberately loses races to lower their rating so as to match with lower rated players to score easy race wins? All that and more is easily verifiable in GT Sport thanks to its open API, but with 7, none of that is possible. The search engine for decals and liveries provided by the game only allows for one word and one search term at a time. Somehow, performing the same search on the game's website can yield completely different results. It's a convoluted, inefficient, and frustrating system to use. The fans have demonstrated that they can do better than PD, and it's just such a slap across the face that we are denied the ability to make our own lives easier. If a car exists in GT Sport, I will make my liveries in GT Sport and import them to GT7 after just because there is so much more variety and accessibility in GTS than GT7.
The biggest problem with GT7 however, has to be Polyphony Digital. They have all this reach. All this influence. All the pro racing drivers at their disposal, both real life and virtual, that they can consult. They have the backing of Sony, being a first party developer. They have nearly 30 years of experience in developing games. They have swathes of passionate fans that have been trying to reach out to them, offering advice, suggestions, complaints, for the past six months since launch. The only thing they don't have is an excuse for this sorry mess of a game. It is their choice that they do not want to listen. It is their choice to not want to communicate with us and dissuade some of the discontent among players. It is evident to me that they have zero interest in making GT7 an enjoyable game to play or to do right by their fans. GT7 was delayed once prior and it was
still such a buggy and unfinished mess at launch. What does all of this say about PD, its staff, and its director? To me, they are simply washed up, stuck up sticks in the mud who refuse to evolve or listen, which wouldn't be that much of a problem if they were competent at making functional games with functional features. But they clearly aren't competent.