Licensing question about GT5 (Involves Damage).

Quiet_Storm

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xQuietStormx
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Don't know if this is the right forum to post this in or not, if not then please move it to the right area. Thanks!

I know we've all had very big debates over damage in the final release of GT5. Some of us prefer damage and some don't really care for it. I know that Kaz has said before that he doesn't want to implement damage into the GT series unless he can realistically simulate damages in the game. I'm sure the damage system in Forza 2 just wouldn't cut it for the guys at PD.

Ok, what I've noticed is that the new NFS: Pro Street has licensed production cars in them yet they're able to do rollovers crashes and some of the videos of their damage modeling that I've seen all look fairly realistic (better than Forza 2, imo). My question is, how did they get around the strict licensing restrictions that car manufacturers put on their production cars in videogames? Maybe I'm missing something here but these cars are just regular production cars in Pro Street, yet I've seen quite a few videos of them rolling over.

Maybe I'm missing something but it seems like EA was able to get around these restrictions for their game so maybe there is hope for realistic damages in GT5 after all? Discuss...or lock.:lol:
 
Unless I miss my guess, "Pro" Street only has a handful of cars like the previous NFS games, and getting a few car companies agree to some extreme crash situations has got to be a heck of a lot easier to do than deal with 80 of them.

But I agree with you that this might be a sign that the car makers know what we want from them and are finally growing up. Many of us want damage, we want all of their cars, and we know the difference between wrecking a real car and trashing a bunch of polygons. ;)
 
Kaz has said in the past that "it was important that we [PD] didn't get into a situation where one car could look damaged but another couldn't". That was circa GT2, so he obviously meant that a damage system on the original PlayStation would be limited for such a large game, and a situation could easily arise where two cars collided and one didn't get any damage because it didn't register.
 
I'm not sure what your talking about when you mention it not registering, but if you mean the game having too much to handle, then that's not the case at all. The problem stems from licensing, different manufacturers will allow different levels of damage, and I'm sure there's still one or two that will be adamant that they want none. What he was talking about is having these cars and one is licensed for damage and another isn't. Or a more probable situation where one is licensed to have a decent degree of damage, and another dents and scratches only, it would just result in very imbalanced gameplay. I really would like damage in GT5, but I would rather there was none and it was balanced than every car being subject to differeing levels of damage.

Even in Forza 2, some cars can't have the bumpers knocked off, while other can, though thats more minor, if you wen't into damage properly, where some cars had wheels coing off and so on, but others didn't, that would really mess the balance up.
 
By "registering" I mean that if you slide into another car head-on, but only hit the back corner of him. That comment by Kaz was made in the days of GT2, so allowances would have to be made with the processing power of the original PlayStation. There's no way it would be as complex or as detailed as the system used by NFS or Forza. Of course, Colin McRae 2.0 wihch was released a few weeks later had a pretty good damage system, but like NFS, it only had a handful of cars.
 
The thing you haven't seen about ProStreet though is that the rollovers do not damage the interior shell. No manufacturer will allow it.
 
^^^I agree, but they still have rollovers which is still a big no no for a lot of manufacturers. I remember reading somewhere, an interview with Ford's licensing representative, in which he said they would not allow any types of rollovers on their cars in videogames. I understand that different manufacturers have different limits on what can be done to their cars and a game like GT would have a lot more to work with than something like NFS. I was just curious since I could've sworn that I saw a Ford made car flip over in one of the videos.

Maybe there is a way around it and money talks? Not sure but this will give hopes to those of us who would really want realistic damages in GT5 or any other racing games for that matter which features licensed production cars. I'm totally fine with no rollovers if they offer Pro Street levels of cosmetic damage details with a realistic mechanical damage engine.

Example: Racing on a very hot day? Better keep your eye on the engine temperature gauge. Over-revving your engine? Say bye bye to that engine and having to get it rebuilt and the ability to pick and choose parts for the rebuild.;) I'm just in my wishful thinking mood right now.:lol:
 
I don't think internal damage - ie overheating - is really that much of an issue. In fact, I thikn something like it has been done before; I swear my Suzuki Escudo wouldn't handle properly after I hit a car that spun out in front of me in GT2. Almost as if I had bent the steering arm ...
 
^^^There were mechanical damages in GT2, that's why your car felt like you bent a steering rod. It's because you did bend it from ramming into another car.:lol:
 
^^^There were mechanical damages in GT2, that's why your car felt like you bent a steering rod. It's because you did bend it from ramming into another car.:lol:

orly?

Anyway. I don't care if GT5 has visual damage, as long as it has a very solid internal damage system.
 
-> I really don't care about damage in GT as long the physics of the certain vehicle resembles to that car in real life. :indiff:

-> The mechanical damage like in GT2 is dandy enough to make me happy as it is, visual damage is all for show and that can de done realistically later on.
 
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