- 24
- Oxford
- chris99277
Controversial, but for me the offline AI gets a lot of undue negative feedback. I agree it’s not great at racing, however I think I realise what PD are trying to do, and why this works enough for them. I know I'll be in the minority, but this is just my thoughts about perhaps what PD may be trying to accomplish and why it fails for many. Some of this may be obvious and said already but this is only my feedback and review of a game I enjoy. Please don’t take it too seriously.
Essentially I think most of the negativity regarding the AI comes from players expectations set against the requirement to win every race. This sets up the situation where the player has to run an overpowered car or race dangerously or unrealistically to get to the front quickly just to progress through the game. For me this is not an enjoyable experience, so I set out to see what more I could get out of it instead.
I drive using the DFGT wheel with the squash ball mod in a custom made cockpit in front of a nice big screen. I use the cockpit view with HUD off so I feel I get a great sense immersion enjoying the pleasure of a track day driving cars I’ll likely never own in real life. While there are many other simulators that may simulate the physics better, GT gives me a nice range of cars I can experience. Consequently, I only drive cars with a detailed cockpit view.
Over time I have come to appreciate that GT actually simulates an open, ‘run-what-you've-brung’ track day fairly well. I don't enjoy driving race cars, and normally keep the cars fairly stock, with all zero assists and ABS0 on cars without ABS. This gives me a pretty good experience, and allows me some decent enough results to progress through the game. I'm not an alien, and will usually only manage bronze or silver on the seasonals, occasionally gold if I'm having a really good day.
To be able to get round a track quickly I need to enter corners slower, with smooth early braking into the corner. If I stomp on the brakes late the wheels will lock and I'll oversteer, which is what I expect in real life. So, when I drive in GT, I drive like I do in real life. This works well on a wheel with pedal resistance, however I imagine using controllers or wheels without brake pedal resistance will have some difficulty with threshold braking and end up pushing too hard and not feeling anything back. If the controller is not sensitive enough, it'll be easy pushing a brake pedal down too far, or to the floor, something I've only done on a real car in an emergency. If the wheels lock or the ABS has kicked in, I've overcooked the entry. Assuming the AI to be trying to represent competent drivers, they would also slow into corners earlier.
Furthermore, the more the car is tuned, the better performance round corners relative to the AI which I believe run mostly stock. Obviously, if using SRF or other aids, the effect would be magnified and the AI in comparison would be like rolling road blocks. This has the effect of a relative slow, cautious AI not expecting a tuned supercar with enhanced braking, grip and stability slamming into the back of them. Likewise, they will not expect a car braking so much later into a corner, or not following normal racing lines and will invariably cut into the player.
In effect, the AI appears to be driving much like a driver with stock tyres, ABS 0, and trying not to write their car off. Therefore when using a tuned car, ABS and track tyres we are able to brake later and harder in comparison to the AI, making the AI appear slow and overly cautious. To be fair, this is how it would appear if a track tuned sports car were to get stuck behind a bunch of stock street cars on a track day.
I think if the player drives more like they do in real life, and assume that the AI is running a stock car that they are trying not to damage, driving against the AI becomes quite reasonable. Not fantastic racing, but enjoyable enough for a realistic driving experience. Entering corners with the AI becomes predictable, as everyone is travelling at roughly the same speed and following the same rules.
I understand the complaint about the rubber banding, chase the rabbit element. When considered against the fact that most players are probably trying to win every race, this seems like a fair criticism. So this is where I think the PD design concept has become lost, as they have attempted to provide a game allowing average drivers the ability to win. In fact for progression in the game the player is required to win or podium. This is unfortunate I think, but understandable commercially.
To have a nice experience against the AI, I try to drive an equally powered car, safely and carefully. This means mostly following and overtaking only when clear and safe, sometimes only once or twice a lap. In this case, I expect not to win every race. This is life. To win, I would need to use a faster car, or capitalise on the mistakes from the AI. Assuming the AI to be experienced and cautious drivers, there should not be many mistakes from them. In fact they should appear to mostly run on rails and do safe predictable laps, much like I try to do.
Personally, I get more enjoyment out of a race against similarly powered cars over many laps, rather than simply getting a win against slower cars. If I invest 30 mins in a race, it doesn't matter to me if I win or not, as long as that 30 mins of my life is enjoyable and worth my time.
Essentially I think most of the negativity regarding the AI comes from players expectations set against the requirement to win every race. This sets up the situation where the player has to run an overpowered car or race dangerously or unrealistically to get to the front quickly just to progress through the game. For me this is not an enjoyable experience, so I set out to see what more I could get out of it instead.
I drive using the DFGT wheel with the squash ball mod in a custom made cockpit in front of a nice big screen. I use the cockpit view with HUD off so I feel I get a great sense immersion enjoying the pleasure of a track day driving cars I’ll likely never own in real life. While there are many other simulators that may simulate the physics better, GT gives me a nice range of cars I can experience. Consequently, I only drive cars with a detailed cockpit view.
Over time I have come to appreciate that GT actually simulates an open, ‘run-what-you've-brung’ track day fairly well. I don't enjoy driving race cars, and normally keep the cars fairly stock, with all zero assists and ABS0 on cars without ABS. This gives me a pretty good experience, and allows me some decent enough results to progress through the game. I'm not an alien, and will usually only manage bronze or silver on the seasonals, occasionally gold if I'm having a really good day.
To be able to get round a track quickly I need to enter corners slower, with smooth early braking into the corner. If I stomp on the brakes late the wheels will lock and I'll oversteer, which is what I expect in real life. So, when I drive in GT, I drive like I do in real life. This works well on a wheel with pedal resistance, however I imagine using controllers or wheels without brake pedal resistance will have some difficulty with threshold braking and end up pushing too hard and not feeling anything back. If the controller is not sensitive enough, it'll be easy pushing a brake pedal down too far, or to the floor, something I've only done on a real car in an emergency. If the wheels lock or the ABS has kicked in, I've overcooked the entry. Assuming the AI to be trying to represent competent drivers, they would also slow into corners earlier.
Furthermore, the more the car is tuned, the better performance round corners relative to the AI which I believe run mostly stock. Obviously, if using SRF or other aids, the effect would be magnified and the AI in comparison would be like rolling road blocks. This has the effect of a relative slow, cautious AI not expecting a tuned supercar with enhanced braking, grip and stability slamming into the back of them. Likewise, they will not expect a car braking so much later into a corner, or not following normal racing lines and will invariably cut into the player.
In effect, the AI appears to be driving much like a driver with stock tyres, ABS 0, and trying not to write their car off. Therefore when using a tuned car, ABS and track tyres we are able to brake later and harder in comparison to the AI, making the AI appear slow and overly cautious. To be fair, this is how it would appear if a track tuned sports car were to get stuck behind a bunch of stock street cars on a track day.
I think if the player drives more like they do in real life, and assume that the AI is running a stock car that they are trying not to damage, driving against the AI becomes quite reasonable. Not fantastic racing, but enjoyable enough for a realistic driving experience. Entering corners with the AI becomes predictable, as everyone is travelling at roughly the same speed and following the same rules.
I understand the complaint about the rubber banding, chase the rabbit element. When considered against the fact that most players are probably trying to win every race, this seems like a fair criticism. So this is where I think the PD design concept has become lost, as they have attempted to provide a game allowing average drivers the ability to win. In fact for progression in the game the player is required to win or podium. This is unfortunate I think, but understandable commercially.
To have a nice experience against the AI, I try to drive an equally powered car, safely and carefully. This means mostly following and overtaking only when clear and safe, sometimes only once or twice a lap. In this case, I expect not to win every race. This is life. To win, I would need to use a faster car, or capitalise on the mistakes from the AI. Assuming the AI to be experienced and cautious drivers, there should not be many mistakes from them. In fact they should appear to mostly run on rails and do safe predictable laps, much like I try to do.
Personally, I get more enjoyment out of a race against similarly powered cars over many laps, rather than simply getting a win against slower cars. If I invest 30 mins in a race, it doesn't matter to me if I win or not, as long as that 30 mins of my life is enjoyable and worth my time.