Kazunori Yamauchi
Straight off the bat, I think that in terms of feature sets, Forza is ahead of us. They have more options, you can do basically anything. We take a different approach obviously - we try to concentrate on what are the core values for a racing game, and we try to elevate those standards up as high as we possibly can. I am having difficulty trying to explain the differences, but one way you can look at it is, you can buy a watch that is super multifunctional, but economical, or a watch that is reduced in functions, but premium - higher end.
If you don't want to read a long mindless rant just skip to the last sentence highlighted in red.
I've realized for sometime the Gran Turismo franchise is like this, and that's why the lack of some new features in GT5 hasn't surprised me.
Many were shocked when they saw inaccurate collision physics, no damage etc etc.
I wasn't, because after 4 Gran Turismo games I know what Kazunori wants in a race car game.
He wants to make a race car game that looks as realistic as possible, that gives you the closest feeling to driving a real car as possible. He wants to accomplish that by offering the most detailed cars and tracks possible. He wants to have at your fingertips a large variety of cars to drive because he is a car nut and would like to drive as many cars as possible. He wants you to experience it all, like how he wants to experience it all, drag racing, rally, Le Mans, Formula 1.
We are very fortunate a car nut like Kazunori Yamauchi is the head of PD.
What does Yamauchi think about things like damage etc? In my opinion, Yamauchi may blame car manufacturers etc etc whatever, but in my opinion I think Yamauchi honestly believes that physical damage to the cars just isn't that important to creating a driving simulator and should be put on the back burner. The low number of cars per race and the lack of online racing through the first 4 games shows how much Yamauchi thinks about the actual 'racing' part of his game.
Driving realistic accurate dream car on accurate realistic track > racing
He is far more concerned in providing the gamer high quality cars and tracks to drive their dream machines on then he is in adding little extras like a paint shop.
Which brings us back to his High Quality low feature watch and Low Quality High feature watch illustration. That perfectly shows his mindset. Damage, paint shops etc are considered features of low importance that aren't necessary in his 'premium' game. Feature's of high importance in Yamauchi's mind are realistic looking visuals and accurate recreations of both the cars and tracks, in other words, the 'backbone' as he called it.
Once he gets the core part of the game perfected, he says he will move on to features that are in his mind less important, features like damage and weather. He doesn't want to take time out of working on the backbone (the cars and tracks) and spend that precious time on extras like damage and weather. Later, but not now.
Project Gotham 4 developers spent a good deal of time creating weather effects for the game, and touted the weather effects as a selling point for the game. This will never be the case for a Kazunori game. A Yamauchi game is as follows, in order of importance:
<The Backbone>
1. Graphic realism and accuracy of the cars and tracks
2. Physics
3. Quanity of cars and tracks
4. AI - Added for GT5 due to 15 AI
<The Backbone>
5. Quanity of the races and Championships
6. Car performance customization
If Kazunori truly thought damage and a paint shop were important, I have no doubts they would have appeared in a GT game by now. That's why the AI has always been poor, it just hasn't been that important due to only 5 cars in previous GT games.
Enough rambling, I'm sure I've repeated some things and made mistakes
Gran Turismo is Gran Turismo, expect more of the same but better with a few extras thrown in. That is a good thing for me but it may not be for others