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I guess that's down to personal opinionYou're literally allowing for flawed game design if you're okay with a progression system even when it's awfully boring.
I guess that's down to personal opinionYou're literally allowing for flawed game design if you're okay with a progression system even when it's awfully boring.
Your point is moot because no one here is advocating for removing progression from the game. If you read the responses more carefully you'll see that it's PD's version of game progression that is described as bad or flawed and the reasons are quite clear. Don't be blinded by what you personally want.Calling a progressive game design 'flawed' is nothing more than a personal opinion.
Anyone's personal opinion does not make it fact.
Many enjoy a progressive game design.
Targets to hit etc.
There is no evidence whatsoever that a progressive game advancing design is 'flawed' nor 'bad'.
Those claiming it is are blinded by what they personally want.
And in no way can claim factually otherwise.
Simple as that.
Calling a progressive game design 'flawed' is nothing more than a personal opinion.
Anyone's personal opinion does not make it fact.
Many enjoy a progressive game design.
Targets to hit etc.
There is no evidence whatsoever that a progressive game advancing design is 'flawed' nor 'bad'.
Those claiming it is are blinded by what they personally want.
And in no way can claim factually otherwise.
Simple as that.
As I say personally I would do it like this:
Arcade Mode/Free Mode/Whatever you want to call it - All cars and tracks are available to drive but you cannot tune or modify them, just use the stock cars to try them out, go for a casual drive/race and have some fun. Give players credits for winning that they can use to outright own cars.
Career/Progression/whatever you call it mode - The classic progression based game as you've always known it. Start with peanuts, progress through it to earn everything over time.
Online - Like arcade mode all cars are available to you as a loaner, to start with. You can't do anything with it, but you can jump into any type of race series you want, have some fun, earn a bit of cash and eventually have enough to start buying your own car collection that you can tune and modify. You aren't forced to start with only slow cars or 20 courtesy cars. If you want to jump online and start racing LMPs, you can.
Everyone is happy then, IMO. Those who just want to race the content they paid for can do so, either offline or online as per their preference. Those who want to build a collection of owned cars but don't want to play offline can do so. Those who do want the classic single player progressive game, they have it. Everyone has a way to earn credits and own cars.
This is fine, and fortunately many games, like Forza for example, already do this. But we've been getting away from the point of the thread with the discussion about progression. Talking strictly about secret cars, I don't think it would be too offensive to most players if you locked, say, 10 cars out of a roster of several hundred to a thousand. And you don't see them in dealerships, and you don't name them but you make it clear they exist, and they could serve as fun, special achievements and status symbols for players to strive for. In retrospect, even I have to admit pre-GT5 the percentage of cars in GT but not viewable in dealerships was staggering and probably wouldn't fly with modern gamers. But 10 or less and I don't think you're bothering anyone, so long as you don't make them cars that the wide majority of people obviously want to drive, like a standard Supra or 458 or something.
Except nobody said that. Progressive game design, widely speaking, is fine. It has worked for decades in most genres, and will continue to work for many more to come, I'd imagine. What was said is that a) Some progressive game designs are flawed and badly designed and b) in a game like Gran Turismo with no spoilers or stories they could offer an alternative, route through the game.
But you implied that by saying "Not restricting and telling them to play it your way" because any progression within a game restricts the way it is played.
As others have said, a progressive design can't be said to be 'flawed', since it is subjective.
His post suggested I or other people were saying that all progressive game designs are bad. They're not, and like I said, it depends entirely on the game genre. With a story driven, single player game you expect to play through it as the developer says so. There isn't really much scope for anything else, unless you want to lose the story telling. With a driving game, you have more freedom, you can give people a lot more choice in how they play it.
As for whether a specific game is flawed or not, of course that is just my opinion, as all video game critiques are. I thought that was obvious.
True, different genres would have varying levels/types of restrictions, but your premise is that any restrictions are unwarranted.
It should always be about options, allowing people to play the game the way they want to.
But you can't then apply your argument selectively to something determined by a subjective measure.
True, different genres would have varying levels/types of restrictions, but your premise is that any restrictions are unwarranted.
Not it isn't. At least, I didn't mean that. When I said this:
I was back to specifically talking about GT, although looking back I see that wasn't exactly clear.
Not sure what you're saying to be honest, so I'll re-summarize my views:
Traditional, progression based games - fine
Being restricted to only following one progressive path - fine, as long as it fits the genre, generally story telling.
Games in certain genres, like racing/driving, do not need to be so firmly locked in. There are also other genres where developers are being swung more towards an open world, so whilst there are still some restrictions, like certain missions opening up later, you are much more free to play the game how you want.
It's only really strong story driven, linear games that should still strongly force you to play the way the developers want. GT should not be like that, IMO. It doesn't need to be.
There's no real reason why GT can't do the same, especially considering that it's largely what they used to do. Arcade mode used to have all the content avaiable (if "locked" behind fairly trivial race requirements), and GT Mode used to be the full on zero to hero mode. They weren't interdependent, and that was good. They catered to different players.
Modern GTs have made it mostly a necessity to play GT Mode to get the cars you want for Arcade, or Online. That's not good design, these things are aimed at separate groups of players and should be designed as such.
you do seem to imply that you think they are inherently flawed.
Well, it would diminish the sense of progression.
Are they??
It would diminish the sense of progression in GT Mode if Arcade Mode allowed you relatively easy access to the cars?
The thing is, that implies that the vast majority of the tangible progression in GT Mode is from possessing cars. Admittedly, GT6 does this by design. GT5 wasn't far behind, especially after seasonals essentially removed the XP levelling system.
That doesn't mean that it's particularly good design, or that progression-by-number-of-Pokemon is the only way to do it. A game can be designed to allow collecting, but not have that as the only primary progression mechanic.
In fact, I would say that the standard way to do it is the simple, linear "win this race to progress to the next" sort of thing that you see in games like F1 or Grid:AS. pCARS offers a very flexible progression system that isn't tied to ownership of cars at all.
Then there's games that mess with the concept of ownership. Most of the "serious" sims don't have the concept of buying your car at all, you just get to drive whatever you want. NFS:Shift let you sell a car at any time for exactly what it cost you, so technically you could "own" any car you wanted any time you wanted as long as your lifetime winnings were equal or greater to the price of the car.
If all a game offers in the way of achievement is "getting more cars", then yes, allowing easy access to cars is going to diminish the sense of progression. But I'd argue that if a game's primary method of giving the player a sense of achievement is building a massive garage, then it's not particularly well designed. There's certainly scope for allowing players to build a massive garage, because some people just like that, but it probably shouldn't be your primary mechanic.
This is why there's no reason GT can't do it. There's no reason that GT needs to tie achievement to car count, and so they can have a game based around skills or experiences if they wish. They just have to design actual challenges into the game, because very few people feel a sense of achievement by being handed "victories". Even kids are mostly smart enough to sense when they're being humoured.
Look at it this way. There are three major groups:
1. Has fun competing against other humans.
2. Has fun competing against the computer in a series of structured, designed challenges.
3. Has fun competing against the computer or themselves in self-designed or freeform challenges.
These groups are not exclusive, a single person can enjoy one, two or all of these types of play. But each has a distinct focus that is not aided by mixing it in with another mode. That's the reason why Arcade, Online and GT are separate modes. Otherwise you might as well just make one big PLAY mode.
Once you realise that you're doing separate things with each mode, it's a small step to see that the way to make each mode the best it can be is to design it independently. If two modes are linked together, then that forces design choices that may not be optimal for one or both of them.
For example, Arcade mode in GT6 is not the best it can be for self-designed or freeform challenges, because PD linked it to GT mode and therefore the car list had to be restricted in a similar fashion to the GT mode car list.
What's more, by making sure that each mode is separate, you're making sure that players that don't enjoy a certain style of play aren't forced to play it.
It's about allowing your game design to be the best it can be, and that's done by making parts of the game with different goals as independent as possible.
If Gt is going to do the same as Pcars, a more sandbox type of game, then the sense of progression will necessarily be reduced.
Aren't the Arcade, Online and GT modes just acting as menu items though, since there are disparate elements within them eg online Seasonals?
I don't really agree. Look at something like Dark Souls, which blurs the lines between online and offline.
Yes, GT's overall design is not the best if you want a sandbox type experience.
Nah, an artist that worked on a model for 6 months straight wants their work shown off not hidden. The times are different now.
I think Yamauchi has a great of respect for all of his workers which is why GT5/6 didn't have any secret premiums.With all due respect to 3D modelers — it's a very tough and admirable job, I tried my hand at it and learned that very quickly — it doesn't really matter what they think when it comes to overall game design. Producers, lead designers, creative heads, etc. are the ones that get to determine where those assets go and where a modeler's work fits into the experience.
I think Yamauchi has a great of respect for all of his workers which is why GT5/6 didn't have any secret premiums.
Being shown pics of the hidden car only tells half the story though - driving it yourself is a different prospect entirely.I think it's just as likely they didn't have any secret cars because of the modern internet driven world where they would be a secret for 10 minutes. Yeah, the internet was around for the first four games but not on the level today, most people back then still found out secrets and cheats from monthly magazines.
As I say personally I would do it like this:
Arcade Mode/Free Mode/Whatever you want to call it - All cars and tracks are available to drive but you cannot tune or modify them, just use the stock cars to try them out, go for a casual drive/race and have some fun. Give players credits for winning that they can use to outright own cars.
Career/Progression/whatever you call it mode - The classic progression based game as you've always known it. Start with peanuts, progress through it to earn everything over time.
Online - Like arcade mode all cars are available to you as a loaner, to start with. You can't do anything with it, but you can jump into any type of race series you want, have some fun, earn a bit of cash and eventually have enough to start buying your own car collection that you can tune and modify. You aren't forced to start with only slow cars or 20 courtesy cars. If you want to jump online and start racing LMPs, you can.
Everyone is happy then, IMO. Those who just want to race the content they paid for can do so, either offline or online as per their preference. Those who want to build a collection of owned cars but don't want to play offline can do so. Those who do want the classic single player progressive game, they have it. Everyone has a way to earn credits and own cars.
Agree, bar the online car exclusive. I find excitement in showing the car that you've just spent time building up towards that your friend may not have - taking away the aspect of finally saving up for a car and showing it off to your friends loses a lot of the social appeal if you ask me. Sure those cars can't be modified, and the one you've saved up for may, but it all feels flat when said person can just get something faster right then and there.
I remember back when I was a kid I was showing off my Pennzoil Nismo GT-R livery in Midnight Club LA. Yeah I got kicked for being an ass about it.I think the best thing to take that place is rare, limited edition or personalised liveries.
If you saved up for a super expensive livery for your car, that's a lot of the same social bragging rights there. Ditto if you spent 20 hours making your own really awesome livery. Or maybe you won one by completing some really difficult in-game challenge.
I'd love for this screen to come back:
because there was a sense you earned it and they were a 'forbidden fruit' of sorts. Even if it was just a god damn pink Vitz.
But even then, they carried a secret car system all the way through to Horizon, in the form of unicorn cars. People were ridiculously hyped over receiving them and most took part in community events solely to get them all. That shows that people are enticed by stuff they can't have easily, and that's why secret cars should make a return. Look at Forza 6's secret Silvia. It's a cool car, no doubt, but its nothing earth shattering, yet people still jumped straight on to get it because it wasn't something that was made necessarily easy to get. I think the best solution would be to make them secret, but then make them purchasable in the dealer once they have been acquired/won/unlocked.