Should PD go back to basic?

  • Thread starter Strittan
  • 82 comments
  • 4,004 views

Should PD focus on improving the original and most important aspects before doing anything else.

  • Yes

    Votes: 96 78.0%
  • No

    Votes: 17 13.8%
  • Other (Explain below)

    Votes: 10 8.1%

  • Total voters
    123
I've not read the thread, but based on the topic, I might argue they are stuck in the basics like the whole of the Japanese game industry of the last 20 years...

How a creative industry stagnates escapes me as that seems harder than allowing it to evolve... Some serious risk adverse fears I suppose.

For some reason, it takes a thread like this one to help me get my thinking organized. It doesn't help that Gran Turismo is a fairly massive microcosm all its own that grows every game.

In my opinion, Gran Turismo needs to become a proper microcosm of the automotive world, incorporating in as many facets as is technically and logistically possible. Before anyone has a freakout about this idea, it really would just take a tweak or twirk to the basic GT Mode to make it feasible, not much else. A lot of that "infrastructure" is already in place in GT5. Kaz needs to decide what those elements are, and then organize the team to produce content consistent with the vision he has for that Gran Turismo.

For instance, rally racing is here to stay, clearly. Thus Kaz needs to acquire licenses of rally teams both current and classic, and model those cars with their liveries. He needs the track modeling teams to produce a sufficient number of tracks to provide a satisfying number of rally events. And hopefully, license those courses in the WRC league if possible. If not, a fantasy GT Rally league. He needs the game design team to produce those events, and at least one massive championship series. Do this same thing for as many leagues as possible: SCCA, ALMS, Super GT, FIA GT, BTCC, WTCC, DTM, Formula GT / F1 / CART / whatever, NASCAR, which I assume is returning, etc. License leagues, cars, tracks, teams and liveries, etc. As many as possible, and what he can't license, provide fantasy GT versions.

Work on those aspects of the real world that need improving or inclusion: damage, sound, livery editor, bot A.I., etc.

A number of us have been asking for a more realistic Career Mode, or in my case, a Career Mode proper, as I don't see GT Mode as anything like a racing career. While I'd prefer a separate Career Mode, I'm going to suggest a tweaked GT Mode.

License Tests. Do them, we always have.

Groan if you will, but start with Kart racing. Provide a sufficient number of events and locations so that those who like Karts can enjoy themselves, but with a "branch point" in the list that opens up to the next level, auto racing. Or if you prefer, race through the entire series for a Kart League Championship.

You have a certain amount of money, and the longer you race Karts, the more you'll have to work with. Buy a car. I'm assuming used cars will be in, so buy something used, fix it up, or new, and enter the normal GT entry, the Sunday Cup, and the other entry level races. Complete them in sequence, with a sufficient number of events and locations so that those who like the SCCA style enthusiast thing can enjoy themselves, but with a "branch point" in the list that opens up to the next level, higher performance auto racing. Or if you prefer, race through the entire series for an "SCCA Autocross League" Championship.

See what I'm, dare I say it, driving at? ;) Each level offers a number of events which can be used to leapfrog you up a level if you want more excitement and reward, but if you want to stick it out, you can use that car - or, meh, truck - you just bought or won to complete a championship, with its level of reward, such as a car good enough to compete in the next tier. There should be some sort of SCCA Pro style level with cars of 160-200hp consisting of Ford Focuses, Honda Civics and RSXs, Volvos, Peugeots, Seats etc. As you go up in tiers, you can go into Rally racing, Super GT, DTM, whatever. But each tier should offer you a championship challenge, each one longer than the previous one, much like in GT3. A Livery Editor working hand in hand with Race Mod is pretty much essential for something like this, which is the main thing I enjoyed in Forza; the ability to create my very own racing identity down to the livery of my car.

There should be opportunities within this structure to partake in the other events offered in previous GTs, such as Manufacturer Cup races, as well as user made events, series and championships. Then there are also the Polyphony managed events, series and championships, as well as user created and managed clubs and racing leagues.

I would still like to see a proper Career Mode separate from this based on GT Academy, which runs from enthusiast level racing into professional motorsports in the league of our choice, with each tier lasting a racing season. In addition, I'd like to see a Season Mode, which gives you a chance to race a full racing season in a league for a championship. These are less important to me now, assuming we're getting a full blown Event Maker, which would let us make our own racing seasons.

I expect some of this - I'm hoping a good deal of this - is the makeup of in GT6, but to really take form and flourish in GT7 on PS4, if the good Lord does bless us with peace and plenty for a few more years.

Most of what I propose just takes more work from the game structure programmers, and more focus from Kaz on what he wants to do. So rather than just be impressed with NASCAR and try to include a few cars, tracks and a smattering of events, include NASCAR as a serious element of the game which culminates in a NASCAR championship. Instead of wanting to grab race cars here and there, or sports cars or whatever, license cars in clusters of similar performance which would match well in events, such as classic race cars from a certain series which could have that series duplicated building up to a championship.

This focused approach, along with user made content, and DLC on top of that, would keep the next Gran Turismo games appealing for... well, ever.

Uhm... in other words, no, PD shouldn't go back to basics. :lol:
Very well said, and quite feasible if aligned to Kaz's elusive vision...
 
Last edited by a moderator:
I've not read the thread, but based on the topic, I might argue they are stuck in the basics like the whole of the Japanese game industry of the last 20 years...

How a creative industry stagnates escapes me as that seems harder than allowing it to evolve... Some serious risk adverse fears I suppose.
Any ideas? Honestly.

Edit -
Legitimately new ideas. Free roam, 24 hr races with multiple people, custom license plates :D

Seriously.
 
For many of us or dare I say it, most of us, this:

Work on those aspects of the real world that need improving or inclusion: damage, sound, livery editor, bot A.I., etc.

Must be brought up to snuff for this to be really enjoyable:

For some reason, it takes a thread like this one to help me get my thinking organized. It doesn't help that Gran Turismo is a fairly massive microcosm all its own that grows every game.

In my opinion, Gran Turismo needs to become a proper microcosm of the automotive world, incorporating in as many facets as is technically and logistically possible. Before anyone has a freakout about this idea, it really would just take a tweak or twirk to the basic GT Mode to make it feasible, not much else. A lot of that "infrastructure" is already in place in GT5. Kaz needs to decide what those elements are, and then organize the team to produce content consistent with the vision he has for that Gran Turismo.

For instance, rally racing is here to stay, clearly. Thus Kaz needs to acquire licenses of rally teams both current and classic, and model those cars with their liveries. He needs the track modeling teams to produce a sufficient number of tracks to provide a satisfying number of rally events. And hopefully, license those courses in the WRC league if possible. If not, a fantasy GT Rally league. He needs the game design team to produce those events, and at least one massive championship series. Do this same thing for as many leagues as possible: SCCA, ALMS, Super GT, FIA GT, BTCC, WTCC, DTM, Formula GT / F1 / CART / whatever, NASCAR, which I assume is returning, etc. License leagues, cars, tracks, teams and liveries, etc. As many as possible, and what he can't license, provide fantasy GT versions.

Work on those aspects of the real world that need improving or inclusion: damage, sound, livery editor, bot A.I., etc.

A number of us have been asking for a more realistic Career Mode, or in my case, a Career Mode proper, as I don't see GT Mode as anything like a racing career. While I'd prefer a separate Career Mode, I'm going to suggest a tweaked GT Mode.

License Tests. Do them, we always have.

Groan if you will, but start with Kart racing. Provide a sufficient number of events and locations so that those who like Karts can enjoy themselves, but with a "branch point" in the list that opens up to the next level, auto racing. Or if you prefer, race through the entire series for a Kart League Championship.

You have a certain amount of money, and the longer you race Karts, the more you'll have to work with. Buy a car. I'm assuming used cars will be in, so buy something used, fix it up, or new, and enter the normal GT entry, the Sunday Cup, and the other entry level races. Complete them in sequence, with a sufficient number of events and locations so that those who like the SCCA style enthusiast thing can enjoy themselves, but with a "branch point" in the list that opens up to the next level, higher performance auto racing. Or if you prefer, race through the entire series for an "SCCA Autocross League" Championship.

See what I'm, dare I say it, driving at? ;) Each level offers a number of events which can be used to leapfrog you up a level if you want more excitement and reward, but if you want to stick it out, you can use that car - or, meh, truck - you just bought or won to complete a championship, with its level of reward, such as a car good enough to compete in the next tier. There should be some sort of SCCA Pro style level with cars of 160-200hp consisting of Ford Focuses, Honda Civics and RSXs, Volvos, Peugeots, Seats etc. As you go up in tiers, you can go into Rally racing, Super GT, DTM, whatever. But each tier should offer you a championship challenge, each one longer than the previous one, much like in GT3. A Livery Editor working hand in hand with Race Mod is pretty much essential for something like this, which is the main thing I enjoyed in Forza; the ability to create my very own racing identity down to the livery of my car.

There should be opportunities within this structure to partake in the other events offered in previous GTs, such as Manufacturer Cup races, as well as user made events, series and championships. Then there are also the Polyphony managed events, series and championships, as well as user created and managed clubs and racing leagues.

I would still like to see a proper Career Mode separate from this based on GT Academy, which runs from enthusiast level racing into professional motorsports in the league of our choice, with each tier lasting a racing season. In addition, I'd like to see a Season Mode, which gives you a chance to race a full racing season in a league for a championship. These are less important to me now, assuming we're getting a full blown Event Maker, which would let us make our own racing seasons.

I expect some of this - I'm hoping a good deal of this - is the makeup of in GT6, but to really take form and flourish in GT7 on PS4, if the good Lord does bless us with peace and plenty for a few more years.

Most of what I propose just takes more work from the game structure programmers, and more focus from Kaz on what he wants to do. So rather than just be impressed with NASCAR and try to include a few cars, tracks and a smattering of events, include NASCAR as a serious element of the game which culminates in a NASCAR championship. Instead of wanting to grab race cars here and there, or sports cars or whatever, license cars in clusters of similar performance which would match well in events, such as classic race cars from a certain series which could have that series duplicated building up to a championship.

This focused approach, along with user made content, and DLC on top of that, would keep the next Gran Turismo games appealing for... well, ever.

Uhm... in other words, no, PD shouldn't go back to basics. :lol:
 
Any ideas? Honestly.

Edit -
Legitimately new ideas. Free roam, 24 hr races with multiple people, custom license plates :D

Seriously.
Cheeky git!! Lol :)

Ill take all those... Seriously low hanging fruite. But none are genera defining or innovative.
 
Cheeky git!! Lol :)

Ill take all those... Seriously low hanging fruite. But none are genera defining or innovative.
lol the license plates :D

The 24 hr races is new though. Unless the PC sims can do it (or have already), I'll just have to say that "PC's do it first" and nobody can help that. In the realm of console software, it's not so easy (it wasn't easy at all in the past gen). I expected all or most of the tracks to have time change (not weather change) in GT6, but it isn't so.
 
With the basics covered, the game can sustain on it's own without all these other crazy features. GT4 is a great example. The basic game was wholesome. It had a plan, and it stuck to it. It wasn't a lot of ideas, or incomplete additions, it was either completed, or it wasn't in the game.
 
It's muc
lol the license plates :D

The 24 hr races is new though. Unless the PC sims can do it (or have already), I'll just have to say that "PC's do it first" and nobody can help that. In the realm of console software, it's not so easy (it wasn't easy at all in the past gen). I expected all or most of the tracks to have time change (not weather change) in GT6, but it isn't so.

It's much easier than you think. I've been a game developer for 20 years. The features you mention are super easy... I could explain from end to end what's needed but there is always a priority.

PC games are simply easier (if you don't think about all the hardware compatability) for one simple reason, lots of memory, and that means code can be sloppy. Consoles have limited memory to force optimization and quality... This new generation being the first with lots of memory on tap.

Kaz's mentioned all tracks that have a 24 hour format will get the treatment. That leaves Daytona and???

I have to say, GT 5 24 Nurburgring could be a game by itself with a VIR license (same series Kaz races). At any point during the day it looks real! From the am fog to the PM haze, just remarkable. I've driven the ring in the pouring rain, that's spot on too!
 
@Tenacious D - I don't think you've ever gone into that much detail explaining the Career Mode vision of yours. I can't help but agree with @Johnnypenso - it's fantastic, it truly is, but getting improvements in those four areas would really make it the best GT/Career Mode ever 👍. The AI probably comes first in my mind, at least in really making that sort of epic career enjoyable/believable (an endless series of rabbit chases will lose my interest no matter what the cars), and as even you mentioned in there, a livery editor would make the trek more enjoyable, as we'd all have our own cars. I'd even take the current damage model as is if those two issues were addressed.

Oh. And the sounds. Those should be a high priority to the game in general, but oddly enough, they don't affect my desire to play the sort of career you're suggesting. Does that make sense? ;)
 
It's muc


It's much easier than you think. I've been a game developer for 20 years. The features you mention are super easy... I could explain from end to end what's needed but there is always a priority.

PC games are simply easier (if you don't think about all the hardware compatability) for one simple reason, lots of memory, and that means code can be sloppy. Consoles have limited memory to force optimization and quality... This new generation being the first with lots of memory on tap.

Kaz's mentioned all tracks that have a 24 hour format will get the treatment. That leaves Daytona and???

I have to say, GT 5 24 Nurburgring could be a game by itself with a VIR license (same series Kaz races). At any point during the day it looks real! From the am fog to the PM haze, just remarkable. I've driven the ring in the pouring rain, that's spot on too!

Hi Lawndart,

I would love to hear from someone like yourself who knows "what really goes on" in relation to the major areas of complaints from various people. Are some of these things justified or are people sometimes expecting too much and not realising what really goes on behind the scenes. If you could take a moment it would be greatly appreciated as I would love to be a little more educated in relation game development

Thanks

Sayab2th
 
It's much easier than you think. I've been a game developer for 20 years. The features you mention are super easy... I could explain from end to end what's needed but there is always a priority.

PC games are simply easier (if you don't think about all the hardware compatability) for one simple reason, lots of memory, and that means code can be sloppy. Consoles have limited memory to force optimization and quality... This new generation being the first with lots of memory on tap.

Kaz's mentioned all tracks that have a 24 hour format will get the treatment. That leaves Daytona and???

I have to say, GT 5 24 Nurburgring could be a game by itself with a VIR license (same series Kaz races). At any point during the day it looks real! From the am fog to the PM haze, just remarkable. I've driven the ring in the pouring rain, that's spot on too!

I take it then you'd agree that given PS4's capabilities, there will simply be no excuse for PD not making major advances in AI, sound, damage and every other major shortfall in relation to PC sims, along with expected advances in detail, framerate etc? By no excuse, I mean the existing issues with PS3 memory will be a thing of the past and the only thing stopping them from making major advances will be staffing, budget etc.?
 
Hi Lawndart,

I would love to hear from someone like yourself who knows "what really goes on" in relation to the major areas of complaints from various people. Are some of these things justified or are people sometimes expecting too much and not realising what really goes on behind the scenes. If you could take a moment it would be greatly appreciated as I would love to be a little more educated in relation game development

Thanks

Sayab2th

Hey Sayab2th, its hard to sum up development as every company followers a slightly different, if relative process. And even other industry folks looking at PD are a bit perplexed. Mechanically understanding features and design is one thing but its of limited insight without knowing priorities. Both creative and business.

But I think its safe to say PD have been a team of 15 years and suffers the same stagnation of long term teams in games. This isn't a cultural limitation, its just an odd circumstance where a vision trumps some logic and sometimes its for the better, but most times its not. The total war series, final fantasy, etc are some other examples.

Then you have to consider not all dev teams are treated equal... In fact there are cavernous skill gaps. For instance I can assure you that PD doesn't have a dedicated AI engineer but its likely a fellow who has been with the team forever... Now despite that statement being something anyone might guess, the reason I know is because the AI that shipped with GT 5 is barely passable by any AI standard and very linear in logic. I have seen this AI in many prototype games and pitches. Its a shell of a brain waiting to be expanded... or the rest of the brain is just busted. If I interviewed that AI guy it wouldn't be for AI and he would likely explain that he did a lot more and that it wasn't a dev priority.

But the real question is if its obvious that AI wasn't a priority then when will it be? GT 6 better AI? No clue... But if Kaz has reality vs game conflicting then it never will be.

Now if I'm to venture to guess on a few things I might start by identifying that PD are very deliberate regarding two things. Seriousness of sim and esthetics, and a polarizing jovial approach to some things that make it more "gamey" ie car washes. So we will always have spot on looks and feel... And goofy things like car washes with kiddy jingles. And that's where the game culture collides with something else... And that "something else" to me is not a game, but reality. they don't really seem to desire to make a game, but a tool or interactive auto sandbox or playground.

So you can pretty much count on that trend staying the same, and then apply that logic to assume how the next features may evolve... For instance a livery editor... It won't be like we assume or anything like the industry standard and expectation. It will be something mashed into "GT auto" right along side the car wash... And it will be strange and certainly won't be robust enough to makes Kaz perfect cars look silly.

One last detail, look at GTs biggest weakness as a whole, the game part of the product... So I wouldn't expect gamey features, Kaz isn't a gamer! But I do hope against all odds they get the single player structure worked out in GT 6... What was in GT 5 could have been slapped in the last couple months of development... And all that time is mostly art and menus... Even I thought more a-spec events was a dead solid dlc expectation.

Anyway, I'm getting long winded as PD is just a different animal, perhaps they aren't really a game company?! all I know is from western developers and publishers, but I wanted to share something that might lend some insight... And btw, my role is production so I define methods, process, and roadmaps etc so I can assure you, AAA games will never have a standards format to development... Its too obvious to the gamer when a product is "manufactured" through development.... And I wouldn't have much work to do if it did...

I take it then you'd agree that given PS4's capabilities, there will simply be no excuse for PD not making major advances in AI, sound, damage and every other major shortfall in relation to PC sims, along with expected advances in detail, framerate etc? By no excuse, I mean the existing issues with PS3 memory will be a thing of the past and the only thing stopping them from making major advances will be staffing, budget etc.?

Sorry, I don't know how to merge posts on the mobile version.

What's blocking those things are priority and vision. For instance if you go to a Japanese GT board are they saying the same?

I can say that its quite feasible to have all those things in this generation, there is so much optimization PD could do, for instance do we really need all the wire harnesses behind a steering wheel? And instead of full 3D wheels, why not convert them to textures when they start to spin? That's enough polys for a standard model.

Because its not realistic and Kaz won't accept anything less... So like I said above, Kaz isn't making games, he is making virtual reality... And we are along for the ride and he is driving.

But its not all bad as the cars Kaz makes truly are amazing and pd do model most everything including full suspension, axels, etc. not like the competition who just use variables and spreadsheets.

I've seen a special GT 5 build on a 4k TV about a year ago so I have a good idea of what GT 7 may look like but it was in fact GT 5 I was watching... And holy hell I could have reached into the screen it was so real looking. Kaz is already into the next gen... If only he could shake those nagging customers that keep wanting games lol.

Further! Track marbles, rubbering line, snow and dirt deformation, water accumulation and puddling, all doable this generation if you know how to manage resources.

What is possible is governed by priority, priority is at odds with creative and budgets... Thank goodness the later isn't a factor for pd.[/quote]
 
Last edited by a moderator:
Sorry, I don't know how to merge posts on the mobile version.

As mentioned before, hitting the Reply button to all the posts you want to respond to before typing up your responses should put all the quotes in the reply box in the order you decided.

There's also the big Edit button on older posts to add to them - no need to quote yourself 👍
 
Hey Sayab2th, its hard to sum up development as every company followers a slightly different, if relative process. And even other industry folks looking at PD are a bit perplexed. Mechanically understanding features and design is one thing but its of limited insight without knowing priorities. Both creative and business.

But I think its safe to say PD have been a team of 15 years and suffers the same stagnation of long term teams in games. This isn't a cultural limitation, its just an odd circumstance where a vision trumps some logic and sometimes its for the better, but most times its not. The total war series, final fantasy, etc are some other examples.

Then you have to consider not all dev teams are treated equal... In fact there are cavernous skill gaps. For instance I can assure you that PD doesn't have a dedicated AI engineer but its likely a fellow who has been with the team forever... Now despite that statement being something anyone might guess, the reason I know is because the AI that shipped with GT 5 is barely passable by any AI standard and very linear in logic. I have seen this AI in many prototype games and pitches. Its a shell of a brain waiting to be expanded... or the rest of the brain is just busted. If I interviewed that AI guy it wouldn't be for AI and he would likely explain that he did a lot more and that it wasn't a dev priority.

But the real question is if its obvious that AI wasn't a priority then when will it be? GT 6 better AI? No clue... But if Kaz has reality vs game conflicting then it never will be.

Now if I'm to venture to guess on a few things I might start by identifying that PD are very deliberate regarding two things. Seriousness of sim and esthetics, and a polarizing jovial approach to some things that make it more "gamey" ie car washes. So we will always have spot on looks and feel... And goofy things like car washes with kiddy jingles. And that's where the game culture collides with something else... And that "something else" to me is not a game, but reality. they don't really seem to desire to make a game, but a tool or interactive auto sandbox or playground.

So you can pretty much count on that trend staying the same, and then apply that logic to assume how the next features may evolve... For instance a livery editor... It won't be like we assume or anything like the industry standard and expectation. It will be something mashed into "GT auto" right along side the car wash... And it will be strange and certainly won't be robust enough to makes Kaz perfect cars look silly.

One last detail, look at GTs biggest weakness as a whole, the game part of the product... So I wouldn't expect gamey features, Kaz isn't a gamer! But I do hope against all odds they get the single player structure worked out in GT 6... What was in GT 5 could have been slapped in the last couple months of development... And all that time is mostly art and menus... Even I thought more a-spec events was a dead solid dlc expectation.

Anyway, I'm getting long winded as PD is just a different animal, perhaps they aren't really a game company?! all I know is from western developers and publishers, but I wanted to share something that might lend some insight... And btw, my role is production so I define methods, process, and roadmaps etc so I can assure you, AAA games will never have a standards format to development... Its too obvious to the gamer when a product is "manufactured" through development.... And I wouldn't have much work to do if it did...



Sorry, I don't know how to merge posts on the mobile version.

What's blocking those things are priority and vision. For instance if you go to a Japanese GT board are they saying the same?

I can say that its quite feasible to have all those things in this generation, there is so much optimization PD could do, for instance do we really need all the wire harnesses behind a steering wheel? And instead of full 3D wheels, why not convert them to textures when they start to spin? That's enough polys for a standard model.

Because its not realistic and Kaz won't accept anything less... So like I said above, Kaz isn't making games, he is making virtual reality... And we are along for the ride and he is driving.

But its not all bad as the cars Kaz makes truly are amazing and pd do model most everything including full suspension, axels, etc. not like the competition who just use variables and spreadsheets.

I've seen a special GT 5 build on a 4k TV about a year ago so I have a good idea of what GT 7 may look like but it was in fact GT 5 I was watching... And holy hell I could have reached into the screen it was so real looking. Kaz is already into the next gen... If only he could shake those nagging customers that keep wanting games lol.

Further! Track marbles, rubbering line, snow and dirt deformation, water accumulation and puddling, all doable this generation if you know how to manage resources.

What is possible is governed by priority, priority is at odds with creative and budgets... Thank goodness the later isn't a factor for pd.
[/quote]

Hey Lawndart, many thanks for taking the time to shed some light on to this. I understand that as not part of PD you can only surmise what they do or are about but still it gives an insight. I really appreciate you taking the time to provide your view. Hopefully this has given others "some nice to know" info also. The new info released today seems to address a few things you have discussed and I am quite stoked with some of what's been revealed and there is still a month to go!
 

Hey Lawndart, many thanks for taking the time to shed some light on to this. I understand that as not part of PD you can only surmise what they do or are about but still it gives an insight. I really appreciate you taking the time to provide your view. Hopefully this has given others "some nice to know" info also. The new info released today seems to address a few things you have discussed and I am quite stoked with some of what's been revealed and there is still a month to go![/quote]

Yeah, me to, its a bit to take in and it clearly got a lot of attention.

A few oddities though, no mention of B spec or I missed it... Bit there is remote b spec "revised for a later date" and 3D TV support also said a later date...

But they could be holding back a bit... And no mention of livery editor or hint of an icon for at least stickers...

But I'm excited none the less, perhaps publications are allowed to talk about features and give previews now...
 
Hey Lawndart, many thanks for taking the time to shed some light on to this. I understand that as not part of PD you can only surmise what they do or are about but still it gives an insight. I really appreciate you taking the time to provide your view. Hopefully this has given others "some nice to know" info also. The new info released today seems to address a few things you have discussed and I am quite stoked with some of what's been revealed and there is still a month to go!
Yeah, me to, its a bit to take in and it clearly got a lot of attention.

A few oddities though, no mention of B spec or I missed it... Bit there is remote b spec "revised for a later date" and 3D TV support also said a later date...

But they could be holding back a bit... And no mention of livery editor or hint of an icon for at least stickers...

But I'm excited none the less, perhaps publications are allowed to talk about features and give previews now...[/quote]

There is info on B-Spec stating it is much improved is on the GT website

http://www.gran-turismo.com/au/products/gt6/

In the updates section.
B Spec
The B spec mode is a mode where you give precision instructions to your driver as a race director. This popular feature from previous versions of GT will be added in a future update. Look forward to the new, more powerful B Spec mode.
Either way GT6 is looking the goods!
 
A moon vehicle, coffee breaks, and WTF is the "Stars Acquired" crap?! At first I thought it all looked good, with a cleaned up UI and everything, but it's a mess really.
 
Stars, so far as I can tell, are just XP by a different name. We need certain numbers of them to access races.

It might not be a disaster, so long as there aren't gaps that make rerunning a particular series a bunch of times to access the next one necessary. But it's still forcing players into a very linear path of progression that earlier GT's didn't do. At least there's decent restrictions on the races...

The coffee breaks returning is a bit funny, if only because I haven't seen the outrage about silly games of knocking over cones that other games had a few years ago. Unsurprisingly.
 
GT went from an exciting racing game, to a pretty "driving" game.

That's all there is to it really; enjoy driving into the sunset alone most of the times (as the AI doesnt give you the feeling like you're in a race anymore, more a trackday event where everyone drives their civilized laps in synchronized "train mode"). I really enjoy the beautiful graphics and the physics which are the best in any console game, but it's just a crying shame that GT lost it's roots and the game is quite frankly boring now...
 
But they did! In much the same way VW got rid of the Rabbit here, and brought the completely different Golf in its place. :sly:
 
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