The damage system in GT5 (update : Mechanical Damage arrived only for online races)

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It's an interesting decision no doubt, and if that's really how it goes, I don't have any problem with it.

There are TONS of games like this, are there not? You don't have access to the most powerful spells in the beginning of Final Fantasy, you don't have access to the best plasmids in Bioshock, you don't have access to all the weapons in FPS.....and it goes on. If you want to see everything the game has to offer, then you need to put in the time.

Getting better plasmids in Bioshock is equivalent to getting better cars and tracks in GT5, not having car damage, on the other hand, would be like having to fight stick figures for the first portion of the game until you unlock better character models.
Damage is a feature that should be available from the get go, you shouldn't have to earn it. It's this sort of design decisions that could result in underwhelming review scores for GT5.
 
Getting better plasmids in Bioshock is equivalent to getting better cars and tracks in GT5, not having car damage, on the other hand, would be like having to fight stick figures for the first portion of the game until you unlock better character models.
Damage is a feature that should be available from the get go, you shouldn't have to earn it. It's this sort of design decisions that could result in underwhelming review scores for GT5.

Not gonna happen, a game can be great despite a few flaws.
 
How do you know he was crashing a long time? Does he say?
Yes he wrote it in the comment section (I'm italian like him, so I know what he is saying)

I danni sono sbloccati da subito, pero' ci vuole parecchio tempo per ridurre la macchina cosi ed avere un calo di potenza, spero implementano una patch per renderlo piu' realistico perche' in una gara non ti ribalterai mai tutte le volte che mi sono ribaltato di proposito! ;-)
Translation: Damage is unlocked since the beginning, but it takes a lot of time to see this result and have power loss. I hope they'll release a patch to make it more realistic because in a race you won't crash and roll over as much as I did (on purpose).
 
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we can find the latest yamauchi tweet as follows :

"It will appear later. RT @tanzen: @Kaz_Yamauchi Konbawa Yamauchi San! I'm lv 17 on GT 5 (review copy) and still no mechanical damage, you..."

www.twitter.com/kaz_yamauchi

What does this mean ? We were right about the progressive damage system in the game based on the level achieved in the game ?
what if kaz meant that it will be available in a future update of the game?
 
There was a lot of talk about damage in this video, main points include damage will not be realistic "we don't want to make it too real", also cars can never stop running. The reason given was because of the realism of the game the manufacturers will not allow it, when asked which manufacturers the response was it is across the board. The first thing that I think of when I hear this is does this mean that manufacturers allow more damage in Forza because they see it as being more of a game than a realistic sim? If that is the case the crazy part is as performance damage becomes more realistic so does the driving/racing experience.

The video will automatically start at the point where the discussion about damage begins.

 
Prologue had 3 major updates or two major updates, (depending how you look at it)
I bet GT5 will have some major updates as well, maybe some free or paid DLC, but it will be in the game.
 
Getting better plasmids in Bioshock is equivalent to getting better cars and tracks in GT5, not having car damage, on the other hand, would be like having to fight stick figures for the first portion of the game until you unlock better character models.
Damage is a feature that should be available from the get go, you shouldn't have to earn it. It's this sort of design decisions that could result in underwhelming review scores for GT5.


It's more than that. Not having damage until later in GT5 is like being invincible in Bioshock until later in the game. No consequences for playing wrecklessly. Doesn't make much sense to me.
 
7HO
The first thing that I think of when I hear this is does this mean that manufacturers allow more damage in Forza because they see it as being more of a game than a realistic sim? If that is the case the crazy part is as performance damage becomes more realistic so does the driving/racing experience.

No.

Here's an interview with the lead designer for Blur (which if you've never played it is kind of like Mario Kart in its powerups and car-combat system)

Eurogamer: What's enabled you to do licensed cars in a combat racing game?

Gareth Wilson: The choice of vehicles for the game has helped. Ferrari and Lamborghini aren't in this game. The type of manufacturers has helped and also the attitude that we've taken has helped. If someone doesn't want to do what we want to do then we just won't put it in the game. There have been a couple of big manufacturers, can't tell you who, that have gone you can't set the cars on fire, and we've gone, OK we won't use your cars then. Because the cars are not the star of the game, the gameplay is the star of the game. Whereas in Gotham, if we didn't have Ferrari, Lamborghini and Porsche, then everyone on Eurogamer would be going 'oh my God'.

So because we've been more flexible, that's the number one thing. And also because we've asked. I think we were a little bit averse and a bit scared of asking before, and we didn't need to as well. Also other games have kicked the door down for us as well, like GRID and DiRT. They were doing all sorts of stuff. We had one thing with a manufacturer where they didn't want smoke coming out of the car, and we just said yeah but you're in GRID, and GRID does smoke. And they went, oh yeah. So I think every year, collectively, between us and Forza and Codies, we're gradually chipping away. Cos we've got fire now. If the car is wrecked, it's run out of repair, the car sets on fire. I don't think that's ever happened in a licensed car game - actual flames. So maybe if we do that, maybe in the next one Codies will manage to get flames while the car's moving, which then allows us to go maybe we can blow the car up next time. Every year we're chipping away at what we can do.


Generally the biggest limitation is that a) car companies will only agree to whatever other car companies will agree to, and b) this then means you either have a totally inconsistent level of damage in the game, or you drop cars.
 
Is there a chance that it's the higher level events which have more sensitive damage/tyre wear? It's a subtle difference from it being dependent on your own level but it would make more sense to me.
 
I think Kaz means that it will be available in a update...I doubt they expect EVERY single person who buys the game to play until level 40 is unlocked.

There's a huge crowd of gamers who buy GT games just so that they can pick a car and race a track...obviously these people aren't on GT boards like these haha!
 
http://crazybunny.info/lolbunnies/wp-content/uploads/2010/02/lol_cat_intersting.jpg
The plot thickens...[/QUOTE]

Once again a simplistic, ambiguous Kaz answer turns into a sea of speculation and translations.

Wouldn't be GTP without it!

Perso I think Kaz means you unlock the more realistic "sensitivity" later on but damage is present from Day1 at a very subdued level.
 
To be honest I think the damage is pretty good. I've only had a few, minor incidents and they've all resulted in dents and panel gaps, even on standard cars. I'm sure with a bigger crash the damage would be even better.
Although I am confused as to why it just disappears at the end of the race? Why don't I have to pay to fix it?
 
Have spent all day on my gt5 since it came this morning,however i'm wondering where the damage is??
The cars just bounce off each other?
Does anyone know how to race on the topgear test track?
 
I think unlocking more severe damage as you level up is a great idea. It forces you to play the game as intended instead of just crashing into other cars. The result of a crash will not be satisfying to someone looking for a burnout-esque experience and they will either get bored of the game or learn to drive properly. This system will help beginners to improve their driving skill by slowly enabling more realistic damage, which will make them drive more cautiously. This is still only conjecture though since I do not know exactly how damage works yet.
 
To be honest I think the damage is pretty good. I've only had a few, minor incidents and they've all resulted in dents and panel gaps, even on standard cars. I'm sure with a bigger crash the damage would be even better.
Although I am confused as to why it just disappears at the end of the race? Why don't I have to pay to fix it?

I thought it had been reported that damage was paid for at the end of the race...? Perhaps that is another aspect that depends on game progress... has anyone consulted the manual?
 
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