Yeah, makes the most sense. The actual in-house staff(of which we're talking about) apparently do the polishing from game to game. If we look at it in the span of 4+ years rather than a car to car basis, I think it gives a better comparison.I think in fairness, T10 hasn't actually spent 6-7 months on each of the 700 cars in a time span of 2-3 years. I'm fairly certain a nice chunk of the 700 cars will date back to FM5 & the Horizon games they were initially created for. Maybe a little polishing.
I do think PD is being inefficient though if they are truly creating GT Sport models from scratch when GT6 models were supposed to be future-proof. That seems like an awfully lot of work on the GT6 Premiums wasted.
The modeling itself feels on par with the Forza motorsports series (IMO) the only difference I see is how life-like some material (leather, carbon fiber, aluminium and so on) looks in comparison because of the lighting and shader model PD produces, but things like grass/ vegetation and road surface sometimes looks sharper in Forza.I feel PD has an edge in the actual models, but I don't feel it's enough to warrant half the work in the same span of time. A lot of the visual prowess comes from things outside the modeling process, like shaders and lighting, that people seem to conflate. That's where I see inefficiency.
At least we got you away from them having 110.Doesn't change the fact T10 had 400 employees, while PD have 200.
They are legally employees per contract whether you like it or not.
...we can't say PD is inefficient...
No, it was your claim that PD is a small team.
As such you have to compare apples to apples, and as such unless you are able to show what the FTE value for the 330 subcontractors T10 used, you are not doing so. To simply compare them on a 1 to 1 basis is missleading.
BTW Why you guys are defeinding Turn 10 so much, in this GT subforum? Its strange.
We're going from the actual number of people who work for 2 developers to the amount of work everyone involved contributes towards a game.
Nope. You're thinking of temps.
I think we all know the answer to this question lol
And really its fine. Everyone has their biases, but acting like it doesn't exist is just denial.
Citation on it being an industry standard.If you guys are just going to continue this fallacy, whilst ignoring industry standards all because it means T10 has twice the number of workers than PD, then this will be my final post on the matter. Ain't worth the time.
Only if you fudge the figures to ignore a like for like comparison.For a AAA gaming dev. Which is correct. Its true for the first party AAA dev they are not small.
For a AAA racing dev, still correct as they have half the number of employees as T10 had.
Why are they any different to any other software company?No one in the gaming industry does this when reporting the number of people worked on a game (including contractors), so no, its a fine comparison.
Its honestly laughable how far you are going.
Who has claimed to not have a bias?I think we all know the answer to this question lol
And really its fine. Everyone has their biases, but acting like it doesn't exist is just denial.
Yes, in your posts.https://en.wikipedia.org/wiki/Moving_the_goalposts
Moving the goalposts is an informal fallacy in which evidence presented in response to a specific claim is dismissed and some other (often greater) evidence is demanded.
Sound familiar
No it's really not, as I have already explained and you have already ignored.Nah, its how contracts work.
No one in this thread is defending T10
Citation on it being an industry standard.
Either address the point or drop the attitude, I've lost count of the number of times I have had to state that it's the ball not the man you play.Hahahahaha, thank you for the laugh.
You seem to be mixing up marketing spin and blurb for how HR and headcount actually works.Check any quote on the number of people working on a game.
Nah, its how contracts work.
Hard to argue with any of that.It's not even the amount of content but the quality and according to Kaz that's what makes the difference.
Yes the cars looks great but that's it.
To me quality means more than grains of leather and shiny light bulb.
Tracks - I wanted new real world tracks and exciting fictional tracks located in beautiful places. Instead I see tracks I driven the 🤬 out of in GT6 and fictional tracks as bland and simple as they could make them.
Bland and old tracks = quality
Cars - again I expected a big variety of famous race cars and classical road cars - instead I get an inflated mess of totally out of place concept cars, some real race cars, ZERO classical cars and forced stints like Veyron in GR.4
Old and duplicate cars = quality
Career - and again where is this quality ? Is knocking cones and same old missions we did for 20 years quality ? I expected a renewed career mode with "human drama" elements, with the feel of competition.
No career mode = quality
The PD praised "attention to detail" is a laughable statement if we zoom out of that tire sidewall and look at the whole game.
E-sport focus is not an excuse for any of this.
OK, this is simply getting absurd now.
http://www.thesixthaxis.com/2017/08...s-vr-mode-is-at-the-very-top-of-the-industry/
2 cars on track at once is not 'at the very top of the industry'!
Are they not even aware of what other VR racing exists in the industry?
Feels almost like those "established" game journalists are being "bribed" / "bought" to surely not write anything negative surrounding GT Sport. I haven't read a single negative remark on most websites concerning GT Sport. Awkward that objectiveness seems completely gone when talking GT Sport
That's cruel and unusual punishmentFor negativity try PretendRaceCars.net .
The man is deluded. I've been having a much better fully featured experience with PCars, PCars 2, Asseto Corsa, Rfactor 2, R3E for example compared to what GTS is due to offer.OK, this is simply getting absurd now.
http://www.thesixthaxis.com/2017/08...s-vr-mode-is-at-the-very-top-of-the-industry/
2 cars on track at once is not 'at the very top of the industry'!
Are they not even aware of what other VR racing exists in the industry?
Its completely ironic that you go around claiming fallacies, when every single discussion you've been on so far has been completely off base. It's obvious you have no idea what the "industry standard" is, and you're just trying to grasp at words to try to make it seem like you might have an idea of what you're talking about. You repeating something over and over again doesn't make it anymore true, especially when you've been slapped in the face many times with the corrections to your misinformation.If you guys are just going to continue this fallacy, whilst ignoring industry standards all because it means T10 has twice the number of workers than PD, then this will be my final post on the matter. Ain't worth the time.
Nah, they're actually pretty close when you look at full time employees, instead of every single person that has done some work that isn't employed by them.For a AAA gaming dev. Which is correct. Its true for the first party AAA dev they are not small.
For a AAA racing dev, still correct as they have half the number of employees as T10 had.
No one in the gaming industry does this when reporting the number of people worked on a game (including contractors), so no, its a fine comparison.
Its honestly laughable how far you are going.
Seems like informal fallacy is something you must have just learned, you seem to be using it (incorrectly) a lot. You've been the only one moving goal posts The "informal fallacy" here is the fact that you can't grasp what the actual contractors work is, and how they work in instances like this. Your whole discussion from the get go has been a informal fallacy(as well as a logical one) because you're basing it around incorrect definitions of how contractors work, and thinking that because you paid someone for a product, that they're automatically your employee. Come on man, do you just post things and instantly forget them? It's funny that you'd even use a word like that considering it's literally looking like a definition that fits you exactly.Moving the goalposts is an informal fallacy in which evidence presented in response to a specific claim is dismissed and some other (often greater) evidence is demanded.
Sound familiar
No one is denying that, and no one has. I like games, in general. I also like discussing aspects of games as well. However, All that is going on here is calling you out(once again) on your incorrect information.I think we all know the answer to this question lol
And really its fine. Everyone has their biases, but acting like it doesn't exist is just denial.
It's how a Employer-employee contract works, when you hire someone on, pay their benefits, set up their insurance, set up their 401k, withhold taxes and SSI. However, it's not the contract that looks to be going on here, otherwise they would have listed these outsourced employee's, that work for a completely different company, as part of their full time staff and not specifically create the divide between it when talking about them.Nah, its how contracts work.
Except they don't. Dhruva and the like do not work for T10. If they did, then they also work for Sony, MS, Rare, 313, etc.If you guys are just going to continue this fallacy, whilst ignoring industry standards all because it means T10 has twice the number of workers than PD, then this will be my final post on the matter. Ain't worth the time.
I would hope so given you're the one doing it....https://en.wikipedia.org/wiki/Moving_the_goalposts
Moving the goalposts is an informal fallacy in which evidence presented in response to a specific claim is dismissed and some other (often greater) evidence is demanded.
Sound familiar
Feels almost like those "established" game journalists are being "bribed" / "bought" to surely not write anything negative surrounding GT Sport. I haven't read a single negative remark on most websites concerning GT Sport. Awkward that objectiveness seems completely gone when talking GT Sport
It's not even the amount of content but the quality and according to Kaz that's what makes the difference.
Yes the cars looks great but that's it.
To me quality means more than grains of leather and shiny light bulb.
Tracks - I wanted new real world tracks and exciting fictional tracks located in beautiful places. Instead I see tracks I driven the 🤬 out of in GT6 and fictional tracks as bland and simple as they could make them.
Bland and old tracks = quality
Cars - again I expected a big variety of famous race cars and classical road cars - instead I get an inflated mess of totally out of place concept cars, some real race cars, ZERO classical cars and forced stints like Veyron in GR.4
Old and duplicate cars = quality
Career - and again where is this quality ? Is knocking cones and same old missions we did for 20 years quality ? I expected a renewed career mode with "human drama" elements, with the feel of competition.
No career mode = quality
The PD praised "attention to detail" is a laughable statement if we zoom out of that tire sidewall and look at the whole game.
E-sport focus is not an excuse for any of this.
Look its as simple as this if one company can produce maximum productivity with little effort and time they are the more efficient one (not just quantity but QUALITY aswell). Also looking into efficiency you have to consider the time the devs take to produce their maximum effort (GT sport- 6 months for one single car no outsourcing total cars: 150+ super premium, Forza motorsports 7- 6 to 7 months for each car with outsource total of cars 700+ all forza vista included). Given the year it took for PD to achieve 150+ cars was 3-4 years, Forza motorsports 7 2-3 years.
Tell me yourself who is the more efficient one? (in my eyes it looks like Turn 10).
Edit: Forgot to add that not all 700+ cars are built from scratch.
We sure can. Look at the list of what is proposed to be in GTS, and then look at what is proposed to be included in pCARS2 and FM7.
Look at what Kunos achieve with 18, and it makes EVERYONE look inefficient.
You know, if the media won't say anything negative about the game, then perhaps it's up to the informed GTPlanet membership. There is social media and word of mouth can be a surprisingly powerful medium of information. It was word of mouth that changed my mind about this series from "this is great!" to "this really is a piece of crap".
You could take what TurismoBad said and turn it into a set of memes that could be shared:
Are you seriously trying to spark a social media campaign to circulate a negative opinion on GTS - that may..... be.... a bit.....much.
Three Forza main titles in the SAME timeframe as one halfway between prologue and full GT game. Any other considerations do not matter. Games released matter. That is efficiency.Efficiency is a measure of resources input vs. product output (we could factor time/waste into it, but then its too complicated). So without information on resources put in, I can't say who is more efficient.
FM7 has more cars. PC2 has more tracks. But I can't automatically label PD as inefficient simply because it has less cars and tracks than PC2/FM7. GTS has over a thousand photo locations, thousands of encyclopedia/museum tidbits, and what appears to be one of the best livery editors available. It doesn't mean the others are inefficient when it comes to producing photo locations or presenting the user with interesting car knowledge. No, it just means that they didn't prioritize those things.
In fact, GT SPort's livery editor seems to be one of the best livery editors available. It took 4 years to develop - T10 has been working on livery editors for 14 years (if we assume it took 2 years to develop FM2). So because GTS' livery editor looks more robust after 4 years, than what T10 has after 14, does that automatically deem T10 to be inefficient? I don't think so.
"PD is inefficient" is simply an inconclusive blanket statement used as a means to highlight the fact that GTS has fewer cars/tracks than FM7 and PC2.
-17 tracks
-150+ cars
-1000s of photo scapes (best in class - makes Photoshop unnecessary)
-livery editor (best in class)
-Running GT/FIA championships w/ scheduled events during the season
-Daily online rotating races
-Custom race creater (that is integrated into the in-game economy)
-Exclusive content from manufacturers (VGT/brand central videos/museum)
-Rally driving
-Ability to pick time of day
-Ability to pick weather conditions
-Training tools to learn tracks
-Training tools to learn race techniques
-Autocross style events (cones, slalom & whatever else they have that has not been shown)
-VR mode
Not sure if I'm missing anything or not, and there could possibly be a surprise or two. If anyone wants to, they can list what the others are offering. Please don't start an "I have no use for that" debate. The point is to provide a line item comparison of what each gives you (cars/tracks) and allows you to do.
*I almost included graphics on the list, as I feel that GT allows you to take pictures that other games simply can't - thus making the experience deeper. I left it off though as I feel like it doesn't belong on the list - just as much as physics, sound, music or elaborate UI don't belong on this list.
Good point on the surface. Let's try to apply that same inconclusive verdict in another scenario:
Just Cause 3 took five years to come out after JC2 and features a 400 sq. mile open world. Fallout 4 also took five years since Fallout NV and features a 3.82 sq. mile map.
Bethesda is inefficient at creating large open worlds ---- It's a baseless argument based on shallow information.
Are you seriously trying to spark a social media campaign to circulate a negative opinion on GTS? That may..... be.... a bit........much.
You can also gauge inefficiency on the idea of missing dates that was set up by themselves, and things like resource management. Car modeling is extremely slow for them, so I feel that they need to get with the times and start outsourcing. Outsourcing doesn't automatically mean the work is going to be worse either, it depends on your guidelines. His insistence on keeping everything else is nothing but bull, IMO, and is doing nothing but holding back the game. That is one area of inefficiency I see.Efficiency is a measure of resources input vs. product output (we could factor time/waste into it, but then its too complicated). So without information on resources put in, I can't say who is more efficient.
Yes, especially so when you see SMS with the smallest staff of the three, doing so much more. They look like they're being extremely efficient with whats available to them. However, I'm still weary from problems that plagued the first game, so if those problems still persist, than thats an area they are going to be inefficient in. Time will tell.FM7 has more cars. PC2 has more tracks. But I can't automatically label PD as inefficient simply because it has less cars and tracks than PC2/FM7.
And while all those things are great to have, it seems to come at the expense of something else, to me. Especially when you read that and think how great it sounds, and then you think about the Career mode and think of it being so lackluster in terms of presentation compared to those other aspects you mentioned. To me, that is a mismanagement of resources, and time could have been better spent in the Career mode.GTS has over a thousand photo locations, thousands of encyclopedia/museum tidbits, and what appears to be one of the best livery editors available. It doesn't mean the others are inefficient when it comes to producing photo locations or presenting the user with interesting car knowledge. No, it just means that they didn't prioritize those things.
T10 hasn't developed their editor since it was released, from what I can tell. There has been little to no changes since it came out, and it seems to follow the "if it aint broke don't fix it" mentality. That can also be seen in a negative light as there has been very little change in that regard, however, even considering that, it has been the most robust editor for the past 14 years, even with the lack of change within it. It's about time someone one upped them because that only puts pressure for change again, and improvement.In fact, GT SPort's livery editor seems to be one of the best livery editors available. It took 4 years to develop - T10 has been working on livery editors for 14 years (if we assume it took 2 years to develop FM2). So because GTS' livery editor looks more robust after 4 years, than what T10 has after 14, does that automatically deem T10 to be inefficient? I don't think so.
I can post for Forza's side, as that is my main interest right now. Both these games have been developed for the past 4 years-17 tracks
-150+ cars
-1000s of photo scapes (best in class - makes Photoshop unnecessary)
-livery editor (best in class)
-Running GT/FIA championships w/ scheduled events during the season
-Daily online rotating races
-Custom race creater (that is integrated into the in-game economy)
-Exclusive content from manufacturers (VGT/brand central videos/museum)
-Rally driving
-Ability to pick time of day
-Ability to pick weather conditions
-Training tools to learn tracks
-Training tools to learn race techniques
-Autocross style events (cones, slalom & whatever else they have that has not been shown)
-VR mode
Yes, I agree because a smaller map doesn't make it inefficient on it's own, as it didn't detract, or negatively affect the game. The two games have endless amounts of "meat" and didn't disregard part of its playerbase with what was in it. They didn't look like they were actually lacking anything. Where the comparison works between the two map sizes would be akin to the differences in modeling done between the games. The differences didn't detract negatively from anything when looking at it. All the content was still there.Good point on the surface. Let's try to apply that same inconclusive verdict in another scenario:
Just Cause 3 took five years to come out after JC2 and features a 400 sq. mile open world. Fallout 4 also took five years since Fallout NV and features a 3.82 sq. mile map.
Bethesda is inefficient at creating large open worlds ---- It's a baseless argument based on shallow information.
-30+ Tracks
-700+ Vehicles
-Livery editor(best of released games)
-Custom Race Creator
-Ability to pick time of day(Might be dynamic)
-Dynamic Weather
-Autocross Style events
-Vast leaderboard/challange mode with every player connected to online.
-Driver customization
-Vehicle customization
-Sharing/Community networking(Auction house, Storefront for liveries and tunes)
-Forzavista(actually being able to open basically every major aspect of a vehicle.)
-An actual career mode
-eSport seasons/leagues
-17 tracks
-150+ cars
-1000s of photo scapes (best in class - makes Photoshop unnecessary)
-livery editor (best in class)
-Running GT/FIA championships w/ scheduled events during the season
-Daily online rotating races
-Custom race creater (that is integrated into the in-game economy)
-Exclusive content from manufacturers (VGT/brand central videos/museum)
-Rally driving
-Ability to pick time of day
-Ability to pick weather conditions
-social media platform/app --> hopefully this results in some leaderboard function
-ability to change racing suits
-ability to design helmets --> May need confirmation, I thought I saw that somewhere
-vehicle customization
-Training tools to learn tracks
-Training tools to learn race techniques/etiquette
-Autocross style events (cones, slalom & whatever else they have that has not been shown)
-VR mode