In all honesty, I think PD's SP outline for GT8 is hiding in plain sight, and it largely revolves around the further development and implementation of Sophy and 🌶 AI.
Couple quick pretenses for GT8 first though:
- Make 1/4 of the cars (with some high end road and race cars) coupled with 1/4 of the tracks/layouts, available at launch to everyone -albeit strictly in a TT or quick race arcade mode. Give the most casual of casual gamer-types what they want. They'll have moved on regardless within a month anyways. Not to mention, they make up a large percentage of the people who buy this game.
- Most of the existing structure of previous games, and yes, even the menu books of this game are very good at teaching people about these cars, and car culture. The races themselves need to just be much more dynamic in nature.
I think GT8's career should be
dynamic to the player's capabilities and skills progression by an automatically scalable Sophy/normal AI at the most basic level. With options of starting your career at medium or hard difficulties if so chosen (with the option of changing the difficulty level at a whim if desired, as currently is the case). Give player's the ability to acquire cars via purchasing through credits earned, or by championships won. Weekly challenges as recently added and TT's are integral to game progression, as well as vehicle acquisition, with the weekly TT events awarding you said car from said event, upon completion with a lap time that is based off of a combined algorithm of online players, and the said "scalable Sophy" that has improved according to your skill progress via your licenses completion. Credit bonuses are awarded on top of reward cars to compensate for faster target times.
As you progress through your career and license acquisition, more events and tracks become available to you (nothing new here). There are ongoing single player Sophy/🌶 - based Manufacturer and Nation Cup seasons that are mirroring current IG multiplayer Manu/Nations seasons...... albeit one week behind, to encourage players to watch Gran Turismo's youtube channel that live stream's the top split time slots for said Manu/Nation cup races. The dynamic weather patterns will mimic that of the live-streamed top split lobby. This will incentivize SP players to tune into the stream, and figure out the strategy for their upcoming SP Manu/Nations race. All Manu/Nation SP races have a completion period requirement that lasts until the start of the next multiplayer season,; albeit one week behind said "Official Season".
*** Why PD hasn’t implemented previous GTWS events into the game's SP content, even with generic "custom race" AI is absolutely beyond me. I mean, the coding has already been done for the races in a different capacity. Geezus Christ PD!!
"Invite Only" cars are achieved via game progression. The most likely candidate would be competing in single player manufacturer cups that don't just include GR.3/4 cars, but where you have to pick a manufacturer to compete in various PP and
Car-era-related series.
Full-on simulation mode that incorporates B-spec - where you have to pay for and finance a race team throughout a season involving both race cars and road cars. You also have have to pay for wear and tear on the cars as well as damages incurred during the race. All races revolve around a "race weekend" format. You can create your own series as well.
"Update Cars" can be acquired for free until the next update occurs - by way of completing a set of mission or "weekly events"- style tasks for each car. After the next update drops, the previous update's cars can no longer be acquired through IG missions; unless they can be acquired for free in game by way of previous mentioned series. All cars (other than invite-only cars) can be purchased from their respective dealership for credits or MTX's if the player chooses so, at any time.
All events within the game (with the exception of "limited time events", can be completed and repeated as stand alone events at any time -
nothing new there
I don't think any kind of set-progression career, let alone a Rock*-esque story mode is what this game needs to thrive. Personally, I think its a great sandbox game as is, and its beyond me how people have trouble making their own fun within the game. I just think PD needs to figure out a way how to somehow fashion a
sandbox-style game into a
sandbox-style career mode - while at the same time preserving the quirkiness that Polyphony, and Gran Turismoi are known for.