What Does GT7 Need To Be The "Best" Gran Turismo?

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GT3 had an excellent selection of Events with no excess Fat. GT4 is widely praised for its gigantic single player mode, but lets be honest, most of those events were repetitive. Many of the rally events required you to beat them THREE times with the only difference being difficulty. In contrast, every race in GT3 felt new and challenging.
I know that a lot of people fawn over GT3, but for me, that was the kewpie prize of the series. And unlike you, I began to sense a lot of recycling going on as the GT3 "career" wore on. In particular, you HAD to race certain series over and over and over and over!@ in order to win certain cars you couldn't buy because of that vexing "Win one of FOUR MYSTERY CARS!" system, which tended to kick out the same two or three cars every time. Yuck.

In contrast, GT4 had a HUGE number of events to go through, just from races, rally events and the Manufacturer Cup races. What I'm hoping for in GT7 is that same immense racing universe with more league based racing, and some of that racing sim DNA from games like RaceRoom and P CARS. This will require a good deal of tracks, but I'm hopeful that in all this time, the modeling team can kick out both a bunch of league based racing cars to flesh out real world and fantasy leagues, with no duplicates in the field this time, please. There would need to be appropriate tracks for them too, but we'll eventually know something of what's coming in that next Gran Turismo. I suspect that it's going to be a doozie.
 
I don't want to read through 10 pages so here's my list. I sold my PS3 and GT6 months ago so I may be out of touch on a couple of them:

  • No Standard Cars. Less is more (appealing). The whole argument that they don't want to take cars away from fans is bogus. They took out one of my fav cars in GT3 and never put it back; Honda Prelude '94. Sure I'd like to see it return, but I think everyone would agree that I'd much rather not have standard cars, rather than that Prelude return.
  • No SRF. Period. Exclamation point.
  • Updated physics.
  • Better sound effects, not just engine noises but tires and collision sounds too.
  • New and different trophies, I stopped doing the GT6 ones because they are just the same as the GT5 ones 👎
  • More license tests, I'd like to see 100+
  • Splits for how far ahead and/or behind you are from the other drivers
  • Vastly improved and adjustable AI. PCars, anyone?
  • Fully corrected settings page, no more having to flip the adjustments for front/rear. Including fixing the camber issue!
  • Livery editor/creator. With the option to download other liveries from others all over the globe 👍
  • Bring in just about every previous (prefer all) GT tracks
  • More real life tracks
  • Porsche would be nice too, but Ruf is good enough
  • Bring back shuffle racing online, I didn't think I would like it at first, but it was surprisingly great!
  • Improved online collision penalty system
  • More real life race cars
  • Online championship creator with automatic point system
  • Slow-mo replay option
  • Let us move the camera freely in replay mode. You know, like how you create all the trailers. We want our replays to look like that too.
  • More career mode races similar to GT3/4
But really, all it takes for me to buy GT7 (and for it to be better than GT5 & 6) is for the SRF to go away. Or at the very least, don't ever force it to be on for ANY events, including the license tests.


Jerome
 
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I know that a lot of people fawn over GT3, but for me, that was the kewpie prize of the series. And unlike you, I began to sense a lot of recycling going on as the GT3 "career" wore on. In particular, you HAD to race certain series over and over and over and over!@ in order to win certain cars you couldn't buy because of that vexing "Win one of FOUR MYSTERY CARS!" system, which tended to kick out the same two or three cars every time. Yuck.

In contrast, GT4 had a HUGE number of events to go through, just from races, rally events and the Manufacturer Cup races. What I'm hoping for in GT7 is that same immense racing universe with more league based racing, and some of that racing sim DNA from games like RaceRoom and P CARS. This will require a good deal of tracks, but I'm hopeful that in all this time, the modeling team can kick out both a bunch of league based racing cars to flesh out real world and fantasy leagues, with no duplicates in the field this time, please. There would need to be appropriate tracks for them too, but we'll eventually know something of what's coming in that next Gran Turismo. I suspect that it's going to be a doozie.

Hey, your probably right about GT3 events being repetitive. To be totally honest I havent played in GT3 in about 10 years and GT4 about 7 years. The way I got around the GT3 prize car issue was to build up a big enough point lead so I could save the game with 1 or 2 rounds left, quit the final rounds and keep reloading the championship until I got the car I wanted.

But I do remember liking GT3's set of events more then any other Gran Turismo game. Even the endurance events were the best of the series IMO. Some of the later GT3 championships had races with 10-20 laps. I dont remember that many championships with longer races in any other GT game.

While GT4 had more events, I just dont remember having the same enthusiasm for them as I did with GT3. Maybe it was because GT3 had a better sense of progression? Im not sure. I do know that GT4 is the only GT game that I've played that I never finished 100% (if you dont count two or three GT5 high level endurance races). The problem was at one point it felt like I was just checking races off a list instead of actually enjoying them. Maybe GT3 with its qualifying made the races feel more alive and real. Maybe GT4 being the fourth game in the series using the same formula just started to get a little old at that point. Im not sure.

As for league based racing, I like the idea. So when we grind the Sunday Cup Championship and beat it 5 times in a row we're actually acknowledged and congratulated for doing such a thing :D

I dont know how people would react to it, but my idea for GT7's career mode is to have 100% randomly generated championships and endurance races that are recycled every so often so you never really have to race the same championship twice. Completionists may not like it, but I feel it will add a great deal of replayability to the game. Yes, we can always create our own events if theres an event creator, but theres something different about 'official' events that the game creates for you.

So Gran Turismo can retain its sandbox feel, but at the same time assimilate the feel of a driving career

Either way I hope GT7 gets alot of shakeups in the gameplay department. Its just that time. The old GT formula just may be impossible to fix. Maybe its just run its course. Time for something totally new, fresh, and fun.
 
I do remember liking GT3's set of events more then any other Gran Turismo game. Even the endurance events were the best of the series IMO. Some of the later GT3 championships had races with 10-20 laps. I dont remember that many championships with longer races in any other GT game.
This is true. The thing that was so good about those first four games - well, in my case it's GT2, 3 and 4, is that they had nice long races. GT2 also had enduros that were about two and a half hours long, which were only bested in GT5 to my recollection. GT3 had those nice long series - so long that they ended up degrading your engines! Thank heaven GT4 allowed you to change the oil in the midst of them.

I'm not sure though that the tried and true Gran Turismo GT Mode "career" is outdated. I have a feeling that if the bots were as fast and close paced as in RaceRoom and P CARS, everyone would be happy. However, I do want some aspect of a racing sim in there, a separate true Career Mode alongside Arcade and GT Mode. Something reflective of the real world of motorsports in some way, some version of how a kid goes from enthusiast racing Sunday Cup style, through SCCA/NASA semi-pro events to lower level pro to the Big Time in leagues of the likes of WTCC, DTM, ALMS/USCC, WRC... anything is possible. Historic racing. Kaz created a template that would work: GT Academy, and its ladder to pro racing leagues.

The reason I want it separate is that Gran Turismo in its core is a sandbox game which allows you to collect metric tons of cars and rake in lots of credits to buy tons more cars, mod them, race them, etc, endlessly. Sim racing is about taking one car and chasing points for a season to win a championship, and the two styles of play don't merge well at all. Especially since what I'd like to see in GT7 is a Career Mode with a whole slew of tiers of racing. Stay in one level and perfect your "season," be reigning champ of that level for a few seasons, or move along like an ambitious Lucas Ordonez when you finish in the top three. Or whatever. Something along these lines is what I'd love to see, complete with giving our cars custom liveries with a Forza style livery painter. Race Mod would be sweet icing on a delicious cake.

It's entirely possible that Kaz and the team have solidified what the gameplay of GT7 is going to be all about, but it doesn't hurt to ask for this kind of stuff, because as with RaceRoom, entire sections of gameplay can be added in to a game when the team gets it finished. In the case of RR, it can be car packs, tracks, or even entire league-based racing with its own season of play. There is no reason that GT7 couldn't be built the same way, with two games' worth of such modular design experimentation. This is the one situation in which I'd accept an unfinished GT7 to be released early, though I'd still rather have as much as it done at launch as possible.
 
Immersion.

That's it.

The thing that always drew me to GT was how it didn't feel just like a game where you race cars to win more cars to do more races. Certain other games like Forza, while looking beautiful, often feel like that to me. Playing GT (in particular the first four) always felt like you were viewing a portal into an entire world through your television screen.

I mean, think about it. I haven't come across someone that has played every GT and picks anything outside the first four as their favorite. (I'm sure they exist; please don't crucify me.) Why? It's not because of features; GT5 and 6 have more cars, more tracks, and more stuff (Course Creator, paint chips, PP, shuffle racing (RIP) and online racing in general, etc.). It's not because of graphics; GT5 and 6 look better than any of the previous GTs, thanks to the PS3 (Yes, even with Standards. Quit yer whinin'.). It's not because of the racing; while there's still room for improvement, GT's AI has steadily improved with each release, and grid sizes have finally broken out of the six-car cap in GT5 and 6.

So what's left? (Surely you don't like GT3 the best because of it's license tests?!) Nostalgia? I mean there's probably a bit of that involved, sure. But I'm an adult - I can fully admit when something I'm nostalgic for is worse than something currently out there, and am capable of criticizing a game series I've played since the beginning objectively. For some people nostalgia might be the biggest factor, but for me it's a non-issue. I can set all the great memories I have playing GT1-4 aside, and when I do my personal favorite is still GT4, with GT3 not far behind. Anyway, I digress.

If GT5 and 6 are better on paper in nearly every way (bugs/glitches, leveling and every other new feature that put people up in arms excluded), why do the series faithful not choose them as their favorite?

One word: atmosphere.

In my (only half humor-intended) opinion, there are seven essential ingredients to a Gran Turismo game:

1. Racing
2. Used cars
3. Gigantic encyclopedic car list
4. Light Japanese jazz fusion menu music
5. A Simulation Mode map whose layout resembles a city, not a bunch of buttons
6. Trial Mountain, Midfield, and Grand Valley
7. Moon Over the Castle

Execute the first five to the -nth degree and you basically have my gestating concept for my own perfect GT-style racing game.

Distill all seven to the most basic, non-humorous level and you get what I think is the essential formula for making a great Gran Turismo. Now let me explain how each of them has to do with atmosphere and immersion.

1. Racing

I mean, it's a racing game. Kind of needs racing. PD will sort out the rest, and I'm really fine with how they've done it so far (in every title). Sure the AI isn't the greatest, but it's really fine to me. This one doesn't have to do with atmosphere as much as an essential element of the game genre.

2. Used Cars

Kind of seems like an oddly specific criteria in a list of essential Gran Turismo elements, especially when several games in the series don't have them, but to me it's absolutely vital, and one of the main reasons I like GT4 more than GT3. When you have a used car market the game suddenly stops being a bunch of cars you can race, and transforms instantly into a living, breathing automotive ecosystem that you become a part of when you put the disc in for the first time. It's essential for the atmosphere and immersion formula that makes Gran Turismo what it is, and not a different immersive racing game. To me, buying your first used car for less than 10,000 credits is the defining moment in any Gran Turismo game. I was more than a bit insulted that I not only had no used car market to access, but was forced to buy a Honda Fit in GT6. Luckily that far in the direction that GT3 started by removing used cars seems like something PD won't try again.

3. Gigantic Encyclopedic Car List

This has always been Gran Turismo's other truly defining feature, from day one. GT1 single-handedly sparked my love for cars at a young age when I was gifted it by a friend who had no idea what to get me for my birthday one year, and it has done the same for many thousands of people (particularly youths) worldwide. I don't think there's another game that can say that. Not only the huge variety of cars represented, but the detailed descriptions and history of each model make a Gran Turismo game as much of an automotive museum as a racing game. In my eyes, having such a massive selection of vehicles to choose from and learn about is just as much part of the immersion of the game as the used car market is.

4. Light Japanese Jazz Fusion Menu Music

It's obvious that music is a big part of a game's atmosphere, and Gran Turismo wouldn't be Gran Turismo without the soothing jazz that plays in every menu. This is yet another thing I missed from GT6. Lose the rock guitar breaks...it's not Gran Turismo. I get that the modern youth likes that stuff (and I do too), but it's not right in a GT game. There's a specific GT atmosphere that needs a specific set of conditions to occur, and one of those is the specific style of menu music that has been with us ever since GT1. Granted, the US-market GT1 soundtrack is not the original jazz and the origins of so many tracks that reappear in later games (The Motorious City, Mr. 4WD, etc.), but it's still at least acceptably close. I always dug the Honda dealer music the most. And when you're playing GT4 and you notice that many of the tracks are secretly or not-so-secretly remixes of those original GT1 tracks it just turns up the atmosphere even further.

5. A Simulation Mode Map Whose Layout Resembles a City, Not a Bunch of Buttons

GT1, 2, and 4 got it right. GT3, 5, and 6 didn't.

It seems like a petty thing to focus on (again, on this essentials list), especially when half of the games released so far don't have it, but it's a big deal to me, and the feature of Gran Turismo that I expand wide open the most in my own racing game idea. I discussed immersion with the used car ecosystem and all of that, and the city menu really ties in with that so you feel like you're in an actual world, not just a bunch of flat menus. The all-present car and racing ecosystem that starts with the cars and racing is laid out visually via the city that only has automotive destinations in it. It takes every individual element of the immersion and atmosphere and manifests them all right in front of you to see. The world is visually tangible, and it is this menu that completes the immersion for me.

6. Trial Mountain, Midfield, and Grand Valley

Alright, I'll admit it - this one really isn't about immersion on its own. But for those who have been with the series for long enough, it kind of is. Can you imagine a Gran Turismo without its flagship original circuit, Grand Valley Speedway? Rather than say "all GT original tracks" as that wouldn't be strictly accurate as specific ones come and go, sometimes appearing in only one game, I picked the most obvious three. The clamor when Midfield was reintroduced should be enough to warrant its inclusion, and Trial Mountain is arguably the most classic Gran Turismo circuit. It's certainly the most dear to my heart.

7. Moon Over the Castle

For any game, immersion in the game starts in the intro. I've always liked GT's intros, so I didn't include it as a requirement because I know PD will deliver. But you can't have a GT game without Gran Turismo's theme. One of my only gripes with GT4 is that it went to Panama after the orchestral MOtC intro. It worked great with the intro (that intro is my favorite of the series), but it wasn't Moon Over the Castle. As long as it's a great version of the tune (even the GT4 Orchestral Version), I'm happy, and the immersion starts immediately.

-----

That's a lot of explanation for a one-word answer, but I felt the need to clarify exactly what I meant and I hope it came across. (And my sincerest apologies to anyone who read all of that.) If PD just focused on the things that made the best Gran Turismos great, they would have a winner. And to me, #1 of those things is immersion.

I do think that the event shakeup being discussed above me would be great as well, but I can only hope for so much from PD at once, and I still like the old formula so I focused on that.
 
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@Tenacious D

GT mode in its current form started to wear thin on me beginning with Gran Turismo 4. Going through a preset list of championshps and endurance events is not terrible in itself, but I think they could do alot better. Something more organic, more lively, more akin to real world racing.

A player in the Gran Turismo universe can be likened to a 35 year old driver who just retired from a successful Grand Prix career. If he so wishes, any motorsport is at his fingertips. Now the trick is making the player's venture into other motorsports as exciting as it would be in real life.

As funny as it may seem, I got the idea from Super Mario Bros. 3. Each world in that game had a distinct feel and theme. So when you went from Desert World to Water World, it felt like you were in a totally different place. In Gran Turismo, when you race the Super GT Championship it should feel very different from the NASCAR championship. All Super GT races should be based in Japan. All the NASCAR races should be held in the United States. Next, NASCAR AI should be aggressive and a little dirty. But Formula GT AI would block alot. The PA announcer at the track should speak in the language of the country your in. Pre race grid atmosphere should reflect the style of dress of the country you are in. If your racing at Abu Dhabi people should wear bisht, for example. Make every racing series more country specific, so they all take place in either the US, Japan, or Europe. If a racing series is based in Japan 90%+ of the cars you race against should be Japanese, and the same for the USA and Europe.

@Driving Park is right, the championships shouldnt be a row of buttons/icons. Maybe make Japan, usa, and Europe the 3 big regions in the game and have randomly generated events (that reset every so often) sprinkled all around each country's map with a few mainstays (Europe will always have the 24 hours of Le Mans available, USA the Sebring 12 hours and Japan the Suzuka 1000km, for instance)

I'm not sure about two huge separate modes because I think they can satisfy both to a large enough degree. I would keep more towards the traditional GT openworld sandbox, but throw in a few career mode type elements
 
@Earth That's a really great idea. A combination of random and fixed events could really increase game longevity and replayability. You could always race the Sunday Cup or Le Mans, but you'd better keep track of your regions in case next week there's a new British championship you can enter your shiny new TVR in.

I agree about the championships each having a unique feel as well. Entering a championship should be an event, not just another race series with a few more races you check off the list as you work your way through all the races. I'd like to think that lower profile single race series like one make races are filled with weekend warriors that give you a challenge, but bona fide championships are filled with the guys gunning for the same thing you are, and you really have to work to get those 10 points every race. Soak in the cities you stay at, hit the track, and race hard and you might be rewarded with the victory.
 
1) Consistency. Consistency, consistency, consistency.

GT5 and up have been marred by incredibly inconsistent design. The menus were inconsistent and worked unintuitively for the most part. The experience is very inconsistent with premium and standard cars, and even amongst those different versions of the same concept. The career mode is by far the worst part, offering no structure and a humongous grind to do *anything*.

There is no focus on anything. 'Lets do this, and this, and this too'. Features are announced and forgotten because the focus has shifted to something else, from day to day.

Consistency is by far the most important aspect Polyphony needs to get right. No one wants a hodge-podge game with Kaz' 'promises' anymore, people want a game where everything feels consistent and has a purpose, not an open end with empty promises. There needs to be a focus on core features and they have to be finished at the time of release.

Same with graphics: Circuits and cars need to be consistent to one another. No standard/premium stuff, no circuits that look like rushed ports from PS2 assets amongst circuits with ultra fine details. Sound is a part of this as well, you don't want the experience to be ruined by having extremely good graphics but crappy sound - The entire experience has to be, you guessed it, consistent.


2) An actually good career mode.

None of the GT games had a really good career mode. GT4 came close, but it opened up far too early because of the insane rewards and felt inconsequential after having reached the mid-top tier.

The career needs to let the player experience their own story. Get a second hand civic and start racing on small circuits in the sunday cup. Prove yourself over a season (not a single race) to get into a higher league, with access to more prize money and better cars. Getting to GT, LMP, F1 or exotic street races should feel like a true accomplishment, not busywork at the top end. Access needs to be earned through licences.

I hear that people don't like that part, but to counter that, i'd propose to keep the arcade mode in a different form. Have access to most cars and tracks (but not all), let the player do whatever they want with upgrades and tunes, to build their own garage away from the GT mode, just to have a fun playground. Maybe limit the ability to tune and get upgrades though, so the GT mode doesn't feel inconsequential as a result, but this way both casual fun racers and more dedicated gt vets can both have their cake and eat it too.




Physics and whatever are honestly a secondary concern. GT has long ignored the very basics of what makes a game a game and needs to go back to the drawning board to make sure it's actually fun to play, rather than being an inconsistent mess of a (tbh failed) tech showcase, a personal project of Kaz, a man who really has lost touch with reality.

Seeing what turn 10 was able to do with Forza (love or hate the business tactics), i am very worried that if GT7 ends up being a repeat of GT5/6, the franchise will actually collapse and people will just jump ship aside from a hardcore following.
 
I will list what needs to be improved here:
  1. AI
  2. Weather (Visually as well)
  3. Career Mode
  4. Car Duplicates
  5. Old Tracks (Bring back with time/weather)
  6. Current tracks (Update with time/weather)
  7. Car Variety
  8. Physical Damage
  9. Mechanical Damage
 
PD should take the best bits from previous GT's and put it into one. I really like the U.I of GT5-the fact that you could look at your car and admire the great detail in gorgeous photomode locations was brilliant (at least for Premiums anyway). Speaking of which, all cars should be of the same quality like GT1-GT4 instead of "Standards" and "Premiums" from the last 2 games. The detail of these models has to blow us away. The music should be a culmination of both old and new-for example, the music from the GT3 Arcade Menu will also be used for GT7 Arcade Menu. 5 race BGM songs from each Gran Turismo should sit alongside the usual collection of new ones to give a nostalgic feel. GT Mode has to make a return because it was stunning in GT4, along with Mission Races, Special Events, One Make Races and your usual Career Events.
 
Make a smaller, tighter game with no fluff. Many people rate GT3 as the best, despite it only having 180 cars. PD needs to ditch the standard cars, have a smaller list of fully detailed machines that to deserve to be there, not duplicates of some models. Vision GT needs to go, that is not why people play these games. The same with the tracks, just focus on having tracks fully modeled, with no ps2 hangovers. If they add a few things like less generic performance customization and adjustable difficulty, and focus on making the best racing game as opposed to feature bloat like VGT and course creators and telemetry input and other crap, then GT7 would be the best GT by far. Why such a (relatively) small studio continues to chase quantity over quality is beyond me. Just make a solid game, with solid AI and sounds, and bring it back to focus on a strong, single player experience. The fundamentals are what make any game great, not big numbers and silly extraneous features.
 
Take out duplicate cars and have more cars in companies outside of Japan, and lots of new cars (2015 or 2016)
 
gt7 needs alot to be the best GT. More better cars (no standards), beter tracks like Watkins glen, more online features more tuning like engine swaps more tires and making cars go faster. also more car customzation like a livery maker carbon fiber parts and bodykits. And of course, the COURSE MAKER!!!!!
 
Found this image of KAZ, not by me. What is he doing???

sWTfVF.gif
 
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