What Would You Suggest for Tutorials, Exercises, and Reference Material in GT5?

  • Thread starter JohnBM01
  • 13 comments
  • 813 views

JohnBM01

21 years!
Premium
26,911
United States
Houston, Texas, USA
JMarine25
GTPlanet, I always have a saying. That saying is, "Account for Everyone." As you know, this game isn't made for just one person. Many people will play a game as hot as Gran Turismo is. You want to accomodate everyone's needs, skill levels, experience, and more. It would be easy to say that if you're not used to what GT has to offer, simply don't play GT5. But I'm not like that. I'm not relentless at lashing out at somebody just because they don't know what is favored and not favored among us GT fans. As a "GT Insider on Social and Public Issues," I would love to think that if a beginner isn't as experienced like myself, I would want to help people get to that level. Though I don't work for PD, I think a great idea to help every GT gamer become better than good in racing is to think about having material available in-game to gamers. What would you want for reference material to help out racers in GT? Now, the premise behind this thread is to talk about material included on the DVD-ROM to give gamers something to look at outside of racing. In my model, you can visit a virtual racing library and read up on anything that may interest you about racing in Gran Turismo or at certain racing techniques you can use in the game. Allow me to explain. Each point of emphasis will be in its own paragragh.

I think there can be one of two things- (1) a better Instruction Manual featuing more racing material, or (2) an on-disc library with items such as a racing glossary, the history of Gran Turismo (the name, origin, and such of Grand Tour races in Europe all the way to today), and things of that nature. I also believe that inexperienced types should be able to visit this virtual library with every hint and tip they will ever need to be the best Gran Turismo gamer out there. In video games (and even in life), I believe in prosperity. I think tutorials can consist of things like types of turns, basic tuning knowledge, and simple tips to make the most out of every race.

I initially wanted to type "Mini-Games," but I decided not to because I would likely get a negative reaction. Exercises in GT games should be functional drills to help practice basic racing situations. These aren't Driving Missions. I'm thinking more along the lines of an example like shifting exercises. A shifting exercise doesn't need a specific car. Basically, all you have is an accelerator, brakes, clutch (assume GT5 will have them), and a paddle shift. The object of this exercise is to practice your manual shifting with a variety of adjustable car settings. You can go easy with a Kei or a mini car, then work your way up to settings like Le Mans race cars or even F1 race cars. More inventive exercises will give gamers a little practice, and veterans to tune up their skills.

Reference material should feature more advanced reading material to not only enhance racing techniques in GT5, but also in real life. As much as we like to play video games, any game that can give you knowledge outside of the PS3 that you can actually use can be a big plus. Reference material can consist of advanced tuning knowledge, better understand car and track, learn the limits of cars you race, adjusting to new challenges, etc. Reference material should be comprehensive, understandable, and feature different pictures and illustrations to help.

GTPlanet, if PD looked into offering services as these made to gamers with the game packaging and in the game itself, what would you suggest in terms of providing in-game literature and exercises for GT gamers? Would you want this idea? Can we really help out novices and veterans alike if they need the help? Reply now with your ideas.
 
I think your idea of the ondisc resource center is terrific. I know GT2 had a nice racing guide booklet, and was instrumental in giving us novices some schooling in some of the finer points. But there's nothing like an interactive guide to show you how it's done.

In one of the early GT5 wish threads last year, I posted something about a C-Spec driver, or instructor, to guide you through some of the stuff you'd have to contend with.

Another thing along the line of the history side would be some live racing or test drive footage. I'd LOVE to see several videos of some of the hot laps around Nurburgring in various cars. :dopey:
 
This is a great Idea! I think it would be very helpful to beginners to learn some new techniqes while helping advanced drivers brush up on their skills.👍
 
How about a video that is based on the guid book that you can pick up?It would show you the results of a late apex or a push,loose condition.The book dose a decent job of telling you what to expect but when you get to see it in real time,it seems to have more effect.The test do show this a little,but they do not tell you what was done wrong.And if GT5's online feature will permit,a online tutor with a experianced player of the series.Sort of like driver traning online.
 
In talking about my Shifting exercise, here is a little clarification.

A shifting exercise in my model includes an accelerator, brakes, clutch (assume it will be in the game), and a paddle shift in the game. My model in GT5 would have you simulate racing condistions. Press down on the accelerator in the game, and practice your shifting. Real cars in GT may not have it, but if you overrev the engine, the exercise will end. A deceleration test would have you try to stop the car while downshifting at the right moments. This exercise in the game would allow better shifting technique in the game.

Another exercise I thought of was a tuning exercise. You have to tune a virtual car to accomodate certain tracks, such as rally courses, short courses, long courses, low-speed courses, high-speed courses, and even ovals of different sizes. I think the virtual car has all freely-tunable parts equipped (Racing Suspension, Racing Transmission, Limited-Slip Differential, etc.), and all you have to do is to help set up the car to better take advantage of the virtual race. You get points according to how much you are able to tune simple things as transmission and suspension. Harder exercises would include brake balance, limited-slip differential, choosing the proper horsepower modifications (for example, a Stage 3 NA or a Stage 4 Turbo for high-speed courses almost oval-like), and that sort of thing.

Would you like to share other ideas to this thread in regard to available racing resources to GT gamers?
 
How about if it told the driver what to do while he was doing it, and then after he masters it, he tries to do it without the guide to see how well he can do. If he doesn't do well, he can try again with the help!
 
You just need a way to make it semi-fun for people.

Here in the USA, people are lazy. If they don't understand a game or are not good at it, they will not continue. So there needs to be a way to make it fun AND educational, which is a very difficult thing to accomplish.
 
You bring up a good point, "luftrofl" (except for maybe the "Americans are lazy" comment). Gran Turismo tries to offer a real-life experience within a video game. Surely this point is debateable among hardcore sim racers, but there are some realistic deals going on. You have tuning and racing to do in GT games. My normal experience with cars would be in video games. And while this may sound dopey, I'd like to be able to know how to modify and tune cars for racing in real life, as well as in GT. You know, you want to be able to modify cars in ways so that you can apply them to real life, especially in the sense of certain settings. You have some aids at your service where you can save different settings for every car. But outside of that, then how do you get better with tuning? I think for a game as real as Gran Turismo, there has to be some value you can put into actual racing. What do you get with Burnout? The fact that crashing cars is cool? How about Need for Speed: Underground or Most Wanted? Learning how to evade cops and weave through traffic like you own the road?

I think there's realistic value in GT games, so learning a little can help. I don't want the game to be like, edutainment. I am just thinking about a way to give gamers a chance to freshen up their skills and apply their logic to real life racing and modding. Everything from tutorials, reference materials, and exercises/drills can all help for ANY GT gamer of any level. I'd like for novices and veterans to prosper, and I hope this idea can be a start.
 
It's funny how great minds think alike.

I had a similar idea about a Encyclopedia/Knowledgebase for GT5. This could cover every aspect of cars from how they work mechnically to how to drive them in a racing environment.

For example I'm looking to try and get into drifting in GT4, and I've had to look on the internet to try and find out more about the dynamics of drifting. If there was a "guide" as such which provided me with all this information on a bonus DVD it would have saved me hours of research on the web.
 
I'd like to mention that with the idea of tutorials, exercises, and reference material, I'm thinking about having them all included in the game. This is so that you don't have to turn off the PS3 and put in a bonus CD of sorts. Much like we take time away from racing by doing Photo Mode and listening to GT4's soundtrack, we should be able to take some time away from GT and do some extra reading and hone our skills. I just want to help people. I think having things like this will refresh the skills of veterans like myself and novices alike. Doesn't it feel good to be able to do some extra reading and perform some exercises in the game to help keep your basic and intermediate skills intact?

The ideas I'm proposing is that if PD were to consider adding some extra reference material on the GT5 disc, I'd want them to be able to add a number of different materials available to all of us to improve our racing as well as enhance us on the various disciplines of Gran Turismo 5. Call me crazy, but I'd also want the material to be like a mentor to people. As much as beating the game is important to many of us, I'd also want to believe the extra material should be offered in a way that we begin to feel more comfortable with GT and not feel like the game is incredibly difficult. An example of kind words in a tutorial is as follows:

SAMPLE TUTORIAL EXCEPT WITH MOTIVATING TEXT
"...Only the best racers are the ones who can modify their cars to meet the track's overall character as well as outlast the competititon and do everything asked of them to win the race. If you feel as if each race is challenging, never give up. Racing is never easy, no matter how it may seem to many who see a race before their eyes. Among all the different disciplines of racing lie one important virtue- the power to outlast, even in losing efforts. One must not believe that being fast all the time will win you the race. It helps to be fast, but it pays more to be smart at the wheel. Henceforth, passing License Tests in Gran Turismo with high marks are results of racers who are not only fast, but also efficient and talented in whatever the racer in question races. What one learns about one car on a certain track should be equalled by racing other cars of other performance and ability levels. Mastery of skill of the car used, track raced, and performance characteristics thereof will make the difference between a good racer and a great racer."

Any more ideas? Carry on!
 
One thing that I think would be very cool would be to feature on either the game disc or a separate disc a sort of video tutorial on various racing techniques and the history of road racing. The really cool part would be to have each of the various lessons/segments taught/presented by some of the sport's greats, both then and now (e.g. Mario Andretti, Derek Bell, Tom Kristensen, Terry Borcheller, Brian Redman, Scott Pruett, etc.).
 
I tend to think that the license tests are all ready in place to be used as the tutorial. The easy ones allready give you the racing line, gas and brake indicators.
A video is also available of each test.
I like the idea of the tuning set up test. The only problem I see with a score based test like this would be a lot of people prefer different car set ups.
May be PD could have several set ups for you to drive of the same car and track for you to see (feel) the differences.
Certainly more is needed for car descriptions at the car dealers and more is needed in the tuning descriptions when you buy and tune parts.
Some video footage from famous drivers would be nice for veterans and beginers alike.
 
Okay, now that we have a number of ideas, who do you go to to write up and do tutorials and reference materials on GT5's DVD-ROM?
 
Back