- 26,911
- 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 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.