Will GT6 have a boring A spec mode?

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“...Compared to GT5, though, I think the tempo and flow of the game will be a lot quicker and easier..."

Honestly, this piece of information concerns me... because GT5s career was extremely fast and easy with boring AI. Will GT6 be even worse? I would like to have a challenge to beat the game. I don't want to get first in every single race. I want to have to try if I want to win. I want the old style of GT,

*Sunday Cup, last, 100 Cr.; Sunday Cup, last, 100 Cr.; Sunday Cup, gained 1 position, 200 Cr.; Oh yeah :) got a new clutch plate...*

The career mode won't really be shorter, falling asleep to get 1st place... will it?
 
I don't think he means it in the context you're thinking. In GT5, getting a lot of money was defenitely not easy or fast before seasonal events were introduced. Lots of grinding. The level system and random UCD did not help either.

And I don't think GT6's single player will be shorter just because he said the flow of the game will be quicker and easier. You can still have plenty of things to do while giving players a pleasant time at earning money and good cars. I think he means getting established will be more conivient and pleasant.
 
I don't think he means it in the context you're thinking. In GT5, getting a lot of money was defenitely not easy or fast before seasonal events were introduced. Lots of grinding. The level system and random UCD did not help either.

And I don't think GT6's single player will be shorter just because he said the flow of the game will be quicker and easier. You can still have plenty of things to do while giving players a pleasant time at earning money and good cars. I think he means getting established will be more conivient and pleasant.

...but getting established is the most fun part, it's the only struggle in the game...
 
...but getting established is the most fun part, it's the only struggle in the game...

GT6 can still be like previous games before GT5, where getting established was challenging but still fun. The pace in those games were better. In GT5, getting established was just frusturating and unnecessarily hard.

On the other hand, I wouldn't be surprised if getting a lot of money and good cars is easier than ever in GT6. PD eventually made getting a lot of money easier in GT5 with seasonals. GT is no longer a single player only game and PD acknowledges how important the online community is by expanding upon online features in GT6. So I don't think they're going to make getting a lot of cars too hard. But even if that happens, it doesn't automatically mean the career mode can no longer be fun.
 
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GT6 can still be like previous games before GT5, where getting established was challenging but still fun. The pace in those games were better. In GT5, getting established was just frusturating and unnecessarily hard.
I thought the beginning of the GT5 career mode was the complete opposite. I bought a kart, did a few of the Karting special events (which can be accessed at level 0), and the cash payouts were extremely high. It made the game a lot less challenging and less enjoyable than the previous games. That's why I'm also concerned with Kaz's comments, just like sk8er913.
 
I thought the beginning of the GT5 career mode was the complete opposite. I bought a kart, did a few of the Karting special events (which can be accessed at level 0), and the cash payouts were extremely high. It made the game a lot less challenging and less enjoyable than the previous games. That's why I'm also concerned with Kaz's comments, just like sk8er913.

When I say getting established, I mean having a lot of credits and having a nice collection of cars. Doing this in GT5 before seasonals were added is not what I would call easy.

There's a reason why grinding Indy was a popular method of getting credits in GT5 before seasonal events became more abundant.
 
I liked the old GT4 where it took half a year of casual playing to get 50% completion and you would only get that awesome race car by doing 10 race championships.
If you wanted some weird historic car it doesn't just pop up in the UCD at random, you had to find the races that earned you it or finally get to **% completion.

I also miss from GT3 doing hours of endurance races without Bspec to get that awesome race car only to do it again with the prize car but with tape around the controller, to then sell the car and buy something else awesome like a GTR with 1000hp, or a drift car with neons.

Driving challenges were hard as hell and to beat them you really needed to practice and perfect, not just put in a lap without crashing.

If you really wanted money you had to grind costa di amalfi in a Konica/Minolta-Toyota and sell the rav4 rally version or whatever it was. Good times.


If I have a special, hard to get car and go online I would like for not everyone else to have it as well (at least for a good period). I also want other people to have some cool car and me be jealous.
In GT5 you could have just about every car in a week once the seasonals started flowing in.

I like a challenge in a game like GT because the driving physics can be really enjoyable
 
“...Compared to GT5, though, I think the tempo and flow of the game will be a lot quicker and easier..."

This is bad. I want a very big GT-Mode. Something like GT3 and GT4 put together.

It should take a long time to complete.
 
Is anyone really expected to know the answer to the OPs question with any degree of certainty?? I'm excluding the genuine clairvoyants amongst us, of course.
 
This is bad. I want a very big GT-Mode. Something like GT3 and GT4 put together.

It should take a long time to complete.

What is the point of an offline mode that takes a long time to complete if it is horrendously tedious? A faster paced game doesn't necessarily mean that it takes a short time to complete. I interpreted "tempo and flow" to mean not forcing players to grind the same events over and over and over and over.

GT5 A-Spec was slow-paced and took a considerable amount of time to complete, but it didn't have a particularly large amount of content either. GT3 A-Spec suffered from this as well. Having to do the same event at least three different times at different difficulties is just poor. I got a distinct impression that the levelling system and the separate B-Spec mode were implemented to artificially lengthen the offline experience in GT5. It was extremely sloppy game design, and at least PD have acknowledged this by removing those features in GT6.

I think the AI is the same..

I am making the same assumption. I would like PD to prove me completely wrong, otherwise I won't buy GT6.
 
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If PD puts a new feature in A-spec mode that is useful and enjoying, then I can imagine that it won't be boring in the next game.
 
...getting established is the most fun part, it's the only struggle in the game...

I wholeheaterdly agree! I really don't like A-Spec much at all, but the first few races in previous titles like GT3 & GT4 where there was that initial struggle was a lot of fun. I hope there's gonna be a similar experience in GT6.

Maybe if the AI's slow-to-fast level was set automatically by the game (as a direct result of it analysing our lap times), then we'd get some good competition throughout all A-Spec races regardless of how slow or fast we are as individuals.


👍
 
How can anyone know what the future has with out actually having taking part in the storyline of the game? We've all had the same little bits of info as you. I've only played one that was xtremly easy and the was GT5, so the odds are they have it back on track again.
 
All they really need to do to resolve this "high payouts faster game" vs. "low payouts longer game" dilemma is keep the seasonals. If you want option A, you do the Seasonals. If you want option B, don't do the Seasonals, problem solved. If they dramatically increase the ASpec payouts, they'll be shooting themselves in the foot as players that play almost exclusively online have no interest in ASpec and you'll be ruining it for the offline players with really high payouts. The "struggle" aspect will be gone.
 
Really they just need a better restrictions system on the race series. That's what people are enjoying when they work up from the bottom, struggling to beat races with the minimum possible upgrades.

A-spec points were a reasonable stab at one way that this can be done, but it's certainly not the only way.

If you separate the "money for buying cars" aspect from the "restrictions on how good your car can be" aspect, it's a lot easier to find fun levels of both that suit a wide range of people.
 
Really they just need a better restrictions system on the race series. That's what people are enjoying when they work up from the bottom, struggling to beat races with the minimum possible upgrades.

A-spec points were a reasonable stab at one way that this can be done, but it's certainly not the only way.

If you separate the "money for buying cars" aspect from the "restrictions on how good your car can be" aspect, it's a lot easier to find fun levels of both that suit a wide range of people.

I only play offline to get cash to go online, but I would think if people were winning $500K for the Sunday Cup, many of them are going to feel the game is too easy. I think part of the appeal for the offliners is the struggle to progress, they actually like that aspect of the game. When your bank account has $5Million after the first night of racing and you're running around in an 89' Miata, it might seem a little ridiculous.
 
All they really need to do to resolve this "high payouts faster game" vs. "low payouts longer game" dilemma is keep the seasonals. If you want option A, you do the Seasonals. If you want option B, don't do the Seasonals, problem solved. If they dramatically increase the ASpec payouts, they'll be shooting themselves in the foot as players that play almost exclusively online have no interest in ASpec and you'll be ruining it for the offline players with really high payouts. The "struggle" aspect will be gone.

👍
I hope they will keep the ways to earn easily money like seasonals.

Thanks to Kazu for considering players who don't care at all of Gran Turismo mode and just want to drive cars and tracks they want. This is good news for me.
 
If I would be in charge, I would trick the player by giving him good money for a won race but also making the little things (tires an so on) more expensive and giving him more opportunities to spend money on besides cars.

-I would charge for the licenses (where I live, a regular drivers license costs 2000 Euro. I think a IA-license should be quite expensive.) This would also give more choices to the player Like buying a decent car from my starting money, or buying a slower/older car but also invest in a b-License.

-Starting fees. You have to invest to make money. Sunday cup and lower races are free of course.

-Damaging other cars costs you money. After the race the sum will be subtracted from you price money. That will teach you to race clean. ^^

-Fuse a and b-spec together. You and one Bob can drive at the same time, so you can have two cars in the same race. In the best scenario you can have the prises for the first and second place. On the down side you need double the starting fee and two comparable cars. Bob also needs licenses which you have to pay.

-Sponsoring. Get Yokohama as a sponsor and only pay half the prise for racing tires.

-Opportunity races. Hey here is Lotus we have this nice new Evora here, can you drive a laptime of XX.XX.XXX on the Nürburgring for us. You will get a nice prise. You have 2 game days to accept.

theres more but I ran out of time.
 
I have always been thinking how hard is it to implement hardcore mode? Just before starting the GT Life Career or whatever you are given an option to play it on hardcore mode, meaning smaller winnings, more expensive parts or whatever. Really looks like a simple multiplier implentation. That way casual gamers could enjoy their ferrari enzo in 20 minutes and true fans grind the hell out of that mx5 the first week. Options are pretty much limitless with the choice of 'difficulty levels'.

Words 'easier and faster' are really not the thing I was hoping to see. GT5 was easy as hell. No more fun of the GT4 sunday cup grinding and enjoying a 300 cr win.
I might even take a ducktape and put it on the last zero of my credits figure for some challenge :)
 
Kaz's remark about appealing to the overwhelmimg majority of players being casual seems to indicate a continuation of a low difficulty level in career.
 
When I say getting established, I mean having a lot of credits and having a nice collection of cars. Doing this in GT5 before seasonals were added is not what I would call easy.

There's a reason why grinding Indy was a popular method of getting credits in GT5 before seasonal events became more abundant.

Ah ok, in that case I agree with you. It's as if Polyphony got the balance of the game completely wrong. Too easy to earn money at the start, yet extremely difficult to collect cars late in career mode. It's as if they didn't test the career mode before putting it on sale... Hence the login bonuses and high-pay online events. I don't understand how they could get it so wrong... And I feel sorry for the fans of the game without internet.
 
Kaz's remark about appealing to the overwhelmimg majority of players being casual seems to indicate a continuation of a low difficulty level in career.

I don't see why they can't just have differing degrees of difficulty in career mode. Vary the payouts, restrictions on cars and tires, length of races etc. and you can easily go from super easy to super hard with the check of a box. The game is way way beyond the point where it has to be one size fits all. And the good part is, these options don't have to take up a lot of programming time. No cars to design, no sounds to record, just adding a few more layers and options in menus.
 
I don't see why they can't just have differing degrees of difficulty in career mode. Vary the payouts, restrictions on cars and tires, length of races etc. And the good part is, these options don't have to take up a lot of programming time. just adding a few more layers and options in menus.

I think you're vastly underestimating just how much work it is to add an option to a menu, especially one that effects multiple other systems across the game.
 
I think you're vastly underestimating just how much work it is to add an option to a menu, especially one that effects multiple other systems across the game.

Relative to taking 6 months to put together a car? I'm thinking one or two man years here, not a couple of days...lol. 2 man years being maybe $150-200K.
 
I think you're vastly underestimating just how much work it is to add an option to a menu, especially one that effects multiple other systems across the game.

You are underestimating the genius of a programmer... all one would need to do is...

dim prize as int;
dim difficulty as int;
dim difficultyset as int;

if difficultyset = 0 { //hard
difficulty = 0.5;
}


if difficultyset = 1 { //normal
difficulty = 1;
}

if difficultyset = 1 { //easy
difficulty = 2;
}

prize = prize * difficulty; //how much you win

... and you of course need a place to set the difficulty... it would take... about 2 weeks with 2 people.
 

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