Actually, they exhibited almost no signs of intelligence at all, and they barely did any racing. This was the game which people began to complain about Gran Turismo's bots being mindless road rockets, with PC sims beginning to show competent artificial intelligence. What they did do was set a good pace and took turns pretty well - and was when bot ramming began to be complained about a great deal, as some players were actually slower in turns than the bots! And strangely, I think this was the game in which the uncatchable "rabbits" first appeared...Because the AI (in GT4) actually races you, as in does not deliberately let you win? How about a competent GT-Mode? You can say what you like about online this or Academy that. It doesn't make the game better.
Yeah... I think this is a highly personal opinion. Those boards are fairly quiet these days, and I sincerely doubt many people at all have played them for many years. I think of them fondly, GT4 at least which I still regard with awe, but it's collecting dust along with GT5. And when 7 hits, GT6 will be joining them.GT3 and GT4 are so much better than GT6, the absolute worst GT game ever made.
Then in about 10 or 15 years. GT1 will probably be more popular than GT2,3,4,5,6 and 7.Yeah... I think this is a highly personal opinion. Those boards are fairly quiet these days, and I sincerely doubt many people at all have played them for many years. I think of them fondly, GT4 at least which I still regard with awe, but it's collecting dust along with GT5. And when 7 hits, GT6 will be joining them.
That GT 3! Man those were the days, after that its been meh.If we go by the past figures it would seem Sony has some worrying to do:
In the millions:
Gran Turismo 10.850
Gran Turismo 2 9.370
Gran Turismo 3 A-spec 14.890
Gran Turismo Concept Series 1.560
Gran Turismo 4 “Prologue” 1.400
Gran Turismo 4 11.730
Gran Turismo 5 “Prologue” 5.350
Gran Turismo PSP 4.220
Gran Turismo 5 10.890
Gran Turismo 6 2.370
I rather an A.I that followed a straight line over ones that desperately try to let you win.Actually, they exhibited almost no signs of intelligence at all, and they barely did any racing. This was the game which people began to complain about Gran Turismo's bots being mindless road rockets, with PC sims beginning to show competent artificial intelligence. What they did do was set a good pace and took turns pretty well - and was when bot ramming began to be complained about a great deal, as some players were actually slower in turns than the bots! And strangely, I think this was the game in which the uncatchable "rabbits" first appeared...
Online does make a game better, potentially, and it would be suicide to offer a racing game without online capability. Heck, even fighting games have online play, something that makes me nervous. Still, everyone's remarks about the pitfalls and minuses of online racing are true too. For some it's a godsend, for others, a headache, so offline play is just as important.
The bots in GT6 can race, but you have to find the series. I found halfway competitive bots in the I-A Class Super GT series. Instead of first to last being spread out to an appalling average of a minute and a half, the difference in those races is 15 to 20 seconds, and the fields are much tighter as a consequence. Why this series and very few others, I haven't a clue. But being vocal and insistent that PD juice up the bots is the only way to insure this is addressed by PD, along with everything else we want improved in GT7.
While I haven't been all that impressed by the A.I. in most racing games so far, one did: RaceRoom. They don't exactly race like people do, they struggle around a lot of turns for instance. But they can set a blistering pace and be uncatchable, and they can be tuned to suit your racing style to where the feeling is remarkably similar to racing online with competent people close to your skill level. Sector 3 and I think their one A.I. programmer show that it can be done reasonably well. They can sure run you off the road like people, though!
Yeah... I think this is a highly personal opinion. Those boards are fairly quiet these days, and I sincerely doubt many people at all have played them for many years. I think of them fondly, GT4 at least which I still regard with awe, but it's collecting dust along with GT5. And when 7 hits, GT6 will be joining them.
I like the idea behind B spec in GT5, where "hot drivers" were more likely to crash, but were much faster than the "cold drivers" it didn't work very well. But the idea behind it is great. I gain time when Im underpressure too... but sometimes I go wide too. And sometimes being too hot leads to bad lines... if the AI in GT7 do this right. It will be a fantastic feature.I'm not sure it's that complex. I have found some events in the career where the AI seems to have been "tuned" so to speak to not care quite so much. Perhaps the Super GT events are one where the tuning is much better, and as I said earlier, the Nascar events seem to be tuned to the AI have no problems trading paint and bumping, but the side effect is they tend to turn into you like they're not aware of you at all.
This isn't a GT6-specific problem either. I remember it being the same in GT5 too. I reckon it was probably an attempt from PD to avoid the same complaints from GT3 and 4 about the AI acting like the player isn't there.
If you park in the middle of the racing line and watch the AI reacting to you as they come past in GT5 and 6, you'll see their avoidance is actually quite good, but I think the AI as a whole are too simple, and perhaps that's why this great avoidance comes at the cost of being way too conservative and careful in other conditions, like running side by side, and also why they are far too scared to attempt an overtake.
I don't believe they are adaptive to the player at all, as I used to use cars with lower than recommended pp when I played through the career in GT6, and am quite an aggressive driver (very much a late braker, and tune for oversteer, but not a dirty racer), and I didn't find any of the races hard to beat the AI, and they never adapted to my style, they just always plodded along in their little Trulli trains waiting for me to pass them, and never once did I see one attempt to defend a position, they'd stick religiously to their line and just allow me to pass them on any corner.
I'm positive PD will work on it for GT7. If they can keep their avoidance of accidents close to as good as GT6, but make them more aggressive and capable of close racing, through adding complexity to them, I'm confident they could end up with very good AI. This is what I'm hoping anyway.
I like the idea behind B spec in GT5, where "hot drivers" were more likely to crash, but were much faster than the "cold drivers" it didn't work very well. But the idea behind it is great. I gain time when Im underpressure too... but sometimes I go wide too. And sometimes being too hot leads to bad lines... if the AI in GT7 do this right. It will be a fantastic feature.
GT5 was revolutionary
GT5 Prologue was revolutionary, it took another 3 years for the final game to come out which had a graphical downgrade and was full of PS2 standard cars. GT5 was when we saw that PD can't keep up with the competition and have well and truly lost the title of being the "king"of racing games.
I agree they could make the B-Spec pretty damn good if they can get those kinds of things balanced well, but with more complex AI, with less emphasis on the 'A' and more on the 'I'
Along with your notion of drawing/racing out a racing line for B-Spec Bob and setting brake points/regions, how about building your Bob's character with development points, a la Fallout 3? I discussed several character traits that defined a human race car driver way back in 2006, and how this would be good factors in defining GT's bots. Let me see if I can remember all seven...On the other hand, if it were to progress into something where you had to "build" your own AI out of parts in some fashion, that might be interesting as a game.
To add to that, it would be interesting to be able to put them through certain trials that will develop a selected trait somehow. It could be limited to, lets say 25 sessions, where you would have to pick which traits you'd want the character to portray, so that way you can't just max out everything and each one would be individual to the creators liking.Along with your notion of drawing/racing out a racing line for B-Spec Bob and setting brake points/regions, how about building your Bob's character with development points, a la Fallout 3? I discussed several character traits that defined a human race car driver way back in 2006, and how this would be good factors in defining GT's bots. Let me see if I can remember all seven...
It could be argued that what separates drivers from each other are the other six characteristics, but I thought I'd include Skill in there too. Maybe you could have seven development points and have a well rounded bot driver. Or a strong smart driver, or a clever, lucky risk taker.
- Skill - this should be self evident, overall ability
- Aggression/tenacity - desire and ability to achieve better position, or hold onto one
- Strength/endurance - how well the driver can perform consistently over the course of a race
- Intelligence/savvy - how clever he is, how able to deal with split second decisions like avoiding a wreck, take advantage of brief opportunities like a missed braking point
- Senses - ability to handle sun glare, rain, fog, night racing etc
- Courage - ability to shake off incidents and get right back at it, take chances
- Luck - possible wild card ability to deal with and avoid trouble
I'm more partial to having something like Forza's Drivatar that you train by going through skill tests, but this is another way to approach "building" a bot.
To add to that, it would be interesting to be able to put them through certain trials that will develop a selected trait somehow. It could be limited to, lets say 25 sessions, where you would have to pick which traits you'd want the character to portray, so that way you can't just max out everything and each one would be individual to the creators liking.
I highly recommend reading both of these quotes from page 2. Has a similar theme, as well as additional information.
That GT 3! Man those were the days, after that its been meh.
Look at that drop off GT5 to GT6. Holy hell.
Along with your notion of drawing/racing out a racing line for B-Spec Bob and setting brake points/regions, how about building your Bob's character with development points, a la Fallout 3? I discussed several character traits that defined a human race car driver way back in 2006, and how this would be good factors in defining GT's bots. Let me see if I can remember all seven...
It could be argued that what separates drivers from each other are the other six characteristics, but I thought I'd include Skill in there too. Maybe you could have seven development points and have a well rounded bot driver. Or a strong smart driver, or a clever, lucky risk taker.
- Skill - this should be self evident, overall ability
- Aggression/tenacity - desire and ability to achieve better position, or hold onto one
- Strength/endurance - how well the driver can perform consistently over the course of a race
- Intelligence/savvy - how clever he is, how able to deal with split second decisions like avoiding a wreck, take advantage of brief opportunities like a missed braking point
- Senses - ability to handle sun glare, rain, fog, night racing etc
- Courage - ability to shake off incidents and get right back at it, take chances
- Luck - possible wild card ability to deal with and avoid trouble
I'm more partial to having something like Forza's Drivatar that you train by going through skill tests, but this is another way to approach "building" a bot.
The logic of your post escapes me. If most of your mates have graduated to PS4, how is a 2.0 update going to pick up more players/sales? Do you think they'll drag their dusty PS3's up from the basement to play GT6 when they could just use their PS4 to play Drive Club or Project Cars?people seem to forget the drop off which happened on GT5's release. It wasn't a good game when it came out and it took a near entire rewrite/upgrade with the 2.0 release patch for it to pick up.
GT6 is currently on 1.20 patch. I'm guessing that by 2.0 patch which will almost certainly arrive as the lead times are long for GT games that this will too pick up more players/Sales.
However the thing which took most of my mates off to other games was the launch of the game came over a month after the launch of the PS4 most of the guys I raced with had upgraded so were hoping this would be a dual platform release.
Had they done (if they do) a dual platform release then this would have impacted sales positively.
Well, if they make a complete game this time...
What, as in spend more than a coffee break planning out GT-Mode and Arcade Mode you mean?