I mean again moving away from racing games imagine a COD online mode where all you could basically do was basic deathmatch and that's it? Because that's pretty much the equivalent to GT5s basic setup, you can get some cars and go racing and that's about it.
Heh, coincidentally, online is one aspect I actually prefer GT5's setup, in some ways. Specifically, I like that I can go and fiddle with my car's settings while in the lounge (you can't in FM4, only load pre-made setups), but the big draw in GT5 for me is the fact I don't
have to race online - you can have the Open Track days for as long as you want, if you're so inclined. FM4 doesn't let you go cruise on the track before the proper race, and that's one thing I really miss.
That said, having the ability to join public lobbies is appreciated in both, and GT5 should have included Prologue's original match-making method too for those who just want to be dropped into random rooms. Hoppers with specific themes would be great; heck, do it like the current seasonals, and have a few specifically-themed hoppers that are changed each month. IROC-style no-tuning, PP-limited sprints, whatever.
A livery editor, rewind, DLC policy, etc could be not Forza exclusives but are demanded mostly because are trademark of Forza games and their fans miss them in GT games.
I've wanted a livery editor in GT since the first one. That sort of feature wasn't even a Forza first; they're just commonly referenced because they have one of the best examples of it, and are one of the biggest franchises with one.
Rewind, admittedly, I first saw in a racing game in FM3. I was completely against it back then, but as I've grown, and get less and less time to actually sit and enjoy my games, I do see the use in it. But that's best left for the thread on the topic.
A solid DLC policy isn't even as important to me so much as
clear communication about the DLC, from PD, is. If they want to scatter-shot it, go ahead. But include us in the loop more.
Other strong GT features are ignored from the equation just because don't exist in Forza.
Weather and time of day? Yeah, it's a drawback on Forza's side, absolutely. Now that PD actually have a full-size GT on this generation though, T10 has a fixed target; with FM2 and FM3, GT5's feature set was this ever-changing enigma. T10 now know that, in that regard, the bar is raised, and hopefully, the next full installment of Forza (Motorsport, not Horizon) explores weather and proper time-change.
I already listed the positives I can see that GT5 still has over its competition in my last post though, you keep mentioning "other strong GT features", what do you think they are?
GT6 could innovate its formula without the need to clone all what Forza has, some people don't understand that. It has been done in GT5 and I'm sure that it will be done more wisely and better in GT6.
If the next GT is going to innovate its formula, I hope that involves throwing out most of the formula that created GT5, because in many ways, it doesn't feel related to the games that came before it.
And I don't argue that those features are fully implemented, I argued that those are strong/key points over Forza as I said. The partial implementation don't make less strong than the "nothing" in Forza.
Agreed.
Nurburging 24h alone with dynamic time and weather is enought to see the impact and improved gameplay that those features have in the game experience. More of that evolved gameplay is what I expect in future GT titles.
What's worrisome is that PD don't even see it as important to stick to the standards they themselves lay down. The variable time of day and weather are fantastic on the N24 course; so why'd we not get a changing time of day at Spa?
It's a strange thing that's always been present in GT games, but with GT5, it became an overriding theme: that lack of balance, of consistency. For every awe-inspiring view of an impeccably-detailed LF-A hooning across the Green Hell, tires spitting up the drizzle from the rain as the sun is just peeking over the trees in the horizon... there's an ugly, pixelated Suzuki Alto Works trudging along a GT4 carryover track.
The editor can be called half assed if you don't have the time and patience of the dedicated Forza artists, specially if you know how fast an easy is to edit a complex car template in a PC. But was just an example of an excuse, I would have no problem with a similar editor in GT5, mainly because I don't would waste much time in it rather than driving. If I will spend most of my time designing cars I would prefer something more user friendly.
An interesting way to look at things; it's half-assed because it isn't pandering to the laziest people out there. I suppose those people hoping for a more hardcore physics model for the next GT are unexpectedly asking for a half-assed game; I mean, unless even more aids are introduced for people who don't have the patience to crest the learning curve the best drivers do. See what I did there?
Allowing full image importation in a livery editor can bring a whole bunch of associated problems. While it can make some things much easier, I absolutely understand why it isn't done, and personally, using basic shapes to create more complicated things is more of a learning experience than simple copy/pasting.
2. I wonder what they used to "develop" the car then without most likely using any other simulator. PD were the ones who made the concept of the car first too which they then showed to Adrian. I think PD would have seen the wind tunnel and maybe based there virtual in-game version on that and also any CFD knowledge they might have picked up on but I doubt they got to use their facilities for the X2010 which most likely was being used by F1 team at the time to build the RB6 rocketship.
You don't seriously think there's anything resembling a working wind-tunnel in GT5, do you? Based on one clip in the game?