Your honest opinion about your expectations

  • Thread starter LeStique
  • 320 comments
  • 22,065 views

What are you expecting from GT6?

  • PD will not have learned from GT5's flaws and will deliver a product not near the industry's standar

    Votes: 79 33.8%
  • They will have learned and deliver GT6 up to todays standard

    Votes: 42 17.9%
  • They will have learned and have listened to user wishes

    Votes: 25 10.7%
  • They will have learned but they will screw up something else (comment)

    Votes: 60 25.6%
  • No matter what: Sony will rush them into releasing GT6 unfinished

    Votes: 28 12.0%

  • Total voters
    234
Zr0
Driving model with no aids, force feedback and wheel support, GT Academy, track generator, dynamic weather, dynamic time, different racing surfaces (snow, gravel, wet...), night racing, resistance races and pit strategies, photomode, track accuracy, etc...

Only the casual A-Spec player will miss most of that.

But they're all basic features or features seen in other games, is that really all GT has going for it? Besides a lot of those things are very half assed in GT5, such as dynamic weather and time and the different surfaces. Why can GT not add more features to the game like those mentioned?

It seems bizarre to me that people don't want some new features because they feature in Forza, that's certainly not the only reason people want them, they want them because they should be staples of any modern racing game.
 
But they're all basic features or features seen in other games, is that really all GT has going for it? Besides a lot of those things are very half assed in GT5, such as dynamic weather and time and the different surfaces. Why can GT not add more features to the game like those mentioned?

It seems bizarre to me that people don't want some new features because they feature in Forza, that's certainly not the only reason people want them, they want them because they should be staples of any modern racing game.

Why can't the games mentioned add 'basic features' that GT5 has then? Surely they should be the staples of any modern racing game if GT5 has such features on a PS3. I like it that PD continue to try and innovate, others just like to be another generic racer, trying to implement the same things that have been done for many years without doing much things outside the box like PD do through things such as data logger, X2010 and other stuff. GT5 Prologue, they delivered detailed 3D cockpits, ahead of their main console competitors. PD need only more resources to deliver more experiences, they are innovative and that is what I like about them. People will struggle to name a game that has the quantity and quality as well as the number of features GT5 has. It is not by chance GT5 is probably the still most played car racing game out.

My expectations of GT6 are to go back to GT5P in certain ways such as track and car standard while improving dynamic driving physics. I will be happy if they can improve loading times which is probably long due to trying to work around the lack of memory in the PS3. I would be happy if they go to less number of cars on track from 16 to 12 if they can make it faster and better looking.
 
My biggest gripes with gt5 are 1.standard and premium cars-i think they are a little mixed up at times, some premium cars should be standard and some standard should be premium
2.oil changes affecting pp. What I mean is when you buy a new car from the new car dealership section, go into gt salon and getting an oil change(which it shouldn't need) changes horsepower and pp. As you complete races, based on this thinking, the oil will start to break down(like the car you drive in real life) so the pp should also start to drop but it doesn't and when you go to get the oil changed again it will increase pp again.
 
Why can't the games mentioned add 'basic features' that GT5 has then? Surely they should be the staples of any modern racing game if GT5 has such features on a PS3. I like it that PD continue to try and innovate, others just like to be another generic racer, trying to implement the same things that have been done for many years without doing much things outside the box like PD do through things such as data logger, X2010 and other stuff. GT5 Prologue, they delivered detailed 3D cockpits, ahead of their main console competitors. PD need only more resources to deliver more experiences, they are innovative and that is what I like about them. People will struggle to name a game that has the quantity and quality as well as the number of features GT5 has. It is not by chance GT5 is probably the still most played car racing game out.

What was innovative about the features in GT5 exactly? What did they do that no other game had done before? The data logger feature (which isn't even available yet) will be useful to a tiny amount of people. The X2010 itself is innovative but the idea of featuring such a car is hardly innovative. 3D cockpits were also nothing new from PD, they've been around for years. Yes they were more detailed taking advantage of the powerful hardware but that's not innovation, it's just moving with the technology.

So what other innovative features does it have?
 
But they're all basic features or features seen in other games, is that really all GT has going for it? Besides a lot of those things are very half assed in GT5, such as dynamic weather and time and the different surfaces. Why can GT not add more features to the game like those mentioned?

It seems bizarre to me that people don't want some new features because they feature in Forza, that's certainly not the only reason people want them, they want them because they should be staples of any modern racing game.
In other games and separately yes but not in Forza that is always put as an example of what GT6 should be.

GT have choosen a route and Forza other but none of them are full featured. A waste of resources in one feature would affect the rest of the game and every one has its own priorities.

The "half assed" excuse it's an example of how defensive become the Forza fans when GT has something positive over Forza. I don't see anyone calling the vinyl editor in Forza half assed because you can't edit the cars easily with templates and photos or because the process is absurdly complex and time consuming.
 
Zr0
In other games and separately yes but not in Forza that is always put as an example of what GT6 should be.

GT have choosen a route and Forza other but none of them are full featured. A waste of resources in one feature would affect the rest of the game and every one has its own priorities.

The "half assed" excuse it's an example of how defensive become the Forza fans when GT has something positive over Forza. I don't see anyone calling the vinyl editor in Forza half assed because you can't edit the cars easily with templates and photos or because the process is absurdly complex and time consuming.

Yeah, no. Anyone but the blind FM fanboy accepts that GT5 having night racing and weather is a huge plus over it but you can't argue that it's fully implemented when the feature is only on a small portion of the tracks in the game. Take a car to for example Laguna Seca and it's no different to Forza.

Nobody calls the livery editor half assed because it isn't.
 
What was innovative about the features in GT5 exactly? What did they do that no other game had done before? The data logger feature (which isn't even available yet) will be useful to a tiny amount of people. The X2010 itself is innovative but the idea of featuring such a car is hardly innovative. 3D cockpits were also nothing new from PD, they've been around for years. Yes they were more detailed taking advantage of the powerful hardware but that's not innovation, it's just moving with the technology.

So what other innovative features does it have?
They must have developed the car using GT5, might have a wind tunnel in GT6 and aero part designing feature come to think of it if optimism is used. They seem to like that area with involvement in other car projects. They also probably one of the first people to implement hybrid and electric cars in a racing game.

You can still use the basic data logger to compare your own laps against other so it is useful in that sense.

They moved with technology quicker than competitors, at the end day what has PD competitors done innovative if all they are doing is moving with the technology? List will be smaller than what has PD done for racing games I would expect past and present.
 
They must have developed the car using GT5, might have a wind tunnel in GT6 and aero part designing feature come to think of it if optimism is used.

Guessing and reading into the future on something you don't know anything about, good way to show how they innovate in your mind.

They moved with technology quicker than competitors, at the end day what has PD competitors done innovative if all they are doing is moving with the technology? List will be smaller than what has PD done for racing games I would expect past and present.

So you can't tell me where GT5 innovates but you can tell me they do more than other games do?
 
Guessing and reading into the future on something you don't know anything about, good way to show how they innovate in your mind.
Well this is a thread about expectations and what other games do what I mentioned then? It will be innovative for a racing game as far as simulation goes regardless if they do implement it. We have already seen a virtual wind tunnel.

So you can't tell me where GT5 innovates but you can tell me they do more than other games do?
Well I ask myself what has other games done and using your stance of moving with the technology, I can't think of much. Can you think of things innovative by other games then?
 
Well this is a thread about expectations and what other games do what I mentioned then? It will be innovative for a racing game as far as simulation goes regardless if they do implement it. We have already seen a virtual wind tunnel.

If GT6 features a wind tunnel in some form it would be an innovative feature, yes. But it doesn't exist so it's not something to use in an argument that PD have innovated.


Well I ask myself what has other games done and using your stance of moving with the technology, I can't think of much. Can you think of things innovative by other games then?

I'm not the one who claimed any game was innovative, you did and cited it as a reason you liked PD. I asked you to show me where GT5 innovated, it's not up to me to find another game that innovated.
 
If GT6 features a wind tunnel in some form it would be an innovative feature, yes. But it doesn't exist so it's not something to use in an argument that PD have innovated.
Well the first part of it being used for X2010 development remains the case.

I'm not the one who claimed any game was innovative, you did and cited it as a reason you liked PD. I asked you to show me where GT5 innovated, it's not up to me to find another game that innovated.
I already mentioned a few things which you sort of agreed with and tried to lower worth of such innovation, what about remote B Spec as well then (Not sure about that feature though, never used it but I see it's used by others)?

It is hard to say features that are innovative if I use your stance of moving with the technology. It works in PDs favour though, as others have probably been solely doing that while PD are trying to do new things for a car video game developer. I think my reason for liking for PD is valid, after all it is probably hard for you to find any car racing game developer as innovative as PD out there currently this generation.

Also you mentioned about features in GT5 being basic that other games have, why doesn't PDs main competitors have GT5's basic features?
 
Yeah, no. Anyone but the blind FM fanboy accepts that GT5 having night racing and weather is a huge plus over it but you can't argue that it's fully implemented when the feature is only on a small portion of the tracks in the game. Take a car to for example Laguna Seca and it's no different to Forza.

Nobody calls the livery editor half assed because it isn't.
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.

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.

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.
 
If it wasnt for the fact Kaz admitted that there were things he wanted implemented into GT5 but couldn't I would be more worried. As it is im just a lil nervous. Gonna assume we wont see Porsche, Heavy Japanes car bias (as usual) will be present, Other Nations will get short changed on their cars appearing. Track choices seem like it will be the biggest surprise. Praying for better User Interface that doesnt stick when you go from menu to menu.
 
It is hard to say features that are innovative if I use your stance of moving with the technology. It works in PDs favour though, as others have probably been solely doing that while PD are trying to do new things for a car video game developer. I think my reason for liking for PD is valid, after all it is probably hard for you to find any car racing game developer as innovative as PD out there currently this generation.

I look at GT5 and I see very little to nothing in the game that's innovative. Instead of innovative, I'd say PD is different, but it's not always in a good way. Even the most simplest things in a racing game, like changing the color of your car, is made unnecessarily complicated in GT5. We also had to wait months to do other simple things like being able to save during championships and be able to control the weather and time on tracks that have it. In my opinion, if PD can't even get the hang of some basic things that's been in racing games for ages, I'm not convinced that they can take the racing genre in a new direction.

Also you mentioned about features in GT5 being basic that other games have, why doesn't PDs main competitors have GT5's basic features?

Could you name some examples? The only basic thing that I can think of from the top of my head is weather and day/night but that's been around for a long time. Even the old Need for Speed games on PS1 have that.
 
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Well the first part of it being used for X2010 development remains the case.
  • GT5 isn't anywhere near the first game that has a hypothetical (or, more bluntly, fake) ultra-car designed with the game in mind as a range topper.
  • There's nothing I'm aware of saying that GT5 actually was used to "develop" the car (far more likely being Adrian Newey would have used his Formula 1-grade windtunnel simulators to do it).
  • GT5's aerodynamic model is so poor (even after the recent patch, nevermind how it originally was when the game came out) that it wouldn't be a feather in PD's cap even if they did design the car using GT5 (because that would just make its theoretical performance more irrelevant than it already was).
  • PD turning the entire story of the X1 into an elaborate publicity stunt doesn't change the first three things or lend any credence to the innovation therein.
 
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What a lot of moaning minnies! I read the first page of the thread and nearly every post was negative.

I've just spent a cracking hour or so racing in a private lounge with some close friends, which I do once a week. Recently I have been enjoying trying out various cars with standard settings.

I don't know what people are griping about half the time. I still enjoy the game even after many miles. For those who aren't enjoying drving this game I would say switch off all driving aids, switch off most of the display and drive with the cockpit view and invest in a wheel such as the DFGT or better - then start the game again from the begining using appropriate tyres and cars with minimal tuning and I expect you will enjoy it.

Presumably many people had excessively high expectations of GT5. I hadn't played any of the previous games so didn't have any expectations. There are obviously many things that could be improved, but I would prefer that PD concentrated on fundamental improvements than trying to implement 1001 different things.
 
I'm afraid I'm in the "They will have learned but they will screw up something else" boat too. I've been playing GT5 almost daily since launch so obviously I still love it even though it frustrates me. But... I'm worried.

So many of PD's missed opportunities in GT5 seem like no-brainers for any developer making a racing game. This frustrates me to no end and leads me to agree with many others here who suggest they should outsource not only to speed up development time but to improve on actual gameplay.

-With GT5, PD gave us 1000 + cars but terrible AI to race against
-Over 20 tracks but no way to customize a race format or grid
-A motor sport museum that is not connected to the actual game
-A course creator that is really only a course randomizer
-A paint chip system that feels like some bizarre form of slow torture
-A menu and user interface seemingly designed by someone a decade behind the times
-Custom music selection, that maddeningly still gets interrupted by Scott Joplin's "the Entertainer" whenever I go to GT Auto
-Online play that is constantly marred by an imbalance between wheel users and dual shock users (not to mention anomalies in the physics)

I could go on but TBH, I'm tired of being frustrated at GT. If they hadn't done some things brilliantly well I would be able to just walk away and buy an Xbox.
I still have hope for GT6 and am forcibly trying to remain optimistic but the head-scratching deficiencies in GT5 make me wonder if they are capable of pulling off the game we all dream of, let alone innovate.
 
Good points Badger X - plus they could scrap the oil changes altogether and other things which add nothing to the game. People have mentioned so many thins on this forum that I am sure many will be disappointed even if the game is significantly improved. Perhaps the way forward is to split the game up and release new games each year - so for example GT6 Drift championship, GT6 Historics, GT6 Nascar etc.
 
Sick Cylinder
I don't know what people are griping about half the time. I still enjoy the game even after many miles. For those who aren't enjoying drving this game I would say switch off all driving aids, switch off most of the display and drive with the cockpit view and invest in a wheel such as the DFGT or better - then start the game again from the begining using appropriate tyres and cars with minimal tuning and I expect you will enjoy it.

That's funny, because I made a thread about restarting the whole game. Unfortunately, it was not fun enough for me to follow through with it, even with a wheel.

Presumably many people had excessively high expectations of GT5. I hadn't played any of the previous games so didn't have any expectations. There are obviously many things that could be improved, but I would prefer that PD concentrated on fundamental improvements than trying to implement 1001 different things.

That's the thing. Many of us here, myself included, have been playing GT since the first game. So we know what PD is capable of doing, so yeah, our expectations were higher than yours. I'm not going to speak for anyone else, but I didn't expect GT5 to have everything I could ever want in a racing game. I expected GT5 to at least be up to par in every area of the previous GT games, but sadly it failed in some places that the older games did better in.
 
I have zero faith whatsoever that PD will release a good product. My only hopes for GT6 are very minimal:

1) All cars include interiors, even if not "pixel perfect"

2) The freaking physics model is the same online and offline. Exactly the same!

3) They bring back the variety and quality of tracks from previous products.

4) The make the FFB more "lively" like GT4 instead of the muted feedback we have in GT5.

That's it. And my guess is that they will fail completely on all 4 points.
 
I look at GT5 and I see very little to nothing in the game that's innovative. Instead of innovative, I'd say PD is different, but it's not always in a good way. Even the most simplest things in a racing game, like changing the color of your car, is made unnecessarily complicated in GT5. We also had to wait months to do other simple things like being able to save during championships and be able to control the weather and time on tracks that have it. In my opinion, if PD can't even get the hang of some basic things that's been in racing games for ages, I'm not convinced that they can take the racing genre in a new direction.
Do PDs competitors even do the simple things you mention that have been added though?

Could you name some examples? The only basic thing that I can think of from the top of my head is weather and day/night but that's been around for a long time. Even the old Need for Speed games on PS1 have that.
It is in response to SimonK's post and I question I asked before. You will know more if you read the posts earlier.

  • GT5 isn't anywhere near the first game that has a hypothetical (or, more bluntly, fake) ultra-car designed with the game in mind as a range topper.
  • There's nothing I'm aware of saying that GT5 actually was used to "develop" the car (far more likely being Adrian Newey would have used his Formula 1-grade windtunnel simulators to do it).
  • GT5's aerodynamic model is so poor (even after the recent patch, nevermind how it originally was when the game came out) that it wouldn't be a feather in PD's cap even if they did design the car using GT5 (because that would just make its theoretical performance more irrelevant than it already was).
  • PD turning the entire story of the X1 into an elaborate publicity stunt doesn't change the first three things or lend any credence to the innovation therein.
1. Name a game that has a fast car based on real world physics and that is theoretically makeable now with the technology currently out. Just need a lot of money and resources.

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.

3. What is so poor about it that won't help show ball park performance of the car. It is the same simulator after all that closely matches performances of over 1000 cars. If it was so out, say 10 seconds a lap slower around Suzuka, it is still super fast.

4. Try telling Adrian Newey that.
 
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.

Zr0
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.

Zr0
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?
 
1. Name a game that has a fast car based on real world physics and that is theoretically makeable now with the technology currently out. Just need a lot of money and resources.
Hm...


I remember one game. It had the direct backing of a major automobile magazine, and made it a point to talk up how much effort went into simulating the cars therein under the guidance and help of said magazine. It was billed and received as a driving simulator, and people ate it up because at the time that is what it was. It also had an imaginary car developed for the game purely to be known as the "ultimate" car in the game.



Here it is:



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.
If they didn't use a wind tunnel simulator to measure the aerodynamics they say the car has, then they are just theoretical. If they used GT5 to measure the aerodynamics they say the car has, then they are meaningless.

3. What is so poor about it that won't help show ball park performance of the car. It is the same simulator after all that closely matches performances of over 1000 cars. If it was so out, say 10 seconds a lap slower around Suzuka, it is still super fast.
You are aware of how massive the differences between how aerodynamic drag worked before the last update and how they work now, right? We're talking about dozens of MPH difference with the X1 at high downforce settings. Even if they are fine now, they certainly weren't fine beforehand; and the entire point of the X1 is its aerodynamics.



Also, if it was 10 seconds a lap slower in real life than it was in the game, "it would still be really fast" doesn't mean anything.


4. Try telling Adrian Newey that.
Telling him what? That PD used the development of the X1 as an elaborate publicity stunt for GT5?

At a time when so much was unknown about GT5 (things that later came back to bite PD for hiding, no less), they went so far as to make it a big news item when Vettel drove the car around Suzuka.
 
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I remember seeing simewhere they built a 1:1 scale model minus the engine of the x1 wouldnt they put that in a real wind tunnel?
 
No active aerodynamics, the one they built was only a clay model, and it wasn't finished until quite a while after PD did the "look how fast Vettel can go with it" videos for it.
 
Toronado
No active aerodynamics, the one they built was only a clay model, and it wasn't finished until quite a while after PD did the "look how fast Vettel can go with it" videos for it.

Ah ok that explains it.
 
Nobody knows yet if its for the PS3 or PS4, but I get the feeling that if it's PS4 then Sony will rush PD into making it a release game and stick their foot in their mouth by using a buggy half finished game as a launch title. Generally hurting sales at the uproar of the customers.
 
I love how people keep talking about Sony "rushing" PD when they do nothing of the sort, they had more than enough time for GT5 and they're already 2 years into GT6 with no sign of a release any time soon.

PD are the complete opposite of rushed.
 
Before anybody on general gaming press says that sounds suck in their games, they will use the same samples. Well we no nothing about the game other than it will be a long wait.
 
What a lot of moaning minnies! I read the first page of the thread and nearly every post was negative.

I've just spent a cracking hour or so racing in a private lounge with some close friends, which I do once a week. Recently I have been enjoying trying out various cars with standard settings.

I don't know what people are griping about half the time. I still enjoy the game even after many miles. For those who aren't enjoying drving this game I would say switch off all driving aids, switch off most of the display and drive with the cockpit view and invest in a wheel such as the DFGT or better - then start the game again from the begining using appropriate tyres and cars with minimal tuning and I expect you will enjoy it.

Presumably many people had excessively high expectations of GT5. I hadn't played any of the previous games so didn't have any expectations. There are obviously many things that could be improved, but I would prefer that PD concentrated on fundamental improvements than trying to implement 1001 different things.
Your making unfair judgements based on players freely expressing their feelings about the game. The OP asks for our honest assessment (and Vote) of what we expect from GT6, not to be yes men/women and applaud PD for giving us an uncomplete Game.

If you explore this sight further you will see that other players do the same thing as you from league races, One Make stock challenges, FreeRun events, trading cars & paints lobbies, Time Trials of tracks in stock (Completely Stock) cars. I run a lobby where the fastest car is always a 350Z LTD or a M3 BMW (Full Tune). Everyone is not overtuning or using aids when they play, people are challenging themselves.

Kaz emphasised GT5 potential so much before it was released, not to mention GT4 was so good why wouldn't we think GT5 would be better. You never played other 4 titles so you cant really relate. :indiff:
 
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