- 145
- HaRdLiNeR-
- wtf? no thx
thats why i am loving PD and the game! that is the best and most important sentence in the post!PD chose quality.
thats why i am loving PD and the game! that is the best and most important sentence in the post!PD chose quality.
Well thanks GT for clarifying your viewpoint or point of viewand I really hope it will be that good.
Ofcourse it's a personal preference above all else and strictly speaking all elements of a game can be seen as trivial to an extend perhaps, it's the combination of all factors combined which create the full experience, was just hoping cockpit view was in the mix for all cars as to me it's an addictive new element ( which changed the way I experienced the game dramatically and that's essential in playing any game, the experience ) which I took for granted since playing Prologue.
Anyway I'm also still counting the days until November arrives, no doubt about that.![]()
I am with you all the way. I believe GT5P has spoiled me rotten. I used bumper cam in all the previous GT's and now all I use is cockpit, every now and then I might choose bonnet cam just to get a different experience from what PD has to offer. But when you get to play the game in a full rig with seat and steering wheel, maybe a beer or two and that is how I plan to experience GT5! I seriously can't wait to play this game. GT5P is a marvel in it's self and it still blows me away.
Don't drink and drive, you'll spill your beer, anyway I've recently tried to prepare myself for driving the Standard cars by changing from cockpit view to another view in Prologue and I can't really get used to any.
Bumper cam just feels boring and provides no visual stimulus at all and all cars are indistinguishable apart from handling ofcourse, roof cam is set way too high which doesn't feel right and chase cam feels a bit like driving an R/C car after cockpit view.
How did I even manage to enjoy previous GT-games?Think I'll just wait and see how it turns out but I'll fear those Standard cars aren't providing the same fun I had playing them in GT4 purely because in GT4 I was blissfully unaware and hadn't experienced cockpit view before.
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But then on the next generation of consoles, where other developers start making cars of the sort we're seeing of the premiums in GT5?
You see, if PD had made all cars to the same level of detail. The time constraints mean they'd maybe managed 80k models. Not only would they be below the level of detail shown ingame in Forza, Shift, TDU2, etc. they would have to be re-done AGAIN for the next console generation. It would simply be a waste of time. PD chose quality. And because they can, they added all their old cars in for good measure, because 1000 is better than 200.
Don't drink and drive, you'll spill your beer, anyway I've recently tried to prepare myself for driving the Standard cars by changing from cockpit view to another view in Prologue and I can't really get used to any.
Bumper cam just feels boring and provides no visual stimulus at all and all cars are indistinguishable apart from handling ofcourse, roof cam is set way too high which doesn't feel right and chase cam feels a bit like driving an R/C car after cockpit view.
How did I even manage to enjoy previous GT-games?Think I'll just wait and see how it turns out but I'll fear those Standard cars aren't providing the same fun I had playing them in GT4 purely because in GT4 I was blissfully unaware and hadn't experienced cockpit view before.
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Plus, the current situation hasn't helped them escape the need to update any more than my hypothetical situation; if anything, the current real situation is worse, because those Standards definitely all need to be replaced by the time of the next generation if PD wants to be considered wholly top of the pile in modeling prowess. I sure hope we're not going to have any PS2 models on PS4.
Obviously this is all going on assumptions though, and I recognize it won't change the situation any. I just feel having one uniform level of quality across the game, even if lower than the current Premiums, and even if it requires more work in the future, is better than having 2 varying levels. Wholesale recycling of a six year old game would get the criticism of "lazy" if it were any other game.
I've been doing similar. Before I ever had a wheel, I almost exclusively used chase cam; my reasoning was I'd rather see what my car is doing than just have nothing, like bumper cam. Once I got a wheel with GT4, it felt wrong to be chasing the car, so I switched to roof cam, because at least I still got an idea of where the extremities of my car were. Prologue has been mostly cockpit, though I'll switch to chase during some online races to have a better idea of what's going on around me (accident avoidance, etc). The only reason I think I'll have an easier time taking a step back to a previous view is because I've only owned Prologue for maybe 2 months. Since '98 then, 99% of my time with GT has been with chase cam.
FM3 is a bit scattershot, because certain models from FM2 were redone and some were not.
In-game graphics really are not that big a deal. I'm quite happy the cars are slightly less detailed if it means 60fps and the photomode cars stack up. Don't forget, to those who haven't played FM3 and only seen photos online, they are severely compressed by MS as soon as you send them to the web. Sharpness and colour rendition are greatly affected, hence why many use Flickr to host their Forza images to gain some of the quality back.
To me, in-game graphics are the entire deal. Promotional renders and Photo Mode bullshots are fine to drool over prior to a game's release, but then we have real life for marvelling static images of other people's cars. When I've got my hands on that game, I also want to enjoy the graphics while I'm driving, and unfortunately Forza doesn't let me do that.
Why not? Hire more car modelers, make more cars. How is that not how it works?
It amuses me that people sometimes have unbelievable expectations, they forgot we are humans, not perfect, and we live on a world with limited resources.
Probably the best post in this thread and in my opinion you are spot on with everything you have said.In short, we live in a world of limited resources, polyphony digital achieved in 6 years development time with 80 million $ 200 premium cars what no other company ever achieved before. And yet people are questioning why polyphony didnt make all 1000 cars premiums ?!!!! this is craziness...
*snip*
Last time I checked it took 6 months for one modeler to make one car, not the entire group. What do you call that term? Man hours or something like that?
1/ YES it is a question of costs, of available resources to polyphony digital, YES lets face it, Polyphony digital doesent have illimited resources as some people like to think so.
Now that I agree on. 200 models over the course of 3-6 years (We don't know when development on the models started, or if it stopped during development for GTPSP). If GT6 is going to be out within 2-3 years, they have their work cut out if they intend on upgrading the standard cars to premium level. And that's ignoring all prospective new models between now and then.
I've always wanted to know, does the force feedback provided by the wheel sufficiently replace the visual feedback that you get from chase cam? I use a pad with chase cam, and i've tried bumper cam in GT4 and cockpit view in GT5. But unless I practice with chase cam beforehand (To get used to the car, track, setup etc.) i'm useless. I can match my laptimes though, but only if I practice with chase cam beforehand.
FM3 is a bit scattershot, because certain models from FM2 were redone and some were not.
In-game graphics really are not that big a deal. I'm quite happy the cars are slightly less detailed if it means 60fps and the photomode cars stack up. Don't forget, to those who haven't played FM3 and only seen photos online, they are severely compressed by MS as soon as you send them to the web. Sharpness and colour rendition are greatly affected, hence why many use Flickr to host their Forza images to gain some of the quality back.
To me, in-game graphics are the entire deal. Promotional renders and Photo Mode bullshots are fine to drool over prior to a game's release, but then we have real life for marvelling static images of other people's cars. When I've got my hands on that game, I also want to enjoy the graphics while I'm driving, and unfortunately Forza doesn't allow me to do that.
there is a clear irony here, and something smells wrong with this statement :
1/ YES it is a question of costs, of available resources to polyphony digital, YES lets face it, Polyphony digital doesent have illimited resources as some people like to think so. the game already costs 60-80 million$ putting it as the most expansive video game ever created with 6 years of development time ! No game before GT5 ever took all those resources. so hiring more people will simply be problematic to polyphony from a financial point of view. they already got 140 staff paid monthly for 6 years and they didnt get yet a penny of benefice from GT5 sales, the game will ship 3d november 2010 (yes with GT5 rologue they gained a lot of money, but that allowed tem to work another 3 years on the game or else they cannot survive 6 years of development time, paying monthly 140 staff mwithout a copy of a game sold to market!)
2/ Some people have simply no idea of how it is difficult to hire new staff in a company, especially a software company, even more a video game development company, even more finding talented modellers staff for a video game development company developing a racing video game. Polyphony is in japan, and we have to believe it or not but not every japanese searching a job in japan is a talented car modeller, yes believe it or not !
4/ I really wanna see any other video game company which achieved modelling 200 cars, with 500,000 polygons each. NO COMPANY EVER did that ! it is a first in our industry, we must really be happy about it.
5/ Also people must realize that to develop GT5,polyphony must not only medel cars, believe it or not but there are other resource eating activities, they have to model also tracks, human models, items...they must also include sound, work the physics engine, AI, gameplay, menus, create demos, trailers,...and put everything together...modelling cars is only a portion of their budget.
In short, we live in a world of limited resources, polyphony digital achieved in 6 years of development time with an 80 million $ budget : 200 future proof most detailed video game cars ever created !
with the most detailed 70 tracks ever created !
and one of the best ameplay physics ever created !...
all of this is no other company ever achieved before. And yet people are blaming polyphony for not modelling 1000 premium cars ?!!!! this is craziness...
Sorry what we have here is a big defense post that basically deflects blame through faulty logic of that's how it had to be because that's how it was.
👍
Hopefully they just limit you from putting Rosso Corsa on everything!![]()
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Good FFB does exactly that, for me. But you still don't get the sense of g-forces you do in real life, which is why I used roof cam with a wheel in GT4, because it helped give a hint of how the car was reacting a bit better than the Ridge Racer feel of bumper cam. Cockpit view, even with a controller, is handy because you can see the relation between how the car is reacting (over/under - steer) and how crossed up the driver's arms are. It makes things like controlling a drift so much easier.
I think we all agree that cost is an issue here; hopefully Sony alleviates this issue by bankrolling the hiring of more modelers for PD. They deserve it and quite frankly need it at this point.
It might be different in Japan, but I can tell you it's plenty easy here. My school had regular visits from EA and Square-Enix where they'd come and meet with students who were doing our modeling courses, and there were more than a few ocassions where people walked out of finishing up their course with a job already secured. Heck, one guy dropped out because he was offered a job on the spot. Modelers don't have to be specifically "car modelers", either. It would help but isn't strictly necessary.
No other company would survive not producing a proper sequel after this many years, either. One can quite reasonably argue that PD's Premium models had better be superior to what else is out there; they've had far, far more time to work on them than anybody else.
I was hoping for 1000 cars of uniform quality levels. Not a mish-mash of last-gen and current. I do understand simple math, and 1000 cars, considering the time it takes PD to make 1, just wasn't possible. But there was a solution to that to get one constant level of quality across the board...
Ah well. Like it's been said, maybe the design process will be streamlined in the near future, and combined with an increase in modelers (c'mon Sony, you owe it to PD!), we'll see a much quicker creation of Premiums, and GT6 can banish this issue. One can hope![]()
Mass recruitment of quality, experienced staff on the sort of scale PD required to finish 1000 cars for the release is a near impossible task. This is an assumption I know but, I think PD aren't willing to take on fresh graduates/trainees to work on one of the biggest franchises in console gaming.
Your whole posts consists of making assumptions and stating them as fact and using the logic that because it was, that's how it had to be.
For instance you keep saying we have to know PD had limited resources... well sure they don't have all the money in the whole world, but if they need more money, they can ask and quite likely get approved. Businesses like this are not magic fairly world where you are told $58 mill not a penny more go!
And it's hard to find talented modelers? Have you noticed the economy lately? Even in Japan people are hurting for jobs. Sure there aren't a limiltless supply of them, but an office of 140 surely isn't using up all there are available even considering other companies wanting the same talent.
Sorry what we have here is a big defense post that basically deflects blame through faulty logic of that's how it had to be because that's how it was.
Indeed. However, the points he was making, his logic, made a clear and valid argument. It's quite negative to act defensive and accuse the other of 'deflecting blame' through 'faulty logic', in a constructive argument though. You're better than that. 👎
Have you considered that maybe the 80 millions dollars was already too much? That they kept asking for more up to the point someone said "no"? 80 millions is already an astronomical budget. I can't really understand how can anyone think they should have spent more.
And the problem with hiring more people is you can't just hire anyone. Specially when we are talking about modelers to model the most accurate and detailed cars the gaming industry ever saw. We are not talking about hiring average joes, but very talented people with experience. Believe it or not, those are very hard to find. They tend to be hired by someone else already.
Don't think I entirely agree with DoctorFouad though. It's quite hard, if not impossible, to actually know what went on inside PD's building those 6 years but it really looks like PD screwed up somewhat. They took a very long time to develop the game and judging from what I saw up until now, nothing appears to justify this long development time. The whole confusion of features being thrown in and broken promises looks like a by-product of poor planing to me. Looks like they never had a definite plan of what GT5 should be. Not surprisingly, they took two steps forward one step back, delaying GT5 for longer than normal.
I'd lean on the side of 140 highly skilled employees is preferable to x amount of discount modelers, even if it takes longer.
Right that is it, i'm going to be very disappointed now if I can't get my Lamborghinis, Mclarens, RUFs etc. in Rosso Corsa. I remember I used to do this on GT5, buy all the cars in the same colour. Whilst it made navigating the garage screen a pain, I think all the cars suited it
I want the option to respray a car any colour I like. To make up for the lack of a livery editor.
I find cockpit view far easier to bumper cam, because you get at least some visual feedback. I feel if i'm using a small monitor with a wheel, bumper cam is the way to go. But i'll be essentially learning to drive/race all over again if the feedback isn't sufficient.
AgreedAs Devedander pointed out, a team of 100 modellers (Which whilst larger, isn't radically more than they already have) working on cars could get all of those standard cars up to premium within 4 years. But if you remember all the duplicate cars that were in GT4 and GTPSP, the number is closer to 600 than 800 to be fair.
Mass recruitment of quality, experienced staff on the sort of scale PD required to finish 1000 cars for the release is a near impossible task. This is an assumption I know but, I think PD aren't willing to take on fresh graduates/trainees to work on one of the biggest franchises in console gaming.
PD are lucky to have the financial backing from Sony. But this does not mean they can 'Spend spend spend'. They have to keep to a business model, like any other developer. I already expressed my view that GTPSP was a project born to help keep the funding channels open for GT5, nothing more.
Let's hope so. The standard cars look to be the single biggest critiscism of GT5 as of yet. They should prioritise fixing this issue for GT6.
Maybe that's what PD should do, hook up internships around the world to hire the best and brightest post-secondary students to work at PD for four months to a year. This way, PD can get more workers without having to pay as much as full-timer, and use this opportunity to scout out young talent. Also, because these are only temporary positions, if they under-perform, they'll be gone in 4 months. If PD finds someone that's a perfect fit for the company, then hire him/her back for full-time after finishing studies. Win-Win situation.
If PD ever have job postings at my University, I would apply to all the jobs even if the contract states that PD will only provide food and accommodations and no monetary wage.![]()
Don't think I entirely agree with DoctorFouad though. It's quite hard, if not impossible, to actually know what went on inside PD's building those 6 years but it really looks like PD screwed up somewhat. They took a very long time to develop the game and judging from what I saw up until now, nothing appears to justify this long development time. The whole confusion of features being thrown in and broken promises looks like a by-product of poor planing to me. Looks like they never had a definite plan of what GT5 should be. Not surprisingly, they took two steps forward one step back, delaying GT5 for longer than normal.
This sums it up pretty good for me too. A lot of stuff we've seen looks fantastic... but not really 6 years fantastic, at least to me. And there's a big scattershot of new features, but none seem incredibly fleshed out; we get a kart, a token WRC mention (when really, we haven't seen anything different with the rally cars since GT2), things like that. Someone made the comparison of Kaz being a kid at a candy store; grabbing whatever catches his eye, but come time for checkout, he just can't take it all, and then it's that heart-wrenching time of picking and choosing what to keep. That's such an apt analogy. I still feel that his passion for all things automotive is his greatest asset, but he needs someone installed above him to keep all the ambitions in check. His eyes need to learn to match up with his stomach![]()
You guys don't bother checking the upload dates of these videos, do you?"Standard cars with Cockpit" ??!!
I feel a 50 page jump in this thread
You just set the jungle on fire with your post![]()
Standards in action - first Time I've seen this vid
Some of them do have cockpits