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Gran Turismo 3 to 4: what should been done...

Started by January 17, 2002 08:33 PM
-1 comments, last by Zaptrudr 22 years, 11 months ago
Hi, I''m actually new to this forum, but I''ll jump in anyway (I''ve got more then enough experience in other forums) Even tho this is mainly (i think) a PC game design forum, I''m sure some of you have played GT3 and can agree that while its a good game, its not without its flaws. The comment I''ve most often heard about GT3 is that its boring. Which is fair enough when you compare it to something like Wipeout. It does model and let you drive alot of very nice cars tho and in that sense it appeals to alot of people. Hell, I don''t really like driving games, but I liked GT3 (indeed, I bought my PS2 because of it). Despite the number of cars tho, once you acquire decent competence in driving, the game becomes very unbalanced (especially when there is rarely a limit in the races: often you find yourself either too powerful or too weak a car to compete) and thus boring. Fixing this can be both a tricky and an easy issue... tricky, because to properly balance the races and add a good deal of excitement, not least of all, adding a proper damage model needs to be done. Easy because, at the base level, the balance can be achieved via relational operators (limit in horsepower, drive, power weight ratio, et al). The best quality solution would be to use both. There are a few reasons why the GT never has proper damage, not least of which is that while some car manufacturers will agree to allow GT to simulate damage to their vehicles, many will not. Ideally, you''d want to simulate damage... to make it live upto the tagline: THE REAL DRIVING SIMULATOR But negotiating for that kinda stuff is more political/producer oriented then designer. The best suggestions I can offer, is that, they make 2 simulation modes: one for normal GT (as in the previous GTs) and one for REAL DRIVING SIMULATOR mode, which would entail allowing for damagable cars: the catch would be that the RDS mode would probably have alot less cars. The main difference would be the aforementioned damage, but other differences like prices (USD instead of credits for example) and a better sense of time passing (as opposed to one action one day) and any other idea that will help label it as more realistic. Fringe benefits could also be provided to the manufacturers that agree to allow GT to model damage, such as an ''official'' test drive mode simulator (to be used in a car show room for example). But even if the above doesn''t work, with some pissant manufacturer pulling out their license because of the unbalanced treatment, some sort of game balanced model could be included. GT3 actually already has code to detect collision, its simple, but it does stop you when you make a ''significant'' collision. This would be an option of course (if it weren''t, the learning curve would be too fustratingly high), but it would add to the game a great deal: A good deal of racing is ABOUT trying to pass the other car; if you didn''t take damage from bumping into another car, you might as well be racing against ghosts... indeed, the having a field of 6 cars if often a moot point: on most occasions you''re only racing against one other car, with the other cars used as moving barriers and spectators. Of course, the AI would need to be improved if such an option was to be allowed: As it stands, they''d all crash each other out of the race before they finished the first lap. But its something that''s very dooable. Other games have done it, so I don''t see why GT can''t. Another reason that GT is commented as been boring, is that the tracks and cars aren''t often suited for each other. Anyone with experience of racing the Vitz/Yaris Test course will realise how bad this is! Or any other car on the test course... Actually, the solution was already in GT2: more track varieties... including shortened versions of exsisting tracks. If they don''t touch the GT3 maps (which is fine) and spend the time and resources on creating new ones, I believe this problem can be solved well enough... Although I would like to see more Ridge Racer style environments: crossing under bridges overlooking a city If Polyphony Digital focuses on pretty much creating new content and reusing the GT3 libraries, they should be able to add alot more variety to the game... even without any of the improvements mentioned in this post. New licensed vehicles would be something they definetly would want... especially the likes of Ferrari, Porsche, Lamborgini... they ARE difficult licenses to acquire, but its been done before. Their inclusion among the cars already in GT3 would just make for an unassailable driving franchise. Another way to add spice to the game, would be the inclusion of scenario modes... essentially, these would just be variable limited series of races... but with the inclusion of decent (short) stories and personality in the AI, it could add a great deal to the game. A scenario might range from ''Street Racing in Tokyo'', featuring almost Intial D like races, with similar constraints (instead of the normal race format, you might win the race if you pass the opposition, or something similar). The scenario would limit you in the type of cars you can purchase and indeed the type of equipment you can get (so no european super cars or Turbo 4s). Before each race, a small backstory/reading material to tell the player why they''re racing what they should do, et al. Establish personalities with opponent drivers... Ranging to a scenario like a season of F1 grandprix racing: including the damage option been turned on... finally, simple options should ALWAYS be given to the gamer: like the ability to tweak the volume of the sound and music independently: which was something WOEFULLY missing from GT3. There''s alot of potential in the GT series, to be more then just a car collection simulator (as some have called it). Zaptruder
Zaptruder

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