- 2,796
- São Paulo
- Dravonic
You damage fiends might as well give it a rest from here on. You've stated your cases quite admirably over and over ad endlessium. However, hinting that people who don't care about damage one way or another in racing games, or are stupid if they don't, are missing a huge point.
GT4 was released without damage, and was the biggest selling PS2 game for the first six months of its release, and to date has sold well over 10 million copies. This is in the face of no damage, no online gameplay and reviews which averaged even lower than GT3.
Forza 1 was released around the same time, offered those missing elements GT4 lacked, and while I'm unaware what the review score average was, I know it was favorable. And yet it was the worst selling prominent racer on the XBox, just barely selling over one million units. In fact, in the list of million seller XBox titles, it was dead last.
Forza 2 sold well at a little over 4 million units globally (MS figures) in more than two years, and while it suffered by being an even smaller game than FM1, it hasn't hurt sales much at all.
However, GT5 Prologue, a mere preview of GT5, with no damage, a decent selection of cars but very few tracks, a bare bones online structure and limited tuning, sold just as many copies in less time. What's more, it was a platinum seller just from pre-orders.
But, just to remind you yahoos, yes, we are getting damage in GT5. You can argue what effect this will have or won't have on sales, but the evidence, not up to dispute, is that it has had a negligible impact. You can't argue against the mood of the consumer, and how they spend their money. Prologue selling as well as Forza 2 in a smaller market is saying something, but it seems that people would rather ignore this fact and argue their preconceived notions.
I'll just quote myself:
Seriously people, sales mean nothing. In fact it makes more sense to say that if it sells well, it sucks. Just take a look at the New York Times best selling books. If you're still not convinced take a look at the best selling music artists. If you need more convincing look at the top world wide box office movies. If you think that's no valid for games, take a look at the list of best selling games provided by silversurfer himself. No, sales is not a valid argument.
Why are you people bringing up sales to say a game is good? Being good has nothing to do with how well a game sells. There's a lot of garbage that sells way over 10 million and yet there are many ingenious mind-blowing games that never got past the 500,000 mark. Does this means that the ones who sell well are good and the ones who doesn't are bad? Of course not. Stop bringing sales as an argument for anything else than how well a game sold or how much money the developers made with it, because seriously, that's all sales means.
Do I think Forza is a better game because it has better damage? Hell no. By that logic burnout is the best racing game out there. Just don't try to convince me realistic damage is not important on a freaking racing simulator because previous iterations of the game sold well without it. That just makes no sense.
As technology evolves so do graphics, sounds, physics and things that weren't possible before have no excuses not to be in the game now, such as realistic damage. Or do you want to tell me we should still have PS1 graphics because GT1 and 2 sold amazingly well? Because that's what you're telling me regarding damage. PD is giving us a PS3 game with PS2 scripted and unrealistic damage. Is it so outrageous to expect and demand next-gen damage on a next-gen console?
If we the hardcore fans don't demand more from PD and don't bother to complain, then we will be left with the same game over and over again but on prettier graphics. We shouldn't settle down and be happy with everything they give us. If something is good, it deserves the praise. If something is bad, it deserves the complains. The game has a lot of great aspects but this doesn't mean we can't complain about the bad aspects.
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