Development problems????????

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Ok we now know that 800+ cars don't have the cockpit modelled, for me polyphony in these five years must have had serious development problems becuse think at this:
We say that polyphony has 70 employes only for car modelling and you take six months for model a car interior and exterior.
Suppose that they have begun to model the cars in 2006 and then in a year you have 140 cars completed, now we are in 2010 and at least 600 cars were due to be premium but it is not unfortunately.

then i have some questions :
!) in gt psp we have bouble cars like 2000 clio v6 and 2000 lutecia v6 (Japanese name) or nissan 350z and fairlady z and we know that this two are premium cars because are in prologue too with the wheel on the left side, my doubt now is : only the european versions will have the cockpit view or polyphony had product a mirror tecnology for invert the sides of the interior?

2)in gt4 we have 2002 mini cooper s and in prologue 2006 mini cooper s, the same model because the restyling has occurred in 2007, both cars will have the cockpit view?
 
There were no development problems that we know of. The detailed cockpits were not the only thing Polyphony introduced: GT5 also has damage, seamless real-time day/night transitions and Kaz has hinted at the possibility of dynamic weather. Add to that the grand total of one thousand cars and the way some circuits (notably Madrid and Rome) took two years to develop because of their photo-realistic surrounds and you can undestand why it happened. After all, Polyphony only employs one hundred and forty people; there are three times as many currently browsing this subforum.

The only thing that might be described as a problem was the way Polyphony found the limits of the PS3 in rendering the cars in such detail. The system physically cannot handle all one thousand cars rendered to the same level of detail.
800 cars with no cockpit view = Go play GT4
Posting the same inflammatory comments over and over again = troll.
 
I'm not sure if its development problems as such as poor development decisions. In my honest opinion for most of the development period PD have been playing with modeling and other aspects to see what they can do, push the boundaries if you like before then trying to shoe horn what they have into a game. Unfortunately without a detailed plan to work to they've ended up with this mismatch of ideas.

For GT6 I think Sony really need to get a decent project management team in there. Get the game's feaures outlined early, set a deadline and work to that. I can't help but feel that GT5 has been allowed to drift too much (for example those headlight pictures from a while back - nice to see but really is it necessary to go to such detail that you can read buld manufacturers labels?! Especially at the cost of other cars getting re-modelled)
 
desperado nailed it. All of this is due to bad planning and poor decision making. This mismatch of cars with varying features is a stupid move. They would have been better off making 500 cars that were between the two in terms of detail, all with cockpits (not that I care about that, but plenty do), and the only difference being the level of physical damage that can be seen due to licensing.

Even 500 cars is too many to be honest, as most people only bother with a handful of their favourites anyway.
 
i dont' care so much of thìe cockpit view but in my opinon the initial project provide all the cars with cockpit view otherwise can not be explained the choice of certain premium models and the fact that in prologue all cars have cockpit view.

in a second moment something must have gone wrong and forced them to this decision
 
Yes like desperado says, very poor planning, you know what i see?? a one single person in the top of the development structure, what happens when you have that? this, a piece leashed to the humor changes of that person.
 
I agree they didn't plan GT5 very well. Saw this comment from Kaz in a gamespot story:

Yamauchi conceded that his team has "actually gone too far in modeling some of this detail" and even went so far as to suggest that it might be "more suited to the next generation of PlayStation."

I have a feeling GT6 will be for the PS4. That will give them the ability to finish what wasn't done here (2-3 years of work from the sound of it) for the other cars and hopefully complete the F1 cars, LMS, and since they started already, Nascar. I also assume they will keep improving the physics engine as well.
 
There were no development problems that we know of. The detailed cockpits were not the only thing Polyphony introduced: GT5 also has damage, seamless real-time day/night transitions and Kaz has hinted at the possibility of dynamic weather. Add to that the grand total of one thousand cars and the way some circuits (notably Madrid and Rome) took two years to develop because of their photo-realistic surrounds and you can undestand why it happened. After all, Polyphony only employs one hundred and forty people; there are three times as many currently browsing this subforum.

The only thing that might be described as a problem was the way Polyphony found the limits of the PS3 in rendering the cars in such detail. The system physically cannot handle all one thousand cars rendered to the same level of detail.

Posting the same inflammatory comments over and over again = troll.

It's not like the same people working on damage or day/night were working on models. The people modeling cars were just focusing on that.
 
Still life is a learning experience. Maybe Kaz/PD will learn from this and allocate resources more appropriately next time.

I live in hope!
 
It looks like total mismanagement and WAY too ambitious of a project for such a small firm.

Sony should have stepped in & told him to outsource or hire sufficient personnel for much of this stuff. 140-150 people is no where near enough for something as big as GT5.

multiple demos, PSP, Move, 3D, 1,000+ cars, etc...all time & resource suckers.
 
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