Do you still support PD?

  • Thread starter Thread starter tecknical
  • 700 comments
  • 33,743 views
Half a decade to work on 3 games.
Half a decade to work on GT5, of which GT5:P's (and to a lesser extent GT:HD's) development was obviously a part of, minus probably less than a year to throw together GTPSP. Except most of the employees at PD (track modelers and car modelers, for example) would have barely worked on GTPSP, if at all, because nearly all of the game was recycled content ported to the PSP.

This is meaningless anyways, because the initial comments were implying that PD somehow couldn't afford to hire more employees even though Sony gave them a wider financial berth with GT5 than they did with probably any other game they've ever funded.
 
mr serious (haha), you're really just trying to come at us from any and every angle.



It's a racing game because it's about racing. That's the genre it's in. "The Real Driving Simulator" is just, not a genre.



Another thing, not what I meant, at all.

GT1 didn't let you spin out. GT5 let's you. You're intentionally misinterpreting everything

To quote a wise and gentle man, "If you just can't enjoy GT5, I guess it's time to ignore you."
Yes it did. Did you even play GT1 at all?
Love the fanboy quote at the end though. It's understandable being upset though, since you've been wrong about almost everything you've said so far I've read.

That is exactly why I don't engage in discussions here. The same people post the same thing, over and and over again. Plus, when one author of War and Peace moves on, someone comes in right behind him on mission to expose every GT5 weakness.

For the life of me, I can't understand why a "normal" person would waste so much time pointing out issues on a video game. :ouch: I understand wanting to make the game better, but sometimes. WOW.
Yet you spend time refuting it, yet another old, tired attempt at a "rebuttal". Try to make fun of people for doing exactly what you're also doing. 👍

I have said it before, and I'll say it again. GTPlanet is either overridden with staff members posing as new members to instigate arguments(I remember seeing a non-mod on a posting rampage right before he became one, and then?), or Microsoft has an internet warfare division (remember the news section fiasco?).
And this is case-in-point.
You're so unwilling to believe that people legitimately have problems with directions PD chose for GT5, that you've decided it must be a conspiracy? :lol:
I think that's in "fanboy denial 101".
 
MuoNiuLa
Things that were deemed "insignificant" (particularly the livery editor) in that post would only help GT grow into a better game, appeal to a wider audience, and get more people playing. But that's a bad thing, right?

How much bigger does the audience need to be? GT5 has already proven it's success through sales, there's enough punters as it is online, we don't need more punters with custom liveries. Would it be cool to have a livery editor? Yeah sure, why not. Is livery editor a feature that is desperately needed to make GT5 a better game? Absolutely not. I wouldn't say GT5 is in the stone age (maybe in SOME areas) but that's because PD isn't one for gimmicks.
 
How much bigger does the audience need to be? GT5 has already proven it's success through sales, there's enough punters as it is online, we don't need more punters with custom liveries. Would it be cool to have a livery editor? Yeah sure, why not. Is livery editor a feature that is desperately needed to make GT5 a better game? Absolutely not. I wouldn't say GT5 is in the stone age (maybe in SOME areas) but that's because PD isn't one for gimmicks.

precisely.

the danger of listening to every tom dick and harry's wishes is that it would litter the whole game with gimmicks.

Bloody hell i remember some folks here were asking for rewind when GT5 was being released.
 
Authentic718
but that's because PD isn't one for gimmicks.

But they want to add a gimmick in GT6. A livery editor as you put it.

I would class horn collecting as a gimmick.
No disrespect to horn collectors I know they take there passion seriously.
 
vandaliser
Bloody hell i remember some folks here were asking for rewind when GT5 was being released.

That was when people were afraid that the races would be a challenge, with damage and attacking AI. (Remember the AI video at Le-Sarth). Threw people into ecstasy seeing AI overtaking each other.

Since the games release, rewind has been the last thing people want. Oh except for replays.
 
That was when people were afraid that the races would be a challenge, with damage and attacking AI. (Remember the AI video at Le-Sarth). Threw people into ecstasy seeing AI overtaking each other.

Since the games release, rewind has been the last thing people want. Oh except for replays.

AI or no AI, rewind should not even enter the conversation. The punishing element of the game would have been diluted big time.
 
Indeed, but its not like they haven't had time to do a bit of work perfecting it

It's likely they have been working on it, except they just don't want to show us what they've done yet. Weather effects were in GT3 and have only just been done "properly" (ish) in GT5.
I personally don't find the offline grip in 'real' mode very real - I think those other games do it better

The gravel used to be "grabbier", and PD experimented with very slippery grass in the Time Trial Demo (I think as a way to discourage corner cutting) but these things were complained about. The grass could be "better" if traction control wasn't forced the moment you fell onto it, although it only works if all four wheels are off the road. That's what I meant by "other forced aids".
...

Do you have any links for any open class racing events? I would like to find out more about it.

You know, I expected it to be more prevalent than it is, but it seems it's restricted to some amateur level stuff nowadays. It used to be more common in the past, with top-flight drivers competing in various different formulas and classes, but obviously motor racing has moved on a lot and the stakes are far higher, meaning, I suppose, that people would be less willing to gamble on an open-class format. Just think how annoying it is in GT games where you draw that one car that is so disproportionately faster than everything else that you end up tuning to beat that car only.

You've mentioned a lot about the licence tests and experience level, and I think this is a genuine area where PD messed up. It may all be about pacing, using "level" as an artificial barrier to get people to stick to the slower cars for longer and explore the roster - "We Love Cars", remember; if it weren't for GT, I wouldn't hold certain obscure / outwardly dull cars in such high regard. Of course, it's just an in-game representation of the car itself, but the fact that it still has character is testament enough to what PD are trying to achieve.

The fact that the licences are still in the game but actually serve no purpose is perplexing. Maybe it was intended as a different way to play, but experience / leveling is king in GT5, so it doesn't really work.
It's still the same idea, though, using some metric of "competency" and then controlling progression on that basis. It's just that it's quite a flawed system in GT5 overall.

Perhaps I was wrong about the credit cap, too. It might just be a way to make sure you keep buying cars instead of stockpiling cash. Amusingly, people took to buying tyres to avoid "wasting" money, which, of course, was probably an unintended side-effect. Nice for gifting, if that's your thing.
I'm sure I read that Kaz has never wanted to implement damage as he feels it spoils the beauty of the models. Unfortunately damage is one of the contraints of racing. It's like Ying & Yang, you can't have one without the other.

This is probably true. Kaz is a relative newcomer to the world of (professional) racing, whilst he's been a car fan most of his life. Perhaps GT will now evolve on that basis.
...

I could buy the "it's more about the cars and the driving" point, if racing events weren't the only thing you could do in the game. If you just want to drive a ferrari alone on the ring for example, you have to enter a bunch of 'races' to get the money & the level to be able to do that.

Ah, but the idea is that you pick the car to tackle a given race to earn that money. You do it your way with the car that appeals to you. By "tuning" you immediately remove the necessity to use the "best" car and can instead adapt something to the job (except in the extremes and a few cases where choice is limited). This is obviously fundamental to racing (games) in general, but the flexibility that GT brought was unprecedented, especially with real cars. Let's not forget that it wasn't long at all after the invention of the motorised carriage that people began racing them. :dopey:

Anyway, there have been driving missions / special events and licence tests that earn you cars in GT for a while, and there's always been an arcade mode with a time-trial / free run option. Don't forget photo-mode, too. Looking at Tourist Trophy and GTPSP, you can see the sorts of experimenting with gameplay that went on. Some people hated the idea of completing challenges to earn each bike in TT, for instance.
Also the marketing on the back of the box implies it is mostly about the racing.

Yes, but the marketing for Rage (to use the same example as before) implies it is mostly about what most other id games were about, when it is really so much more than that. The marketing division are trying to sell the game to as many people as possible, and changing what "works" is risky, so they bank on their heritage. I don't fully agree with it, but there we go.
As for GT5, isn't it easier to sell a car game about racing than one about something somewhat more abstract? I mean that it's about learning about cars and what makes them remarkable, or different, or the same (car descriptions, museum, licence tests, challenges, special events) and adapting to the particular characteristics of the car, or tuning them out of it. Naturally, such a game wouldn't sell well on description alone, since most people have little concept of such things. So PD probably "had" to wrap their first GT game up as a racing game (which they'd already had success with in Motor Toon GP). This is the natural thing to do with cars anyway - it's a form of comparison, and everybody loves to compare. Of course, here the loose restrictions water the "adapt a car to suit" idea down a bit. So yeah, options. :)
There's also the hope that GT Academy and Kaz's own racing endeavours will continue to affect GT positively in terms of racing simulation.

However, we are still missing other features mentioned explicitly on the box, which is a massive no-no.
Anyway I completely agree with the point about options and also I thank you for a reasoned and well thought out post which makes a refreshing change from many of the others that post in these threads :)

Haha, I know exactly what you mean. And likewise. ;)

Half a decade to work on GT5, of which GT5:P's (and to a lesser extent GT:HD's) development was obviously a part of, minus probably less than a year to throw together GTPSP. Except most of the employees at PD (track modelers and car modelers, for example) would have barely worked on GTPSP, if at all, because nearly all of the game was recycled content ported to the PSP.

This is meaningless anyways, because the initial comments were implying that PD somehow couldn't afford to hire more employees even though Sony gave them a wider financial berth with GT5 than they did with probably any other game they've ever funded.

I don't mean to be that guy, but... I don't agree that GTPSP was a straight port at all. Kaz was obviously less than happy about being forced to work on it at the time and it was evidently a struggle to get everything working as it should on the hardware. Artists would have been required to modify assets to suit new optimisations, achieved by programmers, so it's a proper project still. You also forgot Tourist Trophy, which did require artists. Those bikes looked great in the "GT4 engine", and had significantly more detail than the cars in GT4, so weren't necessarily a quick job themselves.

PD is also a relatively large games developer as far as they go. Their move to Fukuoka is clearly strategic, and no doubt they will be growing as a result and taking full advantage of the possibilities offered by their new location. It takes more than money to get the right kind of talent.
 
Hell no. I can't wait for FM4 I traded in GT5 about 3 months ago because I couldn't play it without thinking "why am I not playing Forza" . NFS Shift was better than GT5 and that game was a disaster. If you don't have a cockpit view it is not a simulator. I wouldn't buy their next installment unless Turn 10 developed it.
 
IKaz was obviously less than happy about being forced to work on it at the time
You lost me after this. I've heard many people say that this happened, but I've never heard an explanation for why they think saying it happened makes any sense.
 
vandaliser
AI or no AI, rewind should not even enter the conversation. The punishing element of the game would have been diluted big time.

Oh I agree.

I was just amused by how you remember the clamour for rewind before release.

Since release it's the least of the problems. Also the forgiving AI neuters any need for it anyhow, hence it's never mentioned.
Except for replays of course.
 
xPPRTxDETROITx
Hell no. I can't wait for FM4 I traded in GT5 about 3 months ago because I couldn't play it without thinking "why am I not playing Forza" . NFS Shift was better than GT5 and that game was a disaster. If you don't have a cockpit view it is not a simulator. I wouldn't buy their next installment unless Turn 10 developed it.

Nevermind.
 
You lost me after this. I've heard many people say that this happened, but I've never heard an explanation for why they think saying it happened makes any sense.

What do you mean? He was unhappy about working on it, as he would rather have been working on GT5 proper.
 
What do you mean? He was unhappy about working on it, as he would rather have been working on GT5 proper.
That doesn't mean he was forced to do it (and interviews he gave about the game all but said that he was the one who chose PD to develop the game), and to be frank the idea of somehow forcing the Vice President of SCEI to do anything with the development studio he runs is quite far-fetched to begin with.



Plus several other things that don't make any sense regarding that statement considering what Sony did to develop their other PSP titles.
 
That doesn't mean he was forced to do it (and interviews he gave about the game all but said that he was the one who chose PD to develop the game), and to be frank the idea of somehow forcing the Vice President of SCEI to do anything with the development studio he runs is quite far-fetched to begin with.

Fine, perhaps it's simply that he made a mistake in attempting the project. The fact remains that, in hindsight, he would rather have not done it and focused on GT5 instead. That should tell us that it did affect GT5's development, which is the argument at hand. "Forcing" might be overly evocative, but I doubt anyone was suggesting he was held at gunpoint in the first place.

Plus several other things that don't make any sense regarding that statement considering what Sony did to develop their other PSP titles.

Please elaborate, do. Maybe we'll all learn something.
 
Half a decade to work on GT5, of which GT5:P's (and to a lesser extent GT:HD's) development was obviously a part of, minus probably less than a year to throw together GTPSP. Except most of the employees at PD (track modelers and car modelers, for example) would have barely worked on GTPSP, if at all, because nearly all of the game was recycled content ported to the PSP.

This is meaningless anyways, because the initial comments were implying that PD somehow couldn't afford to hire more employees even though Sony gave them a wider financial berth with GT5 than they did with probably any other game they've ever funded.


If only it were as easy as your assumed words.

And it's not meaningless, because you imply that given that time frame they didn't accomplish as much as you think based off assumptions, but not being apart of the project.
 
Please elaborate, do. Maybe we'll all learn something.
How many ground-up PSP titles were made using big-name Sony franchises? An easy dozen, probably closer to two dozen. How many of those titles were developed at least partially by the original developer. Two (the second God of War game, LBP PSP). How many of those titles were developed by the original developers while the original developers were busy working on the next console iteration of the franchise? None.




It makes no sense to think that Sony would even want PD working on GTPSP in the first place when they were busy working on something far more important like GT5 was.




If it were as easy as your assumed words.
So what you are saying is that Kaz did throw the entirety of the development studio behind the game rather than just pull people away from GT5 as it was necessary?

And it's not meaningless, because you imply that given that time frame they didn't accomplish as much as you think based off assumptions, but not being apart of the project.
I implied nothing of the sort. My comment regarding development time was referring to the fact that GT5 was in development for several years before the economic recession. You would know this had you bothered to read the posts I was responding to rather than responding in your usual blind attack dog ways. Do try again. Perhaps a bit harder next time, though.
 
How many ground-up PSP titles were made using big-name Sony franchises? An easy dozen, probably closer to two dozen. How many of those titles were developed at least partially by the original developer. Two (the second God of War game, LBP PSP). How many of those titles were developed by the original developers while the original developers were busy working on the next console iteration of the franchise? None.




It makes no sense to think that Sony would even want PD working on GTPSP in the first place when they were busy working on something far more important like GT5 was.

So who did make GTPSP, then?

If PD were snowed under by modeling work, yet didn't see fit to outsource, what makes you think that they'd do the same for an entire codebase? Come to think of it, PD (and all those other developers) would still need to work in a consulting capacity to get around any and all oddities in the code and assets.

To suggest that a software developer cannot be working on more than one project at a time doesn't make any more sense than saying all development is totally exclusive at a project level. Sony know well enough about the various stages in games production that simultaneous tasking would be expected.

Obviously there's an overlap of resources and the ordinary scheduling of games development allows for this, but I'm suggesting that GTPSP was troublesome and overshot that schedule, eating into GT5's "time" in certain areas of development.
 
How many ground-up PSP titles were made using big-name Sony franchises? An easy dozen, probably closer to two dozen. How many of those titles were developed at least partially by the original developer. Two (the second God of War game, LBP PSP). How many of those titles were developed by the original developers while the original developers were busy working on the next console iteration of the franchise? None.




It makes no sense to think that Sony would even want PD working on GTPSP in the first place when they were busy working on something far more important like GT5 was.





So what you are saying is that Kaz did throw the entirety of the development studio behind the game rather than just pull people away from GT5 as it was necessary?


I implied nothing of the sort. My comment regarding development time was referring to the fact that GT5 was in development for several years before the economic recession. You would know this had you bothered to read the posts I was responding to rather than responding in your usual blind attack dog ways. Do try again. Perhaps a bit harder next time, though.

It's obvious I'm saying the game is where it's at, because it is what is... shoulda coulda woulda can only go so far, especially adding the complexities of creating game.

Forgive me about the 2nd statement, my mind just took in key words, as I've seen you use that argument of PD's time frame before.
 
GTPSP was an entirely in-house, Polyphony Digital game, check the box, check the credits... no other developers involved.

Really, there's no reason for PD to have developed GTPSP, especially when it wasn't strictly what people had wanted (a mobile GT4) and could have been passed onto any other number of developers within Sony or even a third party like Ready at Dawn to do the main bulk of the port since the assets and stats were, mostly, already there.
 
GTPSP was an entirely in-house, Polyphony Digital game, check the box, check the credits... no other developers involved.

Really, there's no reason for PD to have developed GTPSP, especially when it wasn't strictly what people had wanted (a mobile GT4) and could have been passed onto any other number of developers within Sony or even a third party like Ready at Dawn to do the main bulk of the port since the assets and stats were, mostly, already there.

Again, it's a bit of a leap of faith to suggest that the game would have worked fine as a straight port. The reality is, it wouldn't have - there were many challenges in getting the game to work properly on the hardware. Clearly PD wanted to do the game themselves in order to guarantee their level of quality. (I can see the quips already forming in the cynics' minds, but play a badly ported title and play GT5 and you'll see that we could do a whole lot worse. Ask any PC gamer. )
 
Again, it's a bit of a leap of faith to suggest that the game would have worked fine as a straight port. The reality is, it wouldn't have - there were many challenges in getting the game to work properly on the hardware. Clearly PD wanted to do the game themselves in order to guarantee their level of quality. (I can see the quips already forming in the cynics' minds, but play a badly ported title and play GT5 and you'll see that we could do a whole lot worse. Ask any PC gamer. )

Perhaps, I understand what PD were trying to do with GTPSP and it does make sense from a portable point of view, less focus on "progression" more about "gotta catch 'em all" style gameplay. I feel it was a missed opportunity more than anything but, the core gameplay, is still solid and the amount of content is unbelievable. I hope if they make a Vita follow up it combines that level of content with the classic GT forumula.
 
Perhaps, I understand what PD were trying to do with GTPSP and it does make sense from a portable point of view, less focus on "progression" more about "gotta catch 'em all" style gameplay. I feel it was a missed opportunity more than anything but, the core gameplay, is still solid and the amount of content is unbelievable. I hope if they make a Vita follow up it combines that level of content with the classic GT forumula.

Another case of expectations running wild? I hate to be disappointed as much as anyone else, and I remember being caught up in the negative attitude to GTPSP on the run up to its release, but it's really not a bad game. It's just not what a lot of people wanted. It seems I could be talking about GT5 with that statement. Or anything else, for that matter.
 
Griffith500
You know, I expected it to be more prevalent than it is, but it seems it's restricted to some amateur level stuff nowadays. It used to be more common in the past, with top-flight drivers competing in various different formulas and classes, but obviously motor racing has moved on a lot and the stakes are far higher, meaning, I suppose, that people would be less willing to gamble on an open-class format. Just think how annoying it is in GT games where you draw that one car that is so disproportionately faster than everything else that you end up tuning to beat that car only.
So people don't like it?

This started as a rebuttal attempt on how it's realistic to be in GT5.
You finished it with the realization, that in any scenario, unlimited entry races suck, whether in a game or in real life, to the point where only amatures on low budgets looking for a race track experience are willing to do it, as all the professionals have better things to do.

You're right, it has no place in a "driving simulator" or "racing game" that has any focus on realism, which was GT's claim to fame.
 
Yes, I support PD, because I'm still enjoying the game daily even though it's been out nearly 12 months. PD have still been continuously developing it and added new cool features for FREE. Compare that to someone like EA who might release one patch and then next year release the same 12 games with a new year on it.
 
So who did make GTPSP, then?
PD did, but there's no reason to assume that they had to; and considering there have been flawless PSP/PS2 ports since the PSP launched there's no reason PD should have assumed that no one else could have done it, either.
 
Back