Does Gran Turismo 6 have a career structure that is convincing?

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is the career structure of GT6 convincing?


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PD really need to go back to GT/GT2 & GT3 structure. Everything locked by licence requirement, do the licences and everything gets unlocked, then any race in the career mode can be your first race.
 
PD really need to go back to GT/GT2 & GT3 structure. Everything locked by licence requirement, do the licences and everything gets unlocked, then any race in the career mode can be your first race.
Precisely! Polyphony Digital has made everything far too easy for all of us. In the other games, we actually had to work to unlock everything. Now it's all simply cut and dry. Besides, in the GT6 career mode, the races are too short. There needs to be more races, and also with increased amount of laps and time until the race is over.
 
Take it one step further and allow us to create our own series. Let us pick our cars and tracks, our difficulty level, PD assigns the prize money based on some algorithm involving length of race, difficulty, speed of the cars etc. Voila, a game that lasts forever and still feels like a game rather than just a bunch of individual races as it is in Arcade Mode. Assign a rating or ranking to players and create world leaderboards. Finish the career mode and you're at 100. Continue on playing and the game uses a simple algorithm based on time or laps complete, difficult etc. and you can reach 200, 300 and beyond. Something you don't need to be even a good driver to compete in, you just need to put a lot of time into the game, which a lot of people want to do.

This is genius! This would ramp up the replay value so high for me! Even when they cancel online support for it.

But I agree with @Tired Tyres. PD needs to look back at what they did in the 90's and early 2000's. The License tests were a big part of career mode back in the day and required you to actually be decent at driving to at least achieve bronze. When I got my IA License in Gran Turismo 1, I felt like I was the best driver in Gran Turismo (I was like 4 years old at the time so bear with me), when I got my S license in Gran Turismo 2, I felt like I had reached the ultimate peak of a console driver. In GT6, when I unlocked the S events, my first thought was, "That's it? It was that easy?"

Career mode in GT6 is way too numbed down, and serves no replay value at all. Gran Turismo 1 had a much shorter career mode but it took me longer to beat all those races than GT6's races. and PD's career mode just kept going uphill from GT2-GT4. After that it all just kinda went downhill. (Although GT5 had some great Endurance races) I guess what I'm basically saying is GT6's career mode is hardly a career mode. There is barely a grind, there's no working your way up the ladder with all the seasonals and Ayrton Senna events being unlocked already. If anything PD should've locked the Sierra Time Rally, Ayrton Senna events, and Seasonals until you unlock Super events. That would at least increase the difficulty to get the better cars in the game.
 
GT6 doesn't have a career mode so I can't call it poorly or well made. What it has is a series of races designed to experiment with the massive catalog of cars offered.

The GT series has more or less always been this way except for GT5 which came the closest to having a career mode, except it seemed your garage was having the career rather than the driver.

I personally find rags to riches career modes tedious. I enjoy simply getting into a car and racing against similar opponents which is more or less what GT has currently.

If there was anything I'd like to see change would be longer endurance races and more detail toward car maintenance based on your driving habits. Even though GT6 already has this, I've never driven any single car enough to require any kind of overhaul whether it be engine, body or chassis.

License tests are fun, but after 15 years of them they seem more like coffee breaks and quick challenges without much point other than to progress to the next series of races.
 
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I've just figured out that GT6's career mode is a lot like driving on the M25.
(for those that don't know it, it's a 8 lane motorway that orbits london, about 120miles all round.)
All you want to do is reach your destination asap while all these random cars just get in your way to try & stop you achieving what you set out to do.
 
The only complaint I have is that each starts aren't standing starts or double file starts, having to chase the AI is getting old now.

This is due to the awesome PS3 architecture. I'd be surprised if this is back on the PS4.

And by awesome I mean the 256k + 256k ****.
 
This is due to the awesome PS3 architecture. I'd be surprised if this is back on the PS4.
And by awesome I mean the 256k + 256k ****.

My question is why..?

I couldn't give a toss if the AI sitting on the starting grid is just a solid block in the right colour,
I don't need a full suite of HD reflection rendered opponents,
maybe better quality rendering for the two directly in your vision.

GT6 does a great job of using what's left of the PS3's processing power, but there needs to be a compromise between a game that looks pretty and is actually what you want in gameplay..

for me, Gameplay > Visuals
 
My question is why..?

I couldn't give a toss if the AI sitting on the starting grid is just a solid block in the right colour,
I don't need a full suite of HD reflection rendered opponents,
maybe better quality rendering for the two directly in your vision.

GT6 does a great job of using what's left of the PS3's processing power, but there needs to be a compromise between a game that looks pretty and is actually what you want in gameplay..

for me, Gameplay > Visuals
PS3 isn't powerful enough to render all the cars on screen + smoke + weather + physics calculations etc.
 
The reality is PD probably know more about the ps3 than just about any other dev (besides naughty dog and that sort).

The ps3 probably has issues rendering a dozen cars on the start grid with you in 12th position.

Didnt anyone think it was weird that GT5 was released 3/4yrs after the ps3 introduction?

Some of that delay is PD being PD but a lot was just getting to know the ps3.

I truly hope GT7 doesnt repeat the slow dalay of GT5.

To contrast Microsoft have done TWO Forzas + their sideline act Horizon 2 since introduction.

The ps4 is 2yrs old now?
 
I agree with @Tired Tyres in that GT needs to look back. I had a go recently with GT1 /GT2 for video purposes and looked at how the career structure was.

I do feel that licences need to have a greater importance like how they did back in the day instead of taking licences away completely or just having them as fluff like now in GT6 and not serving any real purpose. For one thing, the licenses need to be improved. Not just the usual time trial business.

Another thing with the career is I feel that the career needs more disciplines other than circuit racing and rally. I've mentioned them before; autocross, touge, drags and even point-to-point sprints are I think the way forward. The Sierra Time Rally is a nice addition but it needs to be fleshed out more.

Accolades maybe along the lines of Driveclub's would be nice also. There's a lot fleshing out that could be done with GT's career.

A Gt4 type career structure with the above mentioned additions as well as @Johnnypenso 's idea would give us a superb career mode.
 
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The PS4 is the console if you want remakes so I reckon if they remade GT4 in FHD and sold it as GT7 then they would make a lot of people happy.
 
this was probably the worst part of GT6 career mode was too short even with the addition of B-Spec mode i would of loved a 2 disk pack like what you get on GT2 where a full disk is dedicated to career mode and have another dedicated to online play..... can only wish
 
...or they're the people who still find it challenging? My kid still finds some of the top tier events tough and he still hasn't completed the top license so I'm sure he'd be another yes vote.

There's a big gulf in skill levels out there. Go on quick match and you'll see.:p
 
Something interesting to take a look at:

https://www.gtplanet.net/forum/threads/gran-turismo-6-career-races-list.291309/page-9#post-9720732

Career structure in GT6 is kind of random imo. If you look at PP restrictions of events you'll notice that they go back and forth instead of gradually going up. The way car classes are organized is weird, there's a kart event in the middle of a group of road car events, then a random offroad event, then a road car event in the middle of the race car events, all of that seems odd and disorganized. For future games PD needs to include more events, more races per event, events for every car class, and group events of similar car classes.

I don't mind future games having the traditional GT career but I think it would be a great idea to have alternate ways to play career. Examples:
-Traditional GT career - player starts at the bottom and has to win races & pass license tests to unlock the next career section and work their way up.
-Custom career - career events divided by class: road car, touring/GT, prototype, open-wheel, rally. Player can focus on a certain discipline or play multiple disciplines.
-Freelance career - all career events are unlocked from the start, players can play whatever events they want in any order they want.
All career paths would have adjustable race length with payouts being adjusted accordingly, as well as bonus credits for disabling aids, enabling damage, and increasing AI difficulty.
Better restrictions would be good too, road car events should not allow race cars and vice-versa. GT3 events should only allow GT3 cars, same applies to other racing class events. Also all AI opponents should use cars that are competitive and are as close to the performance limit of the event as possible.

In addition to multiple career paths it would be great to have all cars & tracks available from the start in arcade mode, along with all options needed to setup custom races offline.
 
If we could go back to a GT2 event setup, with tons and tons of events (Special, GT National, Endurance, Rally, manufacturer races) altered for qualifying, race weekend, longer races with damage and better AI, that would be pretty awesome. As it stands, GT6's event structure is so straightforward it feels like a Prologue game. It also feels like a weird halfway house between sim and an old arcade game or smartphone game - the physics and tracks are great, but the race structure (3 laps, chase the rabbit from a single file rolling start) isn't too far removed from that old Motor Toon Grand Prix game Polyphony released nearly 21 years ago...

Of course, the most infuriating thing about this is not the fact that Polyphony don't know how to structure a game around the very good core simulation elements, because they do (see GT4). The issue is that they haven't bothered doing it since in the intervening 11 years...

...which brings me onto my next thought about GT. Polyphony have, or can conceivably find, the talent to make GT brilliant again, but for whatever reason, they don't make use of that talent as much as they ought to. There's no reason GT6 should be structured far worse than GT2, but odd priorities or a different vision as to what they want the game to be, perhaps, get in the way.
 
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I think race length should be varied though. Like how it was in GT3.

Beginner events had short races
Intermediate events had slightly longer to long races
Expert Events had long to quite long races.

Man that Polyphony cup in GT3 was long. Even the Formula GT one. Though those were final events in the expert series.
 
I feel that GT5 had a better career mode structure than GT6. Yes, the leveling system seemed stupid and quite limiting to some. But, it gave the player a goal to strive for. You managed to rack up 500,000 credits, but you haven't reached a higher rank in order to unlock that exotic vehicle you wanted so desperately. It felt like a challenge and a damn good one to work hard to reach your goal. GT6 has its seasonal events which rewards your several 100,000 credits within minutes and you can obtain your multi-million supercar in no time. There is no sense in a true challenge in GT6 when the farthest prize can be easily obtained.
 
PS3 isn't powerful enough to render all the cars on screen + smoke + weather + physics calculations etc.

If you can have 16 cars sitting on the grid in multiplayer, you can do it in single player. The AI overhead can't be much more than the network overhead. Besides, you never see all the cars. Even if you were at the back of the grid, the cars a couple rows up are already low res level of detail models.

Processing power has nothing to do with the single player set up. It's simply laziness, ineptitude, or both. They had the time to do it (three years).

In GT6, they didn't even try. It's another sign of outsourcing. PD was never known for good game(play) design, but GT6 has NONE. It wouldn't have taken much to provide a nice, natural progression, but in GT6, it's just barfed out at you. Here's all the races...bleh!

After all I have seen, I am confident that the tools are in place for a well executed single player mode. They just didn't bother to even try. The way difficulty is dealt with in the game is through the performance of your opponents. In GT5, if you unlocked the hidden menu, you could adjust single player difficulty so that the opponent cars where 100PP or more better than your car. Seems like a silly way of dealing with it. Making the rubber banding so apparent is another sign of ineptitude.

The best way they could have done it is with cornering. If a driver gets too far ahead, they can start missing apexes. If they fall too far behind, they hit them perfect. Instead, they do it with straight line speed. Just amateurish. That's not what people pay AAA money for.
 
If you can have 16 cars sitting on the grid in multiplayer, you can do it in single player. The AI overhead can't be much more than the network overhead. Besides, you never see all the cars. Even if you were at the back of the grid, the cars a couple rows up are already low res level of detail models.

Processing power has nothing to do with the single player set up. It's simply laziness, ineptitude, or both. They had the time to do it (three years).

In GT6, they didn't even try. It's another sign of outsourcing. PD was never known for good game(play) design, but GT6 has NONE. It wouldn't have taken much to provide a nice, natural progression, but in GT6, it's just barfed out at you. Here's all the races...bleh!

After all I have seen, I am confident that the tools are in place for a well executed single player mode. They just didn't bother to even try. The way difficulty is dealt with in the game is through the performance of your opponents. In GT5, if you unlocked the hidden menu, you could adjust single player difficulty so that the opponent cars where 100PP or more better than your car. Seems like a silly way of dealing with it. Making the rubber banding so apparent is another sign of ineptitude.

The best way they could have done it is with cornering. If a driver gets too far ahead, they can start missing apexes. If they fall too far behind, they hit them perfect. Instead, they do it with straight line speed. Just amateurish. That's not what people pay AAA money for.

Sadly agreed :(
Their obsession with graphics and visuals made them lose what's important in GT5 and GT6 and that is the gameplay and replayability.
 
If you can have 16 cars sitting on the grid in multiplayer, you can do it in single player. The AI overhead can't be much more than the network overhead. Besides, you never see all the cars. Even if you were at the back of the grid, the cars a couple rows up are already low res level of detail models.

Processing power has nothing to do with the single player set up. It's simply laziness, ineptitude, or both. They had the time to do it (three years).

In GT6, they didn't even try. It's another sign of outsourcing. PD was never known for good game(play) design, but GT6 has NONE. It wouldn't have taken much to provide a nice, natural progression, but in GT6, it's just barfed out at you. Here's all the races...bleh!

After all I have seen, I am confident that the tools are in place for a well executed single player mode. They just didn't bother to even try. The way difficulty is dealt with in the game is through the performance of your opponents. In GT5, if you unlocked the hidden menu, you could adjust single player difficulty so that the opponent cars where 100PP or more better than your car. Seems like a silly way of dealing with it. Making the rubber banding so apparent is another sign of ineptitude.

The best way they could have done it is with cornering. If a driver gets too far ahead, they can start missing apexes. If they fall too far behind, they hit them perfect. Instead, they do it with straight line speed. Just amateurish. That's not what people pay AAA money for.
You can have 50 premium cars sitting on the grid for a standing start in single player if you like. What you can't have is 16 premiums + weather or racing on dirt + a reasonable frame rate. Most of us have seen the Digital Foundry video tests of GT6's frame rate, with it dipping into the 30's with only 1 or 2 cars on screen while racing in the rain or in the dirt. With 16 cars you might be into the single digits with the frame rate.
 
GT6 career mode? Where? Please I can't find it....:( lol
Career Mode to PD is having just a bunch of events, some with specific description of what you should drive... But the set regulations dont strictly enforce said "description" ex: European Hot Hatch especially playing GT5's European Hot Hatch Event where I was able to drive a Bugatti against small European hatchbacks so that's major flaw in PD's "Career" mode.
 
@CowboyAce57

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