Forza 4 VS GT5 (read the first post before you contribute)

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Well, there's hardly a debate here. Standards shouldn't have been in the game and their presence shows how poor the design of GT5 is, as well as putting the emphasis on how much PD mismanaged the whole development process.

That being said, bringing it up every now and then hardly achieves a thing, I believe.
 
HBK
But huge resources are needed to create good gameplay in a "good looking game" (also known as "big game"). Graphics and gameplay are intertwined. Adding complexity to the graphics (therefore to its creation process) inherently adds complexity in the gameplay creation process (of course, the same could be said about audio, AI, etc, but those are usually neglected).
This statement would only hold true if good gameplay elements were far more difficult to implement than bad gameplay elements, which isn't necessarily the case, and if all gameplay elements were affected by the game's graphics.

For example, take the track and car selection. The amount of cars and tracks might be affected by the visual quality of the game, sure. But, the selection of cars and tracks is not. Creating 500 cars that basically nobody will like will take just as long as a list of 500 cars that is enjoyable to almost everyone.

And what about features that have absolutely nothing to do with the graphics engine? How are the upgrade and tuning options affected by graphics? How is the Rivals Mode affetced by the graphics? What about the Auction House, Storefron, Leaderboards, World Tour Mode, Event List, even the achievements? Those are all gameplay elements and they would be the exact same, no matter what the game looks like.

Even their implementation and creation wouldn't be affected too much, as 3D artists usually don't work on implementing the network code for something like Rivals Mode. It's stuff like Auto Vista that is affected, sure, and, at the end of the day, there may be trade-offs. But I hardly consider the whole "graphics vs. gameplay" stuff to be generally applicable to each and every game.
HBK
Man, I'm actually amazed how much the "standards" traumatized people. Geez.
Isn't that to be expected?
The standards aren't awful for what they are, but they're just a sign of PD's awareness that anything with a Gran Turismo badge on it will sell like hotcakes.
I don't know whether PD was/is aware of that. I wouldn't be surpised if they actually thought that this was the right decision to make. And given the feedback that they've been getting, in terms of sales numbers and such, I doubt that there's anything to make them think otherwise...
HBK
And I agree with that. But I think bringing it up non-stop is a bit redundant :indifferent:
Not to be a smartarse, but this whole thread has been redundant for about 1,000 posts now :lol:
 
I don't know whether PD was/is aware of that. I wouldn't be surpised if they actually thought that this was the right decision to make. And given the feedback that they've been getting, in terms of sales numbers and such, I doubt that there's anything to make them think otherwise...

Possibly they didn't think of it in those terms, but they'd have to be colossal morons not to recognise the strength of their brand is such that the quality of the game is largely irrelevant to the sales.

Still, at some point there must have been a discussion on whether to include the standards. Even with them arguably being part of the original GT Vision design when GT5 shifted to a non-micropayment model they must have considered whether or not to include them. And to my mind, "Will consumers be pissed that we're reusing old content?" is about the second question in that discussion, right after "Is it technically possible for us to port the content?".

The same discussion happens (or should happen) for every major section of a project. T10 will have had the same discussion about, say, weather in FM4.
Q: Is it technically possible to include weather effects?
A: Yes, but it will seriously affect the graphical fidelity of the rest of the game.
Q: Will consumers be pissed about that?
A: Yep.
Conclusion: Better not put it in then.

That's a sound rational sequence.

Now, I refuse to believe that a development house rises to PDs level by being morons. Reasoning from faulty data, maybe, but not outright stupidity. Nobody in their right mind could think that consumers wouldn't feel betrayed by the standards. Children could tell you that. Therefore, PD must have had the thought and still decided that the strength of the brand (and probably the marketing advantages, 1000 cars!) would outweigh the backlash.

And to be honest, they're right. GT5 sold very well. Who knows how many sales it will cost them in GT6 and higher though. Personally, I've gone from someone who bought a PS3 for GT5P and GT5 to someone who will be very careful before buying another GT game.
 

For example, take the track and car selection. The amount of cars and tracks might be affected by the visual quality of the game, sure. But, the selection of cars and tracks is not. Creating 500 cars that basically nobody will like will take just as long as a list of 500 cars that is enjoyable to almost everyone.
You're aware that you have to license and have access to the cars and tracks right ? And depending on the level of access, you'll get different levels of quality, right ? It's not as simple as you may think. Yeah, basically people wanting some cars and tracks have nothing to do with the amount of work needed to model said cars and tracks. It doesn't mean some won't be harder to model than others, wanted by the community or not.


And what about features that have absolutely nothing to do with the graphics engine? How are the upgrade and tuning options affected by graphics? How is the Rivals Mode affetced by the graphics? What about the Auction House, Storefron, Leaderboards, World Tour Mode, Event List, even the achievements? Those are all gameplay elements and they would be the exact same, no matter what the game looks like.
Actually, they all need specific UI and need to use/be loaded in memory. Very much like the graphics engine and its assets.

Not to be a smartarse, but this whole thread has been redundant for about 1,000 posts now :lol:
Doesn't mean this has to go on forever.
 
My primary interest in GT5 & FM4 is to drive the cars. I utilize bumper cam view because I can see the road best. Standard, Premium and Forza cars are all equivalent to me and I certainly appreciate the broad selection of automobiles that GT provides.

I understand that lots of people use GT with interior mode or photo mode where it makes a big difference but for the 40 to 50% who drive like me there is no trade off for the content. The percentage comes from the poll on GT Forum regarding the cam view used.
 
HBK
You're aware that you have to license and have access to the cars and tracks right ? And depending on the level of access, you'll get different levels of quality, right ? It's not as simple as you may think. Yeah, basically people wanting some cars and tracks have nothing to do with the amount of work needed to model said cars and tracks. It doesn't mean some won't be harder to model than others, wanted by the community or not.
The licensing and accesibility of the cars is in no way, shape or form affected by the quality of the their respective models, though. Increasing graphical quality will not make it harder to get the desired car into your game.

We were talking about graphic quality negatively affecting gameplay, remember?
HBK
Actually, they all need specific UI and need to use/be loaded in memory. Very much like the graphics engine and its assets.
I'd go out on a limb and am willing to say that, compared to the work that needs to be done to actually render the tracks and cars, the UI takes very little work to actually implement it.

Also, I'd still say that the work that goes towards the graphics engine and the 3D models isn't necessarily done by the same people that are working on the specific extensions of the UI. Should the graphics actually require a whole lot of work, it's not going to affect the gameplay elements as much as the whole "gameplay vs. graphics" premise makes it out to be. Especially since graphics are often limited by hardware power - which means that there's a bottleneck to graphics, anyways, and that you can't pour limitless resources into it.
HBK
Doesn't mean this has to go on forever.
Doesn't make it an invalid point eihter, though.
Possibly they didn't think of it in those terms, but they'd have to be colossal morons not to recognise the strength of their brand is such that the quality of the game is largely irrelevant to the sales.
Well, they have never been in such a situation, I guess. I mean, it is fairly obvious that GT sells regardless of how good the game is; I doubt that they were able to base their design on that, though.
Still, at some point there must have been a discussion on whether to include the standards. Even with them arguably being part of the original GT Vision design when GT5 shifted to a non-micropayment model they must have considered whether or not to include them. And to my mind, "Will consumers be pissed that we're reusing old content?" is about the second question in that discussion, right after "Is it technically possible for us to port the content?".
See, that's what I think they should've done, but I would be more inclined to believe that they didn't realize how much time they were wasting on the premium cars and their OCD level of detail. So, I could picture them sitting in a meeting and being like "Ohmygodohmygod, we need another 800 cars, and fast! Whatarewegonnadonowwhatarewegonnadonow."

I'd kinda assume that they were quite sure that having less cars would've pissed more people off than the two-tiered system. And, yeah, I'm of the oppinion that PD are completely out of touch with what players want.
The same discussion happens (or should happen) for every major section of a project. T10 will have had the same discussion about, say, weather in FM4.
Q: Is it technically possible to include weather effects?
A: Yes, but it will seriously affect the graphical fidelity of the rest of the game.
Q: Will consumers be pissed about that?
A: Yep.
Conclusion: Better not put it in then.

That's a sound rational sequence.
If there's one thing I'd say PD is lacking in, it's making rational decisions. After all, they're mainly following Kazunori's vision of creating a car museum of sorts, which kinda goes against doing what the players want...
Now, I refuse to believe that a development house rises to PDs level by being morons. Reasoning from faulty data, maybe, but not outright stupidity. Nobody in their right mind could think that consumers wouldn't feel betrayed by the standards. Children could tell you that. Therefore, PD must have had the thought and still decided that the strength of the brand (and probably the marketing advantages, 1000 cars!) would outweigh the backlash.

And to be honest, they're right. GT5 sold very well. Who knows how many sales it will cost them in GT6 and higher though. Personally, I've gone from someone who bought a PS3 for GT5P and GT5 to someone who will be very careful before buying another GT game.
As I said, they might have thought that not having as many cars might have been even worse. That said, I agree with you, we won't see what GT5 did to the brand until GT6 is released.

On the other hand, I'd say that there are not many GT faithful who will base their decision to purchase the next GT on the quality of GT5...
 
The licensing and accesibility of the cars is in no way, shape or form affected by the quality of the their respective models, though. Increasing graphical quality will not make it harder to get the desired car into your game.

We were talking about graphic quality negatively affecting gameplay, remember?
Err, accessibility has a direct impact on modeling quality (actually the amount of work needed to obtain specific levels of quality, which is the point). You can't laser scan old Hock or the Südschleife.

I'd go out on a limb and am willing to say that, compared to the work that needs to be done to actually render the tracks and cars, the UI takes very little work to actually implement it.

Also, I'd still say that the work that goes towards the graphics engine and the 3D models isn't necessarily done by the same people that are working on the specific extensions of the UI. Should the graphics actually require a whole lot of work, it's not going to affect the gameplay elements as much as the whole "gameplay vs. graphics" premise makes it out to be. Especially since graphics are often limited by hardware power - which means that there's a bottleneck to graphics, anyways, and that you can't pour limitless resources into it.
The amount of work to implement most features isn't limited to the UI. Of course it takes less man hours to build the whole auction house feature (servers included) than to build all the tracks in the game. It doesn't mean you don't have to prioritize available memory, available network bandwidth, available disk space, loading times, and so forth. All those things are shared by the game at one point or another. And manpower isn't infinitely extensible either. Management has its own limits.

Edit : Oh, and hardware limitations are far from being the only factor limitating graphical quality. Adding polygons and increasing texture resolution won't make your game look better if your graphics artists are crap.
 
HBK
Err, accessibility has a direct impact on modeling quality (actually the amount of work needed to obtain specific levels of quality, which is the point). You can't laser scan old Hock or the Südschleife.
True. Laser scanning doesn't make it look better, though, anyways - it only makes it more accurate. Accesiblity and how good the track looks are not linked to each other, are they?

HBK
The amount of work to implement most features isn't limited to the UI. Of course it takes less man hours to build the whole auction house feature (servers included) than to build all the tracks in the game. It doesn't mean you don't have to prioritize available memory, available network bandwidth, available disk space, loading times, and so forth. All those things are shared by the game at one point or another. And manpower isn't infinitely extensible either. Management has its own limits.
Disk space is limited, quite right, but that problem is becoming far less important with HDDs being available.

Now, how exactly is the quality of the graphics impacting the network bandwith, for example, when only the positional data of the cars is transferred, anyways? Or the lap times in Rivals Mode? Or just some icons that represent the cars are displayed in the acution house? How are the loading times affected by the actual graphic, aside from the actual racing?

As far as manpower goes: Just look at FM4. The car modelling is outsourced and I doubt that the same people, that are working on the graphics engine, are implementing those feature. So, how are you going to clog the manhours needed for those gameplay features with the graphics engine?
HBK
Edit : Oh, and hardware limitations are far from being the only factor limitating graphical quality. Adding polygons and increasing texture resolution won't make your game look better if your graphics artists are crap.
Nobody's denying that you need more than just raw power to make a game look good; however, if you can't improve the graphics past a certain point, due to the hardware limitations (and that point is going to appear sooner or later, no matter how good your 3D artists are), there's a definite bottle neck that is making the decision between gameplay and graphics for you.
 
HBK
That wasn't my point. At all.

Man, I'm actually amazed how much the "standards" traumatized people. Geez.

Any excuse....... here goes.......:yuck:

GT5

tsukubacircuit1.jpg


GT4

IMG0002.jpg


And why im glad they left out a vynil editor from GT5...lol

mugan-1.jpg
 
Wouldn't mind if forza had a 3rd gen Civic. I think the CRX is the closest the game will get for a while. I guess that's one of the up sides of standards.

HBK
Err, accessibility has a direct impact on modeling quality (actually the amount of work needed to obtain specific levels of quality, which is the point). You can't laser scan old Hock or the Südschleife.

Is there something wrong quality wise with the old hock in shift 2?
A few of the trackside objects were not period correct (i.e yr 2000+ spec FIA catch fences) but apart from that the track looks as good in terms of quality as the modern tracks in the same game.

looks good.

shift2_unleashed_hockenheim_1981_beauty.jpg


It was probably made using this method

midohiocomparison.jpg

Image credits; Virtua LM modding team - Mid ohio

While this method might not be 100% accurate that doesn't mean the quality is not there. Although for some accuracy = quality. This could be the confusion here.
 
Woke up and played some GT5 and I was having a bit of fun for once on it. I just hate how you have to grind the game to earn credits. The night racing is immense. Driving in the rain also.
 
Its not that GT5 isn't a a good or fun game. I just feel if it was better managed, and actually followed through with the GT Vision, the game could have been so much more.


Woke up and played some GT5 and I was having a bit of fun for once on it. I just hate how you have to grind the game to earn credits. The night racing is immense. Driving in the rain also.

Are you playing seasonals? Those events allow massive credit payouts, its something ridiculous like a 6 minute race can net you 300,000 Cr x 200% Multiplier. These events practically allow anyone to buy anything they like and do almost everything in the game. :cheers:
 
True. Laser scanning doesn't make it look better, though, anyways - it only makes it more accurate. Accesiblity and how good the track looks are not linked to each other, are they?
My point is that it's harder, not that it's impossible. I'm not sure if I'm expressing myself so badly here.

Disk space is limited, quite right, but that problem is becoming far less important with HDDs being available.
Optical storage will always be limited. And when all games will be dematerialized you'll always have to take into account HDD space (you can't eat up all for yourself) and available bandwidth (games must be downloadable in a reasonable time).

Now, how exactly is the quality of the graphics impacting the network bandwith, for example, when only the positional data of the cars is transferred, anyways?
Stuff like visual damage (which is handled differently than mechanical damage), dust, sparkles, backfire, are most likely synchronized in some way. This requires bandwidth, and in terms of bandwidth you don't merely think in terms of "it's little and we have enough", you need to think in terms of "bottlenecks and peak activity".

How are the loading times affected by the actual graphic, aside from the actual racing?
All features need to be loaded in memory at some point. Loading in memory takes time.

As far as manpower goes: Just look at FM4. The car modelling is outsourced and I doubt that the same people, that are working on the graphics engine, are implementing those feature. So, how are you going to clog the manhours needed for those gameplay features with the graphics engine?
Because if you want visual damage you need to build specific features in the graphics engine AND associate them to the actual modeling i.e. build specific assets.

If you want working reverse lights you need the physics engine to send a "light reverse lights" message and car models need a "light reverse lights" listener.

And then you need to debug it.

The fact that the people working on the graphics engine are not the same people working on the car modeling doesn't mean both need to work together on making any new visual feature a reality (or so to speak).

Or were we talking about the physics engine ?

Never mind, you lost me there, but my point still stands. Adding gameplay features is NEVER EVER FREE in terms of graphics creation process and adding eye candy is NEVER EVER FREE in terms of gameplay creation process.

You have no idea how game development works do you ? You don't have one graphics team working on its part and another gameplay team working on their part. They all work together to build a consistent gaming experience. And if they don't, well, look at GT5 :sly:

Having working headlights for example isn't just a graphics matter. When you add them questions arise such as "can the headlights blind the driver under certain circumstances ?". And I'm not saying they are all big deal and need thousands of man hours. Still, it's never free. And headlights need precious resources that cannot be spent on track rendition or physics engine refresh rate (for example).
 
HBK
My point is that it's harder, not that it's impossible. I'm not sure if I'm expressing myself so badly here.

Is it though? Laser scanning is a lot of work for a lot of people, and then there's taking all that information and filtering it down to a level that's sensible, removing noise/glitches (see landmines in iRacing) and so on.

I have no idea whether it's easier to laser scan or build from scratch. Certainly you get a lot of leeway to potentially take shortcuts building from scratch. No one is really in much of a position to criticise if minor things are wrong with old Hockenheim, for example.

Basically, I don't think we can say definitively that one method is harder or more time-consuming than another unless someone here has first hand experience. Going from reasoning, it could go either way.
 
HBK
My point is that it's harder, not that it's impossible. I'm not sure if I'm expressing myself so badly here.
No, you're just entirely missing the point. Whether it's Lime Rock Park or Bathurst you're recreating, both can be done in the highest quality possible or in the lowest quality possible, it's a pretty similar amount of work.

Thus, the track selection can, without altering the graphical quality of the tracks, affect gameplay a lot. Without doing anything to the graphics, without increasing the workload, there can be a huge discrepency in terms of gameplay. Twenty well-selected tracks or twenty ill-selected tracks, you are still modelling twenty tracks to the same visual standards. This creates a very similar workload, requires a very similar amount of processing power and resources - and yet, a simple design decision, of no actual, technical impact will alter the quality of the gameplay drastically.

HBK
Optical storage will always be limited. And when all games will be dematerialized you'll always have to take into account HDD space (you can't eat up all for yourself) and available bandwidth (games must be downloadable in a reasonable time).
Which is entirely pointless as the current console hardware isn't able to render 3D models of such complexity that a few DVDs wouldn't be sufficient to store them on.

HBK
Stuff like visual damage (which is handled differently than mechanical damage), dust, sparkles, backfire, are most likely synchronized in some way. This requires bandwidth, and in terms of bandwidth you don't merely think in terms of "it's little and we have enough", you need to think in terms of "bottlenecks and peak activity".
Just watch a replay. Backfires, for example, happen at different points throughout the replay every time you play it. They're not necessarily happening at the same time. You're getting the positional data across, as well as some general informations about maybe grip levels, revs, and speed an so on. The game's graphics engine and physics engine will handle the rest on your local console. Improving the graphics doesn't change a thing about that (if the dev's got a half a brain, that is).

HBK
All features need to be loaded in memory at some point. Loading in memory takes time.
Which is true. However, how does improving the graphics (you know, lighting, car models, track models, textures, that stuff) affect the loading times of the auction house, the storefront, or the leaderboards? Whenever you're accessing one of these features, something else in the game isn't using the console's hardware, either way. Whether it's the physics engine that isn't running, or the cars not being represented and rendered at all - the biggest thing for the memory to handle is arguably happening when you're driving the car on the track. That's the most complex thing.

Loading a texture instead of processing the physics engine shouldn't be a problem, at all.
HBK
Because if you want visual damage you need to build specific features in the graphics engine AND associate them to the actual modeling i.e. build specific assets.

If you want working reverse lights you need the physics engine to send a "light reverse lights" message and car models need a "light reverse lights" listener.

And then you need to debug it.

The fact that the people working on the graphics engine are not the same people working on the car modeling doesn't mean both need to work together on making any new visual feature a reality (or so to speak).

Or were we talking about the physics engine ?
We weren't talking about a specific point in particular. All I'm saying is that the notion that graphics and gameplay are definitely affecting each other negatively isn't true. All I'm doing is challenging your point that this is generally applicable and factual.

HBK
Never mind, you lost me there, but my point still stands. Adding gameplay features is NEVER EVER FREE in terms of graphics creation process and adding eye candy is NEVER EVER FREE in terms of gameplay creation process.
Fine, then; let's take a strictly gameplay relevant feature. Rivals Mode. Now, let's say, I want to crank the graphics up. Now, tell me: How's that going to affect Rivals Mode. The car models are outsourced anyways, the 3D artists are doing their thing and the guy who's doing the net code is implementing Rivals Mode.

How is a change in graphics going to affect that?

HBK
You have no idea how game development works do you ?
Says the guy who seems to think that stuff like backfires and dust is an information that's being sent over the network to the other consoles when it's processed locally, based on the information the engine's receiving anyways :rolleyes:

HBK
You don't have one graphics team working on its part and another gameplay team working on their part. They all work together to build a consistent gaming experience. And if they don't, well, look at GT5 :sly:
Define "working on". You won't find a 3D artist debugging some lines of network code, and you won't finde a network programmer creating 3D models. That's why they are called specialists. If your point was true, outsourcing the car models, like T10 does, wouldn't even be possible. Your logic entirely defies that.
HBK
Having working headlights for example isn't just a graphics matter. When you add them questions arise such as "can the headlights blind the driver under certain circumstances ?". And I'm not saying they are all big deal and need thousands of man hours. Still, it's never free. And headlights need precious resources that cannot be spent on track rendition or physics engine refresh rate (for example).
You're cherry picking gameplay elements that are directly linked to the graphics engine. I know and fully agree that those are directly linked to the graphics in question, take up resources and processing power that would otherwise go towards the graphics themselves and might even be worked on by the same people that are working on the graphics engine.

Do you seriously want to claim that those are the only gameplay features a game can have? Keep in mind that, and I'm stating this for the umpteenth time, I'm not denying that gameplay features might interfere with the graphics under specific circumstances. What I am saying is that gameplay features and graphics don't necessarily affect each other, because there are gameplay features that in no way, shape or form linked to the graphics engine or affect the work load, resources or processing power that are needed for the graphics engine.
 
You seem to be getting it backwards. I'm not saying improving graphical quality will necessarily affect all gameplay elements (your Rivals Mode example). What I'm saying is that it will affect at least one gameplay element. Repeating my example, having working headlights means less processing power for something else, which can be another graphics element thus possibly affecting gameplay, or a gameplay element. It also means workforce spent on making these working headlights isn't spent on improving other graphics aspects or improving gameplay. One way or another, the general rule of "gameplay vs. graphics" holds true.

And if you deny that, then I am at a loss for words.
 
HBK
What I'm saying is that it(improving graphical quality) will affect at least one gameplay element.

And if you deny that, then I am at a loss for words.

I'd deny that.

It's only true if you're at the limit of available processing power, and power to improve graphics must come from gameplay elements.
It's only true if your staff that would improve graphics are also capable of working on gameplay related tasks.

The fact is that how you describe things is how software projects generally work, but it's not necessarily so depending on the conditions the project works under. There is no law of nature that states that improved graphics must come at the cost of an element of gameplay.
 
While this is true for Forza and GT, I'll still stand by my point that this is hardly generally applicable to all games. I've pointed out far enough examples of gameplay elements that are not affected by improving the graphics, or cases that limit the possibilities ti improve the graphics further, anyways; logic alone dictates that it is fairly possible to create games that do not fall under the "gameplay vs. graphics" rule.
 
I think I have well explained the implications of game development and how this makes the "gameplay vs. graphics" argument a generally applicable rule. Now, if you really think you can have infinite workforce and trade-offs are the exception instead of the rule in game development (as in all development processes), I think we're done here.
 
As long as you cling to the idea that good gameplay can only be created by adding increasingly complex features, yes, we would be done here.
 
That. Was. Not. My. Point.

All I'm saying is implementing features properly (be they gameplay or graphics related, such as "good gameplay" and "good looking") gets harder and harder with increasing game complexity, complexity which comes by a number of ways, the two most influential being gameplay and graphics departments.
 

The simple fact of the matter is that not all gameplay elements get more complex or more complicated to implement if the graphics are being improved. That's all. That is the one, single point I'm trying to make, nothing more, nothing less.

But, goodness gracious, I'll call it quits.
 
It might not be more complex to strictly implement. But you'll have to spend time testing and debugging it. Yes, adding something like rivals mode isn't directly detrimental to the quality of car models. Still, the time spent testing and debugging rivals mode won't be spent testing and debugging cockpits (for example).

Of course game development is largely compartmented. It doesn't mean there aren't people or teams commonly affected by the development of a seemingly very localized feature.
 
I don't really find the point of people's opinion here because it's "forza planet"

You could say the same about GTplanet but we would get no where with that kind of attitude. Just take peoples opinions as opinions and not as a personal insult
 
Pay no mind - a disgruntled troll that's been banned a half-dozen times from GTP, that's all.
 
Today, for the first time ever, I finally had the chance to get some serious playtime with Forza 4. My initial impressions were anything but bad.

Forza 4 is everything I ever asked for in a sim-like car & racing game. This is what GT5 should've been. The car list is diverse and simply amazing (which contains many of my all time favourite cars such as the Ferrari F355, KPGC10 GT-R, Audi RS4, various BMWs, the Saab 9-3 and many more to count). The engine sounds are mindblowing as well and puts those vacuum cleaners in GT5 to shame. I can't either complain about the physics engine, nor the graphics. Not to mention the customization and other great options. This game is, to put it briefly, awesome.

Sorry PD and Gran Turismo, I'm leaving you. Temporarily, at least.
 
I never could understand why some feel it is necessary to slam GT or Forza depending on what they own. I am not talking of those that have a "preference" but those that don't own one or the other and make derogatory comments. I guess it makes them feel better or superior on their choice.
How is an interest in sim racing any different than other forms of entertainment; I wouldn't buy music from only one artist or movies produced by one studio. If a company produces a good racing sim, I am buying regardless if the developer is T10, PD, SimBin, Slightly Mad, etc. or platform.

Today, for the first time ever, I finally had the chance to get some serious playtime with Forza 4. My initial impressions were anything but bad.

Forza 4 is everything I ever asked for in a sim-like car & racing game. This is what GT5 should've been. The car list is diverse and simply amazing (which contains many of my all time favourite cars such as the Ferrari F355, KPGC10 GT-R, Audi RS4, various BMWs, the Saab 9-3 and many more to count). The engine sounds are mindblowing as well and puts those vacuum cleaners in GT5 to shame. I can't either complain about the physics engine, nor the graphics. Not to mention the customization and other great options. This game is, to put it briefly, awesome.

Sorry PD and Gran Turismo, I'm leaving you. Temporarily, at least.

Welcome to the Forza clan, many happy laps :cheers:
 
I never could understand why some feel it is necessary to slam GT or Forza depending on what they own. I am not talking of those that have a "preference" but those that don't own one or the other and make derogatory comments. I guess it makes them feel better or superior on their choice.
How is an interest in sim racing any different than other forms of entertainment; I wouldn't buy music from only one artist or movies produced by one studio. If a company produces a good racing sim, I am buying regardless if the developer is T10, PD, SimBin, Slightly Mad, etc. or platform.



Welcome to the Forza clan, many happy laps :cheers:

True and i agree, but it isnt unique to GT v FM. It happens with XBOX v PS,
it happens in Music ALOT, Stones v's Beatles, Oasis v's Blur, in rap the list is pretty endless.
We as a people have an instinct for it, its pretty fascinating.
Theres a majority of folks who just enjoy what they enjoy regardless, then theres the fans who will sacrifice all even when its staring them in the face they will not move on there devotion, then theres the uber extreme.

Basically thinking aloud here.......does all this come from the beginning of religion?

We are pre programmed as a people to follow something at the behest of sometimes rational sense??

hmmmmm........theres something to ponder...:D
 
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