I think this thread has been a fascinating study in perception and individual taste. Different games offer different levels of realism and a sense of being in a car in their individual ways, and every game has their die-hard fans. But it's just strange how one little aspect will be jumped on by a few individuals as "crucial to the driving experience." Like damage, and how some of the advocates have insisted how cool it will be to have it in GT5. The heck?? I agree that damage will be one of those items that graduates Gran Turismo into another level, but I really don't think it's going to be awesome one bit that I have to pay to maintain my car. Hrm...
And the physics in different games is another issue. I've heard many good things about Toca, but then again, I've gone to a website that hosts hundreds of demos for download, and has news articles associated with them and message boards. And sure enough with Toca 3, there were a number of posts complaining about "that same crap physics." I know McLaren hammered me pretty good about the car physics in GT4, how cars in real life feel radically different from each other.
Now that's true, in real life. A Subaru WRX Sti, Porsche or Ferrari isn't going to feel the same as my Supra at all. But that's mostly because of all the visceral sensations of driving these cars in person. And they won't perform the same, but if you have cars not too radically different in terms of performance, they don't really drive all that differently when you measure data instead of a driving sensation. I've noticed on Top Gear when the dreaded Stigg gets hold of a car and they have two different makes go head to head, they'll ghost one car lap over the other. And darn if many many times, they coincide for a good deal of the lap. And of course if we were driving these cars, they would probably feel quite different from each other. More than likely, the reason that the cars behave the way they do on Top Gear is because they're driven by one very skillful driver - or a few with racing backgrounds as is speculated by some, and they know how to get the best drive out of them.
When the data is collected for all of these games, what is it based on? More than likely from a team of drivers getting the best out of every car. So when we drive these cars in these games, we get our experiences filtered just a bit by the skills of some great drivers, and the cars behave probably a little better than they would if we had driven them ourselves. But I think that's a good thing, because we aren't connected to these polygon beasties except by a faint perception of driving based on a TV image.
I do think Gran Turismo is a fantastic recreation of driving a car. It feels more substantial than anything I've ever tried, and admittedly I haven't tried them all. I may never pick up Forza, Enthusia, Project Gotham or another Tokyo Extreme. I might do Toca 3, GTR 2, Live For Speed or something else. But the game I'm looking forward to is Gran Turismo 5, damage and all, simply because Gran Turismo 4 has delivered so much, and allows me to become a rich playboy car collector. It's doubly amazing because the PS2 really isn't all that good a game console.
The PS3 is going to allow GT to do things that everyone has been complaining about. Spin outs and donuts. Controllable drifting. Drag racing. Damage. More accurate physics. Sales and auctions. Maybe it'll even have that paint shop, the return of racing conversions, as well as that career mode I want so badly. I can't see Kazunori-sama not putting in every aspect of all the previous versions of Gran Turismo and then some, along with so many elements of real life racing. And I'm pretty sure that damage in GT5 will be adjustable, so for the kids, they can turn it down or off, because I'm sure that it's not going to be all that easy to race as it is.
With all the good stuff Gran Turismo 5 will bring to the table, I think I can live with damage. And for the rest of us, I bet Kazunori will have mercy and give us a cool slider to adjust it.
Oh, and good words, MFlint.