GT6 - more arcade or real simulator?

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No, no, we definitely want more stench. The stench of burning rubber. The stench of gasoline fumes.
I can respond to this from personal experience.

When I played Forza 4 - for all of a few weeks, sadly - I struggled thanks to the typically lame last century camera angles. And cockpit view was no help. I just couldn't get dialled into ANY car over 150hp, which amazingly in every other sim I've tried - short of iRenting - I've come to terms with fairly quickly. And I've played dozens, from the GTRs to Live For Speed. But I digress.

Because I struggled, I was constantly roasting tires around turns. And I could finally hear my tires when I did, in spite of messing drastically with the various volume levels. They would complain loudly, with some brief smoke.

Well, in that first race, I could swear I smelled burnt rubber and exhaust! I peeked outside to see if someone was doing something out in the real world, but it was all in my head. I don't know if Turn 10 had excessive subliminal cues in the game or what, but it was amazing. So was the astoundingly realistic suspension wobble during turns and collisions. The actual racing... not my cup of tea. I leave you forza fans to that.

All this to say that Kaz needs to see how well he can capture that real world experience himself. I'm all for a separate Career Mode, and hope to make a post of my GT6 concept soon. It's big and still needs some tweaking.

But at least one mode of gameplay needs to be pro and simulation as they can get. Kaz has raced in real life. I want to get as close to what he felt as he can get it.
 
:lol: Tenacious - that gave me the devil of a laugh; yes, yes, I know what you mean - so mysteriously do the 'aroma circuits' of our brain work. Have you never smelled 'in your head', a fragrance, when in actuality there was nothing to generate such? The right kind of stimuli will replay a simulation in the brain (remember we are always living in the past.)
What really happened? You were frying your console! It's happened to me.

Actual Smellovision isn't far off though. What we will realise is only limited to our imagination. So - for guys like you and me that like to roast those tires till we have surrounded our senses with smoke - there's hope! ;)
 
Honestly I think gran turismo is unchallenged on the track and where the issues lie are everywhere else.

The online needs to more smooth I.E. leader boards and challenges on every race/track better competition between friends. Another huge are where online is concerned is the lack of a match making system, something like call of duty maybe with race types/modes. Another Huge problem is the customization although gt5 is okay its not amazing like forza 4 forza has amazing livery editing.

So I want the game to be a simulator on the track but arcade everywhere else cause honestly you want gran turismo to be a mainstream game like used to be not some obscure hobby arcade features for the masses and simulation on the track as always for the die hards.
 
I want licenses to mean something again, like in previous GT games. Hitting and cheating is part of any racing game, deal with it. There's always a way around at least one thing.

I liked B-Spec, but not the separate career like in GT5, rather be implemented in A-Spec, somehow. Or keep the same thing, but with the added ability to let your drivers be part of your endurance "team".

PD is new to the whole online thing. I wouldn't blame them for the weird online physics in GT5. Hopefully it will be better in future installments.

GT5 is not an arcade, or a simulator. It's in between. Trust me, a lot of people will not like it if PD go iRacing style simulation. It would be too much too handle for players to switch from GT5 style physics to full on simulation, especially with a DS3.
 
I don't agree with this they will more than likely try and find a balance between the two your making it sound like it's heading towards nfs.

That'd be stupid for PD to go down that road. The differentiator for GT was the balance between simulation/game. Honestly, if GT started adding gimmicks like car soccer,etc i'd get annoyed
 
Then we go to online game play.
WHY we dont have real physics is a mystery. I can flip a car in ASpec but not online...

You can flip online too.
 
I'd leave the hardcore simulation part to pc games. I don't want to spend hour after hour finding the best setup for each car in the game. I have rFactor for that. Besides, no casual gamer would do that anyway.
 
I see no reason to assume GT6 will change it's target anymore than the past 5 games did. And while what Griffith 500 said (increase simulation but increased options to go along with it) would be ideal, I'm not really filled with belief of that happening based on some of the things done to GT5 since it came out (such as the forced dynamic camera patch).



You can flip online too.

You couldn't 3 months ago.


I don't see how the licence tests teach you bad driving habits.

They do more to teach you, at least in GT5, to exploit problems with the physics engine and AI coding than they teach you good racecraft. Especially now that they have various driving aids forced on in some of them (unless they changed that again).
 
How about allowing the user to choose between both?

If he wants a more arcade experience, let him tone down the physics realism, or damage sensivity. If someone wants a complete simulation experience, let them make the damage super sensitive and the physics super real.
 
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Spagetti69
I only mentioned it because no one had picked up the OP on this statement.

Not seen it myself however, heck I haven't even played it lol.

Yeah i did it by accident on SSRX the other day before I moved. With a group of friends. I got bored. I did it with a C3 corvette in the premium dealer
 
How about allowing the user to choose between both?

If he wants a more arcade experience, let him tone down the physics realism, or damage sensivity. If someone wants a complete simulation experience, let them make the damage super sensitive and the physics super real.


This is what i would want from the next GT game! But i'm not going to hold my breath while waiting for it!
 
More sim or more arcade? That's a tough question. Some aspects of the physics are actually more difficult than real world track driving, I've found. But frankly, game difficulty does not equal more realistic. Driving a real car on a track is pretty easy with a little experience, and fun as hell. To be fair, two dimensional pixel jockeying doesn't give you the inner ear sensory that makes real driving easier. And if you make a sim easier to control, people will whip out the "Arcade!" accusations. I'd say GT5 is more sim than arcade, but a few minute changes would go a long way. That said, it's still my favorite.
 
More sim or more arcade? That's a tough question. Some aspects of the physics are actually more difficult than real world track driving, I've found. But frankly, game difficulty does not equal more realistic. Driving a real car on a track is pretty easy with a little experience, and fun as hell. To be fair, two dimensional pixel jockeying doesn't give you the inner ear sensory that makes real driving easier. And if you make a sim easier to control, people will whip out the "Arcade!" accusations. I'd say GT5 is more sim than arcade, but a few minute changes would go a long way. That said, it's still my favorite.

the only difference being you're going much, MUCH slower in real life, highly doubtful you're on slicks pushing through corners at 100mph, hence why you think it feels easier, it only is because the sense of speed is there in real life even at 35mph whereas GT5 has none.
 
Slicks @ 100 mph actually isn't as nerve wracking as Dunlop SP all seasons @ 100 in a street car with no roll cage or harness. You just have to remind yourself about what instructors teach you about the theory of the friction circle. I think this could be applied to Gran Turismo better if there were an on-screen indicator that showed the angle of the front wheels in a turn. If you use a controller, this would help immeasurably in knowing how much you are understeering. Especially since GT's tire sounds are weak and there is no actual mechanical connection between your hands and the car's wheels in a game. Perhaps as an on-screen option? Who knows, maybe that wouldn't work at all. Perhaps just better tire sounds would suffice?
 
How about we get more features towards arcade and simulation? Physics can be improved for the better, whilst damage can be remained as an option for the lower end A-spec races.
 
More simulator. The reason I'm a fan of Gran Tourism series is the fact that it is a racing simulator.
 
How about allowing the user to choose between both?

If he wants a more arcade experience, let him tone down the physics realism, or damage sensivity. If someone wants a complete simulation experience, let them make the damage super sensitive and the physics super real.

Different physic variations in a racing simulation is the worst that can happen to such a game. If someone want an a arcade game, why does he purchase GT? I think the driving aids are enough to help not so good drivers to have fun too. The option of skid recovery confused me a lot. Why is such an option in a game that named itself "the real driving simulator"?

I understand that there are many people that enjoy cars, but may find it quite hard to compete in GT, even against the ai. What I suggest to those drivers, is to stay calm and practice. Things like rubber banding or easier physics may help, but the experience wont be as rewarding as using your optained driving skills and win without stupid systems. It might be hard in the beginning, but on a long term it becomes very rewarding.
 
Since both arcade and simulation settings can be accomplished with little more than different variable settings within the same game engine – I think it should do more of both.

I know many people like the more realistic sliding off the track at every turn(jk) simulation type racing, but there are also a bunch of us that like the maximum grip of arcade style racing.

The people I race with every night are not noobs – many are great tuners – and the room is set up fair (no boost), but all of the aids are available to all and I encourage SRF.

If you want to race with ABS 0, that is cool – that is one of the great things about Gran Turismo.

Now where are those racing super soft tires that sorg was talking about?…
 
Different physic variations in a racing simulation is the worst that can happen to such a game.
Because it does nothing to you, makes the game more accessible, and increases PD sales?


If someone want an a arcade game, why does he purchase GT?
1000 cars? Graphics? The music? Because they want to?

I think the driving aids are enough to help not so good drivers to have fun too. The option of skid recovery confused me a lot. Why is such an option in a game that named itself "the real driving simulator"?
Because you can turn it off, so it does nothing to tarnish the sim image. Not as much as the tire model does.

Things like rubber banding or easier physics may help, but the experience wont be as rewarding as using your optained driving skills and win without stupid systems. It might be hard in the beginning, but on a long term it becomes very rewarding.
You don't get to say what's rewarding or not for anyone but you, so don't bother saying something on that matter. What if someone finds it more rewarding to use SRF forever? Should they come over to your house and force you to use it because it's more rewarding?
 
How about we just make it both like it's always been.

Make a game to sim like with no fun involved you lose every casual gamer which outnumbers this forum like what 1000:1.

Make it too arcade then you know you lose both because it's at least trying to have some simulation aspects and not be a rip of NFS/Midnight Club/etc.

So basically keep striking that balance that GT1-4 had.
 
I think there should only be a simulation mode no arcade mode. no course editor, I really don't want cockpit I believe the game could run faster without it while in gameplay but hopefully PD will do something positive on the next installment
 
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