- 2,119

- Somewhere only we know.
- FanofGT5
Besides graphics, a.i., sfx & music etc.I mean the vehicle side of things like car maintenance, performance upgrades, parts & accessories, body modifications & learning new driving skills etc
.
I would include everything that you all ask for....
- most realistic damage
- storefront
- license
- smoke and skidmarks
- backup lights
- less skylines and more of the non-japanese cars
- more classics
- options for personalized cockpit view
- tuning sections
- interior trim change
- track editor
- weather / season change (with real time feedback)
- real local time change
etc etc ...
EDIT: of course without forgetting more leaf on trees and 3D trees, and climate change/enviroment messages (save/hug the trees).
Expanding on the custom race series I mentioned before, would anyone be interested in removing tuning restrictions to create new race car classes/new types of cars for existing classes?
For example, in every GT game, weight reduction is a function of stock weight. So untuned, car is X lbs, Stage 1 weight reduction is .95X, 2 is .9X, 3 is .8X, etc. Why not just let players tune the cars to such a degree, that they are essentially new? With enough modification, any car can shrink down to about 2000 lbs (or less). I think it would be nice to do something like take Mitsubishi Eclipse and turn it into a competitive mid 90's GT1 LeMans racer (CLK GTR, McLaren F1, 911 GT1, etc). Attempting such a thing in past GT's would result in a 700 hp turbo lag FWD monster that's useless for anything except showing off. If we were able to switch the drivetrain, replace (not lightly modify) the chassis, fine tune the aerodynamics in the most detail possible, etc, we could do it.
I think it should be doable in game, at least for higher performance cars. PD could just get a bunch of average data for cars of certain classes, and allow "heavy modifications" that boost your car to those levels.
If I were in charge of developing GT5 (or any GT game for that matter) I would implement a story mode of sorts in which you start off with a small amount of credits to buy a weekend racer. From there you have a choice of autocross events, track days, whatever else. If you did well you'd move through the natural progression of things and be able to choose which racing path you took from NASCAR, rally, F1, Le Mans, etc. This would allow people to play the game in several different ways choosing a different path each time. This would also eliminate the need to play a segment which you did not like.
I think the problem with a lot of racing titles is that there is no depth, you race cars around tracks to get money to buy slightly faster cars. Unless you are really into driving a virtual car racing games can get pretty boring fairly quickly. If there is something more to build on and work towards I think it would attract more people to the series.
I guess in an ideal world I'd have an RPG/Racer game.
I'd call Kaz and put him in charge while I just overlook and test everything he does![]()
I'd call Kaz and put him in charge while I just overlook and test everything he does![]()