My take on how GT5's development time/efforts were divided

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CARS MODELLING: 30%
PHOTO MODE: 15%
TRACK EDITOR: 10%
TRACK MODELLING: 10%
WEATHER/DAY-NIGHT: 5%
PHYSICS: 5%
MUSIC/SOUNDS: 5%
ONLINE FEATURES: 5%
MENU DESIGN: 5%
EVENT DESIGN: 5%
A.I. DEVELOPMENT: 5%

My personal view is that while the premium cars are simply stunning, we could live with "rougher" models and a more basic photo mode. I think PD spent too much time with these two aspects of the game.

Track design is OK but has some issues with the crowds etc. I also sometimes feel there are only 6-7 tracks in the game probably bad designing of the events.

Physics are spot-on but always have been with PD so thankfully "when it ain't broke don't fix it...". Audio is reasonable but could be a bit better.

On the other hand we should have much better-designed events, better online features (mostly in open lobbies), more streamlined/easy menus and a more sophisticated A.I.

Copy/paste my list and share your thoughts if you like, or add anything more I have forgotten.

Merry Xmas to all BTW!!
 
You assume the same groups of people do the same tasks. This is not the case with large game development.


There are people that do the art work
There are people that code the physics engine
There are people that create 3D models
There are people that code menu logic
There are people that code tools

etc. etc.

They would have all being working on the game for most (if not all) the development time. There isn't much 'dividing' time between tasks with a team this size.
 
Ai 0.000001% of time, farmed out to a student on a 4 week placement.
 
You assume the same groups of people do the same tasks. This is not the case with large game development.


There are people that do the art work
There are people that code the physics engine
There are people that create 3D models
There are people that code menu logic

etc. etc.

They would have all being working on the game for most (if not all) the development time. There isn't much 'dividing' time between tasks with a team this size.

I meant to say which points the game has placed it's most weight on development.
 
LOL

Come on! Its not that bad. It's better than before.

What gets me is that the ability is there, as shown by b spec bob.

However it never appears to come out to play in the a spec races.
 
What gets me is that the ability is there, as shown by b spec bob.

However it never appears to come out to play in the a spec races.

Probably so all the complainers who whinge that they can't complete certain races actually can complete certain races. Adding qualifying could have allowed for faster AI in A-Spec.
 
Probably so all the complainers who whinge that they can't complete certain races actually can complete certain races. Adding qualifying could have allowed for faster AI in A-Spec.

A dificulty setting like the one available in Arcade Mode would've done so as well...

Qualifying is sorely missing either way, though. :indiff:
 
So, somebody asks a slightly unfathomable question and the whinging starts! Excellent.
 
For people who still have snide thoughts about the AI. Go to a random open room online and see the competition in there.

AI has so much more manners on the track...
 
I think the gave up the ghost on the tire phsyics model.
 
Ai 0.000001% of time, farmed out to a student on a 4 week placement.
As a programmer I can tell you that writing decent AI is not easy and that the AI in GT5 is in no way as bad as some people make out.
 
75% working on the game.
1% testing the game.
24% piggyback rides.
 
You assume the same groups of people do the same tasks. This is not the case with large game development.


There are people that do the art work
There are people that code the physics engine
There are people that create 3D models
There are people that code menu logic
There are people that code tools

etc. etc.

They would have all being working on the game for most (if not all) the development time. There isn't much 'dividing' time between tasks with a team this size.


Thewres a budget okay, they can decide how many art workers and how many modellers they need to do the job. The problem is that they blew the wad on the cars instead of fucosing on the racing aspects and so overfunded one area and underfunded another.

That they employed X Y or Z in the end doesnt matter, as they did not necessairly have to do that.
 
The problem is that they blew the wad on the cars instead of fucosing on the racing aspects and so overfunded one area and underfunded another.
We honestly don't know that.
 
Playing the game tells me that. Even kaz himself said the car models are more for GT6 than Gt5 so are you telling me they couldnt have spent less time modelling them for GT5?

And if they could well that means they could have actually given tuppence about the rest of the game!
 
75% working on the game.
1% testing the game.
24% piggyback rides.

0.1% testing.
0.9 % imagining weird and wonderful combinations of ai names.
 
Kaz said he spent the most time and was most proud of the online mode.
 
Even kaz himself said the car models are more for GT6 than Gt5 so are you telling me they couldnt have spent less time modelling them for GT5?
No. I'm saying that it would make no difference in regards to other facets of the game. Modelers don't program, and programmers don't model. Cutting down on the detail put into each individual car could simply mean that the modelers would be able to make more cars. It doesn't mean that the portion of the budget that went towards the modelers would automatically be redistributed to others. Particularly when the budget for the game was basically unlimited anyways.
 
Feels like 60% of the time working on game, 40% of the time at the local whore houses.
 
Who makes a night and day and weather changes and then i go through the entire game and apart from the special events (im upto extreme F1 race and have just completed Dream Car Cup) i have experienced rain once. Once in so many races?

And i feel like i have been dragged repeatedly though the same 5 tracks over and over again. One time ina DTM the next in a JGTC.. Where is the variation i ask you?
 
And what does any of that have to do with the amount of time that the car modelers spent modeling cars?
 
What the design and structure of the game? Id say quite a lot when you are talking resource deployment...?
 
There is no reason whatsoever to assume that the game having crappier looking cars would lead to more tracks or more races because the two things aren't related. And with Sony writing checks for basically whatever Kaz wanted during the game's development, there isn't any logical reason to assume that the modelers getting money somehow means that the programmers didn't. Resource deployment isn't a particularly large issue when you are given what basically amounts to unlimited resources.
 
He got unlimited resources, and we got jaggies......nice.
 
You genuinely think they spent the same amount of time and resources on AI as they did physics? :rolleyes:
 
Who makes a night and day and weather changes and then i go through the entire game and apart from the special events (im upto extreme F1 race and have just completed Dream Car Cup) i have experienced rain once. Once in so many races?

in an interview somewhere, KY said that the weather system in GT5 is not predictable. even by them. it's a dynamic thing.

racing at Monza (b-spec dream car championship), it started on a dry track, then about 5 laps in it rained. b-spec pitted and put on rain tires. after half lap, the rain cleared but the track remained wet... b-spec pitted AGAIN to put on a different set of wet track tires. if i hadn't known better, i woulda sworn that Autodromo Nazionale Monza was somewhere in Seattle.

i had it rain on me several times going through races in career mode.
 
He got unlimited resources, and we got jaggies......nice.
He might have unlimited resources, bit the PS3 doesn't. Hence the "jaggies" on shadows (hi-resolution shadows require a LOT of video memory).
 
Thewres a budget okay, they can decide how many art workers and how many modellers they need to do the job. The problem is that they blew the wad on the cars instead of fucosing on the racing aspects and so overfunded one area and underfunded another.

That they employed X Y or Z in the end doesnt matter, as they did not necessairly have to do that.

Yes, throwing more modellers at it will have produced more car models. Agreed.

Throwing more developers at a program doesn't always result in a better, more quickly produced, result. Read "Dreaming in Code" by Scott Rosenberg. It is interesting that in general, throwing more people at software development project often slows it down.

I think that in particular when you consider AI, there is only a limited amount of code that can ever be there - throwing more people at it, and producing more code, will not be the solution - it is more down to HOW it is written not how MUCH is written.

It isn't as simple as you'd like to think.
 
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