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Right, but would PD consider all of that? Or just say "nobody does endurance" *snip* ?
I don't know. They should, and they should have the capability to do so, but I'm somewhat dubious that they will. I suspect that it's just "no endurance for you", in the Soup Nazi voice.
I think it was a mistake to remove endurance, PD needed to make adjustments/improvements, not remove them.
I think so too. I think that if they weren't being played then that was a sign that the mode needed to be redesigned in such a way that it became more appealing to the player, not removed outright*.
I'd like to see PD make an effort to capture some of the things that make endurance racing so appealing as a sport. At the very basic level for beginner drivers, the main challenge is probably driving at pace for an extended period of time without putting it in a wall and writing the car off, something Kaz is familiar with.
I think that would be a good place to start. Let drivers learn not to go flat out, but instead to drive at a level that they can safely make it round the track. Once they've cleared that, then start introducing strategy items such as tyres and fuel. As a final touch, perhaps add multi-class racing, first as the slower class and then as the faster class.
An endurance category could be set up in such a way as to introduce these to the player one by one, so it starts off as little more than a long sprint race with stronger penalties for putting it in the wall, and you end up in a slightly dumbed down version of a WEC simulation.
I think GT does a good job of recognising that most of it's players are not terribly good at driving. It's true, they're not. It does a pretty awful job of recognising that there are things that GT can do to help it's players learn more about driving/racing, and become better at it in ways that are fun and rewarding. People who play GT are mostly people who
*The 24 minute "endurances" are endurances in name only. 24 minutes is barely a sprint race in most categories.