- 657
- Texas
- XizangM1
Most of us know by now what Skid Recovery Force (SRF) in GT5 is: a special modification to the driving physics system in order to help prevent a car from oversteering and understeering. But I have been wondering for the past year or so about one thing: Should it actually exist anymore?
GT5 is known commonly as a driving simulator, a game that tries as much as possible to emulate how a car handles and performs in real life. But I feel that GT5's SRF feature--and all other 'non-professional' driving physics options in previous GT's--frequently detract us from reality, in a sense. SRF gives us an impossibly huge handling advantage: Tires slip less under low traction, cars oversteer when we try to understeer them, and drifting is a breeze.
And admit it: it's hard to resist. In a game that requires so much patience, most people (including me) would occasionally switch on SRF to give our car that free speed boost in a seasonal event or difficult race without either having to pay credits to actually upgrade the car's performance, or improve our skills well enough to finish the said difficult races. Plus, as it currently stands, it's impossible to platinum GT5 without having to use SRF at least once (golding the X1 challenges, anyone?).
What I am worried about here is that SRF can potentially give us a false sense of how a car actually handles in a real life situation. IMO, A driving simulator should educate us about how real-life cars handle, not solely entertain us under a more convenient fantasy physics system. Sure, there's plenty of 'casual' gamers that may have trouble controlling cars with the more realistic physics option due to low skill or lack of a steering wheel controller, but that's why realistic driving assists (such as TCS and ASM) exist.
I personally think that PD should remove Skid Recovery Force from all future GT projects. But I'm also curious to know as to whether or not any of you agree with me on this.
Discuss.
GT5 is known commonly as a driving simulator, a game that tries as much as possible to emulate how a car handles and performs in real life. But I feel that GT5's SRF feature--and all other 'non-professional' driving physics options in previous GT's--frequently detract us from reality, in a sense. SRF gives us an impossibly huge handling advantage: Tires slip less under low traction, cars oversteer when we try to understeer them, and drifting is a breeze.
And admit it: it's hard to resist. In a game that requires so much patience, most people (including me) would occasionally switch on SRF to give our car that free speed boost in a seasonal event or difficult race without either having to pay credits to actually upgrade the car's performance, or improve our skills well enough to finish the said difficult races. Plus, as it currently stands, it's impossible to platinum GT5 without having to use SRF at least once (golding the X1 challenges, anyone?).
What I am worried about here is that SRF can potentially give us a false sense of how a car actually handles in a real life situation. IMO, A driving simulator should educate us about how real-life cars handle, not solely entertain us under a more convenient fantasy physics system. Sure, there's plenty of 'casual' gamers that may have trouble controlling cars with the more realistic physics option due to low skill or lack of a steering wheel controller, but that's why realistic driving assists (such as TCS and ASM) exist.
I personally think that PD should remove Skid Recovery Force from all future GT projects. But I'm also curious to know as to whether or not any of you agree with me on this.
Discuss.