Just trying to understand this.
So in your opinion a video game that is meant to simulate real life racing and it's rules shouldn't follow real life racing at all and should have its own made up set of rules?
And what they are allowed to do in real Motorsports should be completely different from a Motorsport video game?
Before we get started, you should note that I haven't said that I don't think games should follow real life rules
at all. That's a strawman on your part to make me easy to shoot down. There are some parts of the real life rules that work in GTS and others that don't. But let's assume that you meant it like a reasonable person and wanted to discuss why the rules of real life motorsport and video games don't overlap entirely. And this is not what I think they
should be, this is about what they
are.
As far as being a game that is meant to simulate real life racing, you may want to be careful how much of the Polyphony Kool Aid you swallow.
Yes, GTS is marketed as an accurate simulation of real life motorsport. That is the publically stated intention. On the other hand, a quick look at the game will immediately show some pretty glaring differences.
-The physics aren't great, but given that no physics system is perfect I suppose you could accept that it's close enough. Although it does allow for some driving that you simply couldn't do in a real car.
-The impact damage isn't even enabled in a lot of races, and it's pretty minor when it is on. Given this is one of the main incentives for real life drivers to avoid contact this seems like a large difference to me. Incidents that should be race ending do nothing in GTS.
-Ditto mechanical damage. Why avoid running over 12 inch sausages at 100mph when it doesn't do anything to your car?
-Races include fantasy cars with impossible technologies. Realistic motorsports!
-Many races are so short as to actively encourage abusive driving to get a result. There's a reason no real competitive race is ~5 minutes long, because that's barely enough time for the field to spread out and settle down let alone get some separate based on skill.
-It's pretty debatable whether some of the fantasy tracks would actually receive FIA certification in the real world. They have a rubber stamp in GTS because video game, but in reality there are safety features and run off requirements that simply don't exist.
-Racing from a floating chair above and behind your car where you have perfect visibility? And I get a radar as well? Awesome!
We all remember the "competitive motorsport" race at Copper Box way back when. In some respects the game has come a long way since, but in many ways it's exactly the same with cars bouncing freely off each other and looking like a real motorsport only when drivers are nowhere near each other.
All these differences add up to an experience that is markedly different to "real motorsport". It looks similar in stills, and sometimes in motion if nobody does something silly, but really it's a completely different beast to real motorsport. Polyphony and Sony have done a wonderful job of the marketing that people think that it's an accurate representation of motorsport, but it really, really isn't.
That isn't to say that it can't be fun or a good competitive game. Simply that trying to hold it to the same standards as real life motorsport when it has so many clear points of distinction is really an effort in futility. You might as well be trying to apply real life rules of war to CSGO. It has similarities, but it's not the same.
You'll see that in games that do better with the things that I mentioned above they end up looking more like real motorsport, and it becomes easier and more rational to apply the same reasoning for real life motorsports rules to the games. Although even then the rules will not be identical to real life motorsport, because a game is not the same as reality. But in Gran Turismo Sport, it's just too far away from reality for much of that stuff to make any sense at all.