Unnecessary stuff in GTPSP

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AKarmazin
GTPSP has a lot to offer to players.. You can enjoy the game long after you finished all challenges - drifting, racing, car collecting and many other stuff racing simulator fans could be interested in. But don't you think that if some of those things were removed the game would be able to hold some other features?

I mean, instead of Driving Challenges the game could have Career Mode.
Or instead of 8 Daihatsus the game could have 1 Aston Martin?
 
I think the Career Mode was left out for 2 reasons. One was to save space, so maybe if the Driving Challenges were left out it could have had a career mode, but then people would complain about no license tests. The other reason is because it was meant to be played for short periods of time. While I could handle doing a career mode in short spurts, others might not like that.

I think Aston Martin was left out because of licensing, not because there are 8 Daihatsus.
 
Both career mode and license tests were the mark of GT. And yes, I agree, getting rid of one would make players angry. But honestly, I would like career mode instead licences tests. And I know many users here would agree with me.

But they already had license for Aston Martin. It was removed before release of official version, along with Autobianchi and Holden.
 
Unnessacary stuff hmmm...
90% of Skylines, Supras, NSXs.
Duplicates, triplicate cars.
Driving Challenges.

Replace the above with...

More non-japanese cars.
Night tracks.
Enable the hidden tracks properly.
A good career mode.
 
Good stuff people!
>Why the heck do we need a user's manual inside the game? Get rid of it!
>Without duplicates the number of cars would decrease by about 40%.That space could be used for adding new rides, or maybe even tracks.
>Some tracks are simply dumb. in Ice Ring and Tahiti Maze there's absolutely no competition. Could be removed, or, which is better option, replaced by better ones.

So narrowly we could say 30% of GTPSP is useless. What could be filled in that 30%?

>More manufacturers. I personally think that there are enough cars in GTPSP(even though 70% are pointless, and 40% are duplicates). But Aston Martin, Porsche, and Saab would be better than some Dome Zero Concept '70 with 101 HP
>Off course career mode - game's replay value would double, if not triple.
>Car markets - like in GT4, when you can buy cars from different retailers, and maybe sell cars you don't want in your garage.
>B-spec. Definitely needed.
>Car tuning, but that's something I can live without.
 
Well, um. GTPSP is made as a game you can play in short periods of time, and to expand your car collection(note that you can't sell cars) and eventually, transfer them over to GT5. It's NOT made to be a big GT with a Gran Turismo mode(career mode isn't the correct phrase) and license tests. And I doubt they would have been able to implement a big career mode anyway, the thing is 1GB as is.

The reason for all the duplicates in GTPSP is because they got all those cars from GT4, so go blame GT4 for all the duplicates. However, i'm not sure as to why they got rid of Aston Martin and Holden.

The reason for not having any night tracks must be because it would have been too much for the PSP to manage, as it would have to do all the lighting, shadows, reflections, etc.

But I can't believe people criticizing this game and giving it poor ratings and arguing about it. They give us 830 cars, 70 tracks in total, good graphics, a physics engine better than GT4's and maybe even GT5P, running at a constant 60fps. This is by far the biggest racing game ever on a handheld and even has more content than many racing games on consoles today. And people ask for more? How about a thank you PD?
 
Agree with Nero9, I REALLY loved the night tracks and probably miss them more than a career mode. LOL They were just so beautiful to look at while racing and in the replays.
 
The worst feature must be the 'what buttton ur pressing whilst ur racing' feature. Do you know any goldfish who play gt psp???
 
I find all the duplicate cars annoying and dishonest, but apart from that, it's all good.

They could have fitted in a "Career Mode", space isn't the issue, do you really think it would take up that much space to have another bunch of menus that send you to races? If they were ever short on space they would have gotten rid of all the hidden and not used tracks that lurk in the depths.

I don't think it would have extended the lifespan for me, though. The 4 car racing is pants, so I don't have much desire to do 60 races of varying lengths.

I feel like I've typed this before, but better AI, options to choose their tyres and their cars, these things would have been good.
 
Yeah, they could add more AI opponents to race with. I don't know if that would raise AI competition rate, but taking over 5, 7, or even 9 opponents before the finish line sounds much better than 3.
 
It's NOT made to be a big GT with a Gran Turismo mode(career mode isn't the correct phrase) and license tests.
Poor design decisions don't stop being poor design decisions just because they were intentional. And it had licence tests anyways.

And I doubt they would have been able to implement a big career mode anyway, the thing is 1GB as is.
A GT Mode would have probable taken a few menus and some lines of code. They could have easily freed up enough space by getting rid of the all of the duplicate cars.

The reason for all the duplicates in GTPSP is because they got all those cars from GT4, so go blame GT4 for all the duplicates.
They got all of those cars from GT4, but GT4 didn't use them all expressly for padding out the car roster so there is a more impressive bullet point on the back of the box. GT4 used one version of the duplicates. Depending on your region they may have used the incorrect version (or the version they used may have been nonexistant in real life), but that isn't what GTPSP did. It took all of the regional versions of cars from GT4, put them in the game and then basically lied and said they constituted different cars. The worst part of this is, it looks like they will be doing the same nonsense in GT5.

The reason for not having any night tracks must be because it would have been too much for the PSP to manage, as it would have to do all the lighting, shadows, reflections, etc.
This probably actually is true.

They give us 830 cars,
Less than 700 cars.

And people ask for more? How about a thank you PD?
Yes, I ask for more. When I buy a game, I expect it to be more than just an advertising tool for the next console version of the game. I expect it to be able to stand by itself, which GTPSP doesn't really do.
 
Yeah, they could add more AI opponents to race with. I don't know if that would raise AI competition rate, but taking over 5, 7, or even 9 opponents before the finish line sounds much better than 3.

No, they couldn't, clearly there are hardware limitations. They weren't just being cruel, they wanted it to look nice, and it does.

We could have had a night mode too, the PS1 games have night-tracks, but again, they wanted the graphics to be nice, so there are limitations - you can't just keeping adding effects and shadows and reflections.
 
What are you talking about? Other good PSP games have good graphics and more than 4 cars on track. Take Shift, for example. Maybe it DOES have worse visuals, but not whole lot worse.

>Toronado
Really liked the way you put it in. GTPSP is not a demo version of GT5, it's a whole new portable game, and it is expected to be on the same ground with other GT games.
 
What are you talking about? Other good PSP games have good graphics and more than 4 cars on track. Take Shift, for example. Maybe it DOES have worse visuals, but not whole lot worse.

>Toronado
Really liked the way you put it in. GTPSP is not a demo version of GT5, it's a whole new portable game, and it is expected to be on the same ground with other GT games.

Shift has very poor graphics, and worse physics. Not even 100 cars, and track modeling is poor as well. More than 4 cars on track yes, but the AI is rubbish. GTPSP's AI is pretty good. Better than GT4's and GT5P's. It will actually swerve to avoid you, or slow down to not ram into you. It will actually try to overtake you, and doesn't make the exact same mistake every lap, like GT4's AI.


GTPSP is a PORTABLE game. You can't put it on the same grounds as other GT games, because it's not on the ground, it's in your hand.
 
GTPSP is a PORTABLE game. You can't put it on the same grounds as other GT games, because it's not on the ground, it's in your hand.
And yet so many other PSP racing games can come so close to matching their console counterparts without any serious problems caused by also fulfilling the need to be portable. TOCA 2, for example, basically was the PS2 version of the game for all the difference it made. In fact, I find it much more enjoyable to play Gran Turismo 2 on my PSP than I do on my PS3.
 
I think you can get much more out of PSP than game developers are doing now.

What are you talking about? Other good PSP games have good graphics and more than 4 cars on track. Take Shift, for example. Maybe it DOES have worse visuals, but not whole lot worse.

>Toronado
Really liked the way you put it in. GTPSP is not a demo version of GT5, it's a whole new portable game, and it is expected to be on the same ground with other GT games.

So why did they only give you 3 AI cars? I'd love to hear your explanation. For that matter, why are there no real-time reflections, and driver animations, and 3d wheels, and why are the road textures so blurry?

Do you not think it's because they reached a point where the PSP could do no more? They wanted it to run at 60fps (which it nearly does). You can't just magic-up some more processing power.

Or maybe they don't know what they're doing. Or, perhaps they're just mean.:dunce:

BTW, NFS shift is a pos game with awful graphics and some of the worst arcade handling of any car game, ever.
 
Do you not think it's because they reached a point where the PSP could do no more?
Actually, no I don't. Nothing about GTPSP has ever struck me as being any more than potential that was wasted because of the obviously short development time that the game had. It was a rush port job of most of the GT4 assets, likely created over a period of time considerably shorter than a year.

Regardless of whether you agree with that, though, simply assuming that GTPSP was limited because the PSP is limited is a false conclusion created based on pure speculation.

BTW, NFS shift is a pos game with awful graphics and some of the worst arcade handling of any car game, ever.
Don't do this. It isn't clever in the slightest, and it is against the AUP.
 
Regardless of whether you agree with that, though, simply assuming that GTPSP was limited because the PSP is limited is a false conclusion created based on pure speculation.

No, it's a clear and obvious fact, actually. Ignoring obvious hardware specification comparisons, it doesn't look as good as GT4, does it? Why? If the PSP hardware is not the limitation, then what (in your grand opinion) is?

Again, I'd love to hear a reason for them giving us 3 ai cars instead of 5 which is not along the lines of "because it couldn't handle 5". It's not just an arbitrary number that they sat down and came up with in a "what comes after 2 conference". If the PSP did not limit them, we'd have 5, and real time reflections, and nice textures, and and and and! This is the reason for my initial post, in response to the ridiculous suggestion that they could have just "turned it up to 10".
 
No, it's a clear and obvious fact, actually.
No. All you are actually doing is suggesting why GTPSP looks the way it does because of an assumption that you made based on the final product rather than anything we actually know for sure about the development. An assumption that is true to an extent, but the extent itself is what is unable to be proven.

Ignoring obvious hardware specification comparisons, it doesn't look as good as GT4, does it? Why? If the PSP hardware is not the limitation, then what (in your grand opinion) is?
My "grand opinion" isn't based on any more facts than yours is, and I've already stated such. The difference is that I'm not the one walking around saying that my suggestion is the only reason that GTPSP is the way it is.
Is it possible that GT PSP's graphical deficiencies were a result of the PSP's own technical limitations? Yes, and that definitely was the case. At the very least, GTPSP would never have looked as good as GT4. Common sense tells us that.
However, is it a proven fact that it was the only reason for GTPSP's graphical deficiencies, and that GTPSP couldn't have looked any better considering the hardware? No.

For example:
If the PSP did not limit them, we'd have 5, and real time reflections, and nice textures, and and and and!
There are several other things that could have limited GTPSP in these areas that are completely unrelated to the PSP's capabilities on the hardware side.
Unfamiliarity with the the hardware, a rushed development cycle and developer turmoil are just a handful of the things that by themselves could have led to the same situation outlined above, and what little we do know of the game's development pretty much explicitly says that PD had trouble with all three of those things while the game was being worked on. This was a game for a system PD had never even touched before (unfamiliarity), with a set-in-stone release date (rushed development) that gave PD so much trouble in developing that Kaz had to reassign most of his developers away from GT5 to work on what is essentially a cash-in side game (inner turmoil). I don't doubt that the PSP's limitations had something to do with the game as it is, but that doesn't mean that the final result is entirely because of those limitations; and we simply don't know how much of the GTPSP final product actually is due to the limitations.
 
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Guys, chill down!

Sinbad - Ok, maybe shift wasn't a good example, i admit it. But GTPSP is a different game. 60 FPS is a very impressive number. But WHY did PD set it so high? I mean, if # was lowered - the game could handle more. Poly did way too much on one side of creating the game, while totally not thinking about the other, and that made GTPSP less interesting, and as some folks say - it felt like it came and went.
Gameplay is more important to gamers than the FPS. Midnight Club LA Remix for PSP can handle up to 20 moving cars on screen, and does it without freezing. Why couldn't so progressed PD do better than Rockstar? It could - it just didn't!
 
No. All you are actually doing is suggesting why GTPSP looks the way it does because of an assumption that you made based on the final product rather than anything we actually know for sure about the development. An assumption that is true to an extent, but the extent itself is what is unable to be proven.


My "grand opinion" isn't based on any more facts than yours is, and I've already stated such. The difference is that I'm not the one walking around saying that my suggestion is the only reason that GTPSP is the way it is.
Is it possible that GT PSP's graphical deficiencies were a result of the PSP's own technical limitations? Yes, and that definitely was the case. At the very least, GTPSP would never have looked as good as GT4. Common sense tells us that.
However, is it a proven fact that it was the only reason for GTPSP's graphical deficiencies, and that GTPSP couldn't have looked any better considering the hardware? No.

For example:

There are several other things that could have limited GTPSP in these areas that are completely unrelated to the PSP's capabilities on the hardware side.
Unfamiliarity with the the hardware, a rushed development cycle and developer turmoil are just a handful of the things that by themselves could have led to the same situation outlined above, and what little we do know of the game's development pretty much explicitly says that PD had trouble with all three of those things while the game was being worked on. This was a game for a system PD had never even touched before (unfamiliarity), with a set-in-stone release date (rushed development) that gave PD so much trouble in developing that Kaz had to reassign most of his developers away from GT5 to work on what is essentially a cash-in side game (inner turmoil). I don't doubt that the PSP's limitations had something to do with the game as it is, but that doesn't mean that the final result is entirely because of those limitations; and we simply don't know how much of the GTPSP final product actually is due to the limitations.

We agree, then, that they used all the performance that was available to them, and so clearly they were limited by that performance, and could not just add extra AI cars on a whim any more than they could magically double the power of the PSP. They might have rushed it (conjecture) but clearly they were working to some limitations, and hardware is the ultimate limitation. Had they not "rushed" it, they might have found more (conjecture), but it's obvious that they did not find more, they did not find enough to "turn the AI number up", and I find the idea that GTPSP is not running at the limit of what they could make the PSP do hilarious.
 
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