Yamauchi's interview in Finnish Pelit magazine

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Hi,

I made the interview. Since the message has been translated from Japanese to English and then to Finnish and here back to English again I though I'd post the original Q&A of the two most talked about questions. The Japanese to English translation and any possible errors that it might have caused are of course present. Generally the interpreter that KY had seemed good. The interview was short so there was very little time for follow-up questions.

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GT3 was the first GT on PS2. It had considerably less than the previous version. Are you facing the same problem with GT5. How many cars and tracks are you aiming for with the new GT5.

That's definitely so because the amount of efford it takes to make a single car in GT5 Prologue and GT5 as compared to the first GT has increased by a 180 times. And so it's now impossible for us to make 500, 600 cars like we did for the first version.

(either KY or the interpretor made an error about the amount of cars in the first GT)

So there will be less cars than in GT4?

Yea, I believe so.


Tell me about the damage system you're planning. How precise will the damage be and how will it affect driving? What do you think about the danger that in internet games realistic damage would mean that most cars would end up wrecks during a race.

Of course like you said, it's very - it's nearly impossible to make this completely precise because even a small amount of damage to a car makes it impossible to drive. So that has to be adjusted accordingly. It would most likely be more of a visual effect rather than a real physical change to the car.
 
I'm really okay with visual damage due to the limitations of the processor and stuff. Even when I've raced Forza (especially Forza 1), it doesn't really feel like I have too much of mechanical damage. Forza 2 kind of made the damage more intense. However, my Forza 2 experience outside of demo play is severely limited. I know the Cell processor is very powerful and that PD have done their best to use as much of the PC power as possible. However, I would never overstate the power of the Cell processor and the limits of PD's usage of the Cell processor.

Is anyone here looking to find ways to still have mechanical damage without having to use too much processing power or anything like that? I still think tire punctures or tire damage can be possible without showcasing too much of mechanical damage. Anyone else care to continue or comment? And welcome to GTPlanet, HHurme!
 
It is possible, just that it takes a lot of effort and resources to get it done. I just hope they start with something, and then maybe once GT6 is developing, they can perfect the finer details of performance damage.
 
If it weren't for not everyone having online, I'd rather there just not be a GT6 and Polyphony kept releasing improved physics, damage, etc through DLC (important things like that should be free, of course).
 
Damage should be visual & mechanical... but not to realistic, dont want a suspension breaking when i took a curb to hard ...

If its only visual, then i would rather have them work on more cars, ai or weather simulation.

Less cars is as expected, GT3 had less cars than GT2 i think but with the GT after that it gets the 700+ cars, i think same is gonna happen now ...

Rally, could live without it.

:)
 
Im quite happy with everything he answered and its good to see that there will be visual damage in some shape or form plus rallying is confirmed with maybe real life stages!!! which would mean the first time point to point has made it back into the series in a long time! :)

Weather doesn't bother me too much I would much rather have the option to choose night and day on each track.

Robin
 
I still think time changes are very doable. Weather changes are very doable as well. I'm not confident to say I'll race a track in the wet, but it adds an extra element of challenge to each race. If not weather effects, then at least wet (and ultimately drying) tracks. I even welcome snowy and foggy conditions. Perhaps even welcome dust storms in those dusty tracks.

Oh, and if you want an intense experience, play GTR on any track in heavy rain conditions. You'll have a tough time keeping that son of a b*tch on the track.
 
No game so far has accurately simulated damage to the point that at the right angle simply clipping another car can knock your wheel off.
Formula One: Championship Edition.

I can't count how many times I have gottena DNF because my wheel flew off.

Granted it isn't near perfect, but it does enough of a job to let me know that either myself or someone else screwed up and ended my race.

If I have damage I want to have that at a minimum.
 
Just because your wheel can fly off doesn't mean it's as unforgiving as real life. It's still tamed from the real thing, all Kaz hinted at was that for sake of playability damage will be more visual and mechanically it wont be full on simulation and we can read what we want into that because that's all the info we have to go on. Sure I'd like realistic damage, but having damage mechanical and visual implemented at all is an improvment on none.
 
Why not play GT4 instead, it got 700 cars?


My opinion is it's about time to get rid of unbreakable cars, that would make wall-riding and other stupid things difficult. That should also focus the drivers on driving better.
The AI would need some work as well then.
 
Damage is NOT needed to stop wall riding. Any reasonable collision model is enough, but If GT5 is going to bump off the walls and other cars the same funny way like GT1-4 and don't stop or spin by hitting those, then damage will not bring anything good to us other than effect.
 
I've been okay with "unbreakable cars." The notion of "unbreakable cars" goes to the hardcore racer. I'm not going to intentionally wreck cars just to see if they can be damaged. As I always say- keep the car on the road and on the racing line, and one won't have to worry about crashes. Is that always true? No. But at least I'd rather keep the car in good shape between the white lines than intentionally wrecking to see if I can damage it. The basic kind of damage is scraped paint. I think scraped paint could be very possible even if this isn't a precursor to extreme damage. Again, I'm not part of the car-totaling crowd. And I don't want anyone critizing me negatively just because I'm not part of the "no more unbreakable cars" crowd. I'm sure PD is going to not include anything if they aren't going to do it right. Either right or just-about-right. The two questions still remain: (1) how serious and how detailed does PD want to make their damage model, and (2) can they and the represented car companies and race constructors allow it into GT5? We'll need at least this Fall/Autumn to know for sure what PD is scheming and how the crashing will work. Don't worry, your crash damage videos while playing to horrible ear-bleeding rock music in a YouTube video will still be there once PD gets a model worked out.
 
I've been okay with "unbreakable cars." The notion of "unbreakable cars" goes to the hardcore racer. I'm not going to intentionally wreck cars just to see if they can be damaged. As I always say- keep the car on the road and on the racing line, and one won't have to worry about crashes. Is that always true? No. But at least I'd rather keep the car in good shape between the white lines than intentionally wrecking to see if I can damage it. The basic kind of damage is scraped paint. I think scraped paint could be very possible even if this isn't a precursor to extreme damage. Again, I'm not part of the car-totaling crowd. And I don't want anyone critizing me negatively just because I'm not part of the "no more unbreakable cars" crowd. I'm sure PD is going to not include anything if they aren't going to do it right. Either right or just-about-right. The two questions still remain: (1) how serious and how detailed does PD want to make their damage model, and (2) can they and the represented car companies and race constructors allow it into GT5? We'll need at least this Fall/Autumn to know for sure what PD is scheming and how the crashing will work. Don't worry, your crash damage videos while playing to horrible ear-bleeding rock music in a YouTube video will still be there once PD gets a model worked out.

Very good point. I think you may have just made me not want damage so bad, I'd easily settle for things like scraped paint. And besides, damage would just make bad drivers want to crash more for "laughs" hence making the online MORE annoying.
 
Not to single out your post but I've seen a lot of this over the last few days. Is pointing out the size of your TV the new online phallus extension. Is it just me or are people becoming ever keener to point out that theirs is 40+" or whatever it may be and they throw that fact/fiction into any post they can rather than perhaps going into specific threads where if you really want people to know how big yours really is, showing it off is encouraged by thoes who care. For example (and again not the only example, just the latest) commenting how awful GT4 looks on a 47" LCD (oh dear, how awful of you to have to put up with that) in a thread about an interview with Kaz. Maybe that's not how you intended it, but that's how it along with many other posts I've seen lately come across.
 
Ah screw it, I'm happy playing GT1 on my 14" color TV.

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I do not want damage for crashing on purpose, I'll use Carmageddon II for that, they've done it better...

What I mean, it would add realism, and add more feeling of "danger" that is always involved in racing...
I'm sure there will be option to adjust damage or turn it off for those who are happy with NFS physics :grumpy:

I think there will always be players ruining online games whatever you do, with damage or not.
 
When I was just a little boy, I use to put my miniature cars between a vice bench to simulate car damage and accidents. So, I would like to have realtime damage in GT5!





:indiff:
 
When I was just a little boy, I use to put my miniature cars between a vice bench to simulate car damage and accidents. So, I would like to have realtime damage in GT5!

Heh, I used a hammer.


As Kaz said in the interview, it's hard to adjust the damage just right...
expecially endurance races would be a nightmare with 100% realistic physical damage, having your wheels gone red (shouldn't they pop?) and losing control at full speed would be a very 🤬-ed up situation.
Yeah, I know why some people don't want damage in GT. :nervous:

I'm interested to see what solution PD comes up with...
 
Damage is NOT needed to stop wall riding. Any reasonable collision model is enough, but If GT5 is going to bump off the walls and other cars the same funny way like GT1-4 and don't stop or spin by hitting those, then damage will not bring anything good to us other than effect.
👍
 

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