(real braking distances, excessive grip, etc).
You have to come up with more than these 2 examples, that imho hasn´t been proved to be "a problem".
(real braking distances, excessive grip, etc).
You have to come up with more than these 2 examples, that imho hasn´t been proved to be "a problem".
They have been proven a problem, but if you want to discuss this again, talk in the GTHD thread. (Even Arwin, the biggest GT fanboy on the forum agrees with me when it comes to grip)
Or perhaps the grip isn't exaggerated at all, and that the game is simply assuming some really good tires you can also get, but don't normally find as stock, in real life?.
Thing is though, 100% realism of car parameters is rather incompatible with the concept of video-game.Arwin said:Let's get some things out of the way. The grip in GT4 is a little too much, as Ostepop has indicated, I agree with him on that one. Especially on certain cars, it is very obvious if you know the real-life version of the car.
Thing is though, 100% realism of car parameters is rather incompatible with the concept of video-game.
People just don't drive game-cars the way they would a real car (even with a wheel), and if you make a game that requires that, it'll be considered unplayable by 99% of the gaming auidence (including most reviewers).
Ultimately that may be perfectly fine for niche-targeted simulators, but GT series has a pretty hefty mainstream appeal...
Try something like Type-S and then tell me that - and all they really screwed up was getting the input-device assists right.Arwin said:and many of them simply don't have the power to become difficult enough to drive
Try something like Type-S and then tell me that - and all they really screwed up was getting the input-device assists right.
I've seen the stuff required for making a realistic physical model playable (especially playable with a standard controller) and it just doesn't work like "ok, we got the simulation right and parameters match the real vehichle, it's playable".
GT series always 'cheated' with friction in the past, as well as doing other things that improved playability.
I can't say I dwelled on it enough to see how much of that stuff can be disabled through various options though, I was generally looking at the stock driving model that most users experience when turning the game on for the first time.
PD are expert in creating fake graphical effects (i.e. 2D trees in the distance that look like 3D trees) making simple things look complex.
Great simulation isn't about making simple things look complex, but making complex things look simple and natural. That's where they fail with almost everything related to simulation (real braking distances, excessive grip, etc).
Talent and money are two different things. They sure are talented with graphics but they're very untalented when it comes to other factors.
As for the money, undoubtedly there are instances where a lack of budget gives rise to creativity that would not have been necessary had the producers been able to throw money at a problem, which can in turn result in a stronger overall game (not gaming wise, a real life example of this, that classy and historical movie -Jaws-, is the best one that I can think of).
Your statement is an example as clear a sign of hype as you'll ever find: assuming that because a game has a budget, it's devoid of creativity. The paradox, indeed, is that in making such a statement, people are tacitly admitting to an inability to recognize creativity (or a lack thereof) on their own.
How are you doing? I did *study* the differences between the pad and the wheel playing Forza and I shared my impressions in FM2 forums. The wheel is just authentic, while the gamepad is a bit arcadey. Afaik, T10 staff have had a really hard time trying to figure out how to make the game actually playable with the gamepad. And yes, they have achieved their goal since it is quite playable (sometimes "overpowered", though).Oh there are definitely different parameters set for when you steer with the d-pad - the speed at which you can turn the wheels for steering is then adjusted automatically for you. But when you steer with the analog stick, then the difference between using the wheel or the analog stick becomes fairly small. And grip levels are the same for all three, although because of the d-pad assists, it may seem you have more grip when using the d-pad.
There are different settings for the different wheels also. Some, which have strong force feedback, even have an option which is like having power steering on a real car, making it easier to just turn the wheel.
I've looked into these things in great detail. There aren't going to be many people who figured out you can put a GT car into neutral while driving for instance, or (related) how to switch down several gears at once.
Regarding the gamepad (FM2), the travelled distance of the analog throttle control is much shorter than a real life car's pedal so it's going to be much easier to go from 0 to max throttle and thus harder to control in certain situations.
I did test the steering and I noticed that the wheel (Telemetry view) just turns like 45º. It does turn a bit more -up to 90º- if the car is out of control or rear wheels are skidding. It does not matter how hard you try and how much time you hold the gamepad's stick left or right, in good grip situations the wheel eventually comes against a limit and stops rotating (locked-wheel state).
The conclusion is; When using the pad the game compensates your movements and makes educated "guesses" regarding what you want to do.
That's exactly what games do (it's a curve relative to speed, maximum turning angle is reduced, sometimes also speed of wheel turning).Gubbi said:I don't think the game "guesses", I just think it reduces sensitivity with higher speed in a straight forward fashion.