And that is an issue for a sim. As
Ars says:
Not quite fair. As was one of the most important conclusions from the comparison that Top Gear did on Laguna (although it was flawed imho, Clarkson didn't even use the same cars and didn't even mention if he fitted road cars - the gamer part of such comparisons should, like the real racing parts, be coached by professionnals - not to mention: GET A WHEEL), fear is a major factor in time differences. The way you need to drive on the Ring to get that time, you'll only attempt it if you are suicidal and you'll never get away with it. Nobody got that time without pushing it beyond their own limits and several times crashing. Perhaps if you had a 80% savegame, and you could die in the game and if you did, the game would instantly delete your savegame, it would help a little with the realism. I have been to the ring and it is just insane. There are inclines there that made me wonder whether my car would make it up there at all. It's awesome to drive there though.
I frequent German forums quite a bit (I'm not German myself, but Dutch), and like me, many of them have actually been to the Ring. Many of them also get all games that feature this track. If you do go to the track, you will see that the track in GT4 matches the real one very well.
I think different is the catch.
Of course, this is true. I have always tried to be precise - the feeling of driving a car, and for me that has to include the driving force pro wheel, is awesome in Gran Turismo. I'm particularly impressed by the different drive types, and most of all by FF, which is after all the one I've got the most experience with. The feeling you get from being on the verge of losing grip, with the wheels slipping just momentarily, is incredibly convincing.
But other people rather die than drive an FF car in a game. I love the feeling of racing, others only care about damage. I love online racing, but having been spoilt with using a proper wheel, I can't go back - and I have tried! I got most racing games on my Xbox. And so for my online fun, I've had to seek refuge to the PC - no Xbox game has been able to keep my attention for more than 2 weeks. But others love being able to pimp their rides on Forza 2, and I think it's a great feature - I just don't even tune my cars a lot in Gran Turismo. I've done so in GTR 2002 (settings), because if you wanted to be able to compete, working with the correct tire pressures and such was really important. But I really prefer being able to concentrate fully on the driving pur sang. I'm not a mechanic (though sometimes I wish I was).
If you play a frachise for 10 years, getting something different all of a sudden can seem bad--even if it is neutral. PERFECT example: Madden vs. NFL 2K. NFL 2K was a better game in many, many aspects of football. But Madden was more familiar and Madden fans had a hard time conceeding ANY points about the merits of NFL 2K. I am a Madden fan, I prefer Madden's style, but IMO the NFL 2K guys had it right in many ways.
You have a good point, but it only holds if Gran Turismo were the only game I played. But I've in fact played a great deal of racing games, over 15+ years (starting with Indy 500 and Geoff Crammond's Grand Prix).
What this boils down to is where a gamers preferences and *experience* are. I come from a GT background myself. But I must admit after playing a lot of Toca 3 that online, solid AI, and damage modeling are waaaay more important to me. I can overlook buying a ton of cars for those core game features.
And many people fully agree with you. For me the online is very important also, although I do get my fix from GT4 LAN parties, which I attend at least 2 times a year, and I've hosted several.
Some will agree, some will disagree, and others wont even consider the points. But I think any fair person would conceed that Forza and GT both have strong points and some weak points and that depending on your preferences and how broad or narrow those are will impact which game you prefer. If you demand challenging AI and online play, well it is a no brainer. If you demand FF, then it is a no brainer.
Agreed.
But picking 1 aspect and superimposing it across the industry as the defining hallmark of what a game should be... is basically sying, "I have played franchise X for years and anything different sucks". Realizing the breadth of the market, and also the difficulty and vastness of sims and how we are only nibling away slowly at all the various elements of reality should bring us back to reality.
Just to be clear, I hope you don't think I'm doing this.
Wow. I bet you would have a cow if someone said, "
GT4 is not a sim until it has damage modeling, and until then it cannot even be compared to Forza". Wheels are expensive and while I do consider them a very valid point in regards to the big picture, dismissing a game because it does not support a perephrial?
For me, if we are talking about driving simulations, I'm thinking about the simulation of driving. The DF Pro wheel is about 100 euros these days. Small investment for me, as I get hours and hours of play out of my driving games. I want the best feeling that the game can offer me. By supporting the wheel, Gran Turismo is able to offer me an incredibly lot more. I drove Gran Turismo 2 with a wheel.
There are, conversely, still people who swear by playing using the controller. This is what they are used to. If you go to our LAN parties though, over the years you see all the fast guys move to the wheel. It's not necessarily faster, but it's just that much more fun, and gives you a lot more control as well which is good in dogfights.
Powderkeg was only responding to bRoNx's statement that PD did not include damage modelling bedcause it could not do it realistically. Just clarifying
Powderkeg is not the bad guy... this time!
Look, I really, honestly, don't like damage modelling, especially in competitive racing (our LAN parties always feature a big competition on Saturday). When playing a game that is about skill, I don't want any element of lottery in it. Damage modelling brings that in there. Sure, you have some influence on what happens to your car yourself, but if someone else forgets to brake while you don't, he takes you out and it sucks. This is an element of racing I don't care for.
On the other hand, if we can add something that makes sure that the guy who rear-ends you gets the penalty and you can drive on, I'm all for it. If you can do that through some clever selective damage modelling, fine! But you get my drift. I'm the kind of guy who wants camera referees backing up the real ones in soccer so that noone gets away with a faul and noone is fauled unfairly. The skill of faking a faul and fooling the referee should not add to your sportsmanship, should not have to be an essential part of your soccer skills.
Having said that, I don't deny that having damage can heighten the tension in races. It would be great to have it as a choice, so you can do that sometimes, but don't have to.
But it is not as essential to me as, say, online racing. I love online racing. When Forza 2 is close to GT4 with the Driving Force Pro wheel, there is a very good chance that I will get the 360 for this game alone. For the same reason, I don't care much about AI either - it would be nice if they're decent and intelligent, but if I can choose between AI and online, give me online anytime (assuming I can find half decent people to race with, but that is usually not a big problem - I can find them in real life, and online it has been even easier so far).
So what I'm looking for in Forza 2 is two things:
1. a convincing feeling of driving a car (preferably from the whole spectrum - online races with slower cars can be great fun, one of the best fun we've had was with the Mini Mod for F1C/2002 for instance, or Lan party races with Mini Coopers on Monaco in GT)
2. great online racing with as many cars on track as possible
In that order. You can divide up my comments above into these two categories.
For 1, my wish-list is:
- an FF wheel (nothing gives you a more convincing feeling than having a wheel in your hands)
- great matching physics and matching tuning options in terms of stuff that actually influences your car's behaviour (think tires and such)
- realistic looking cars and tracks
- great replay mode (in which I can see the physics working and get feedback on my cars behaviour and my own driving style, and just enjoy the realistic looking cars and tracks)
For 2, my wish-list is:
- being able to set as many race parameters as possible. (one car type, fixed or no modifications, wheel or controller users only, tire type, race length, etc. - you don't have to use them all, but being able to really helps)
- realistic implementation of pit-stops, tire changes, fuel intake. Even if it is just being able to choose your tire type and amount of fuel intake, that'd be great.
- being able to save replays of online races
I think that covers the essentials. Your mileage may vary.
(some winks deleted)