Pepto-Bismol said:
For if the premise is true, then racing will not be an intuitive behavior, but rather one gleaned through years of experience. Newfangled drivers are likely to find that even a humble ride, when pushed to its performance limit, can suddenly become unwieldy -- a turn of events that becomes more catastrophic as power and speeds increase ... :|
There are other instances, but suffice it to say that, at heart, simulation supports a play style and mechanic that is shamefully exclusive.
While I see the point you are making and tend to agree with it in most cases, I think Polyphony was able to get it right. Let me explain why:
Just about anyone can drive a car. While some have the potential of being racing pilots (either through experience, practise or talent), some simply do not. In Gran Turismo it's quite similar:
Anyone can play Gran Turismo - but
not everyone can master it.
This becomes painfully obvious when seeing the sadly created AI which doesn't make for a challenge. The AI is that weak and dumb, that just about anyone who
plays the game fairly nice (meaning correct usage of breaking and taking curves) can win races and proceed in the game. If you've ever tried challenging best times though OR competing with other fellow racers over the internet, you'll see that those times and the times an average GT bloke will be getting are
world's apart. You don't need to be a racing professional or enthusiast to win races. The experience you are talking about though
is required if you wish to master it.
Then there's also the major difference if playing with a wheel or the standard controller input. I've played both Gran Turismo 3 and 4 (proloque) with and without the wheel. Let me just say that the sense of realism isn't exactly mind blowing nor would I dare to call it that when playing with a controller. How could it? You don't drive cars with controllers. While the car still reacts in a realistic way to your input, digital controllers are not the best way to submit your input especially with a simulator. Thanks to this - and unsurprisingly - most people play Gran Turismo with the controller, the game is also quite a bit easier but at the same time less challenging. Going on to using a wheel though, you'll immediately notice the increase in difficulty. The wheel is incredibly precise, so getting the turns right is largely dependend on your the precision you apply to your steering, breaking and accelerating. A half of a second too long on the accelerator will ruin your 'perfect' acceleration - even a fraction of a second too long on the breakes will influence your lap time by large factors in the seconds. Doing the licence tests and aiming for gold (I almost got all of them btw, yay!), you'll likely spend hours of trying to get all those details right just to beat your previous lap time.
So to get back to the point: there's a difference in how a person plays the game. Just because a professional isn't
required to complete the game, doesn't mean it doesn't
require the talent of a professional to effectively master it. There's a world of a difference between how the average player plays the game and the 'hardcore' does - which is the point in why the game is so immensely successful (coppled with the marketing, the overall package and the graphics behind it). This however doesn't necessarely rule out it
being realistic.
Do note though that in the arguments above, I was refering to the way the cars are modelled as accurately as possible to their real-world counterpart and how they move and react on the surface simulated in the game. The other factors that are clearly not realistic is the AI, the missing real-time damage as well as more advanced factors such as simulated wind and other influences (petrol consumption, fuel, engine overheating etc). Obviously, todays hardware is not capable of simulating everything and it probably will never be - yet those missing simulated influences help the game to be more open especially towards average players - players that don't know anything about racing or do through GT. Given that the game's primarey aspect are
the cars - it is unsurprising that Polyphony has tried to model them as realistic as possible - and at the same time made it possible for anyone, may it be professional or not, to enjoy the game.
I guess what you were refering to is the 'overall package' (including the lack of those simulated effects that I refered to) as not being realistic - I however was primarely talking about the realism of the cars and their characteristics on the track, which makes it realistic enough for the purouse it serves (and that is to
experience the cars and love them for all their advantages and disadvantages and challenges).