marconelly!:
Or any other console game for that matter, especially if they don't have FF support to begin with :\
It was never specified that accommodation for a racing wheel was to be made. I was saying that if someone was going to go that far for the experience of a peripheral, they might consider going all the way for the best experience instead (where applicable, of course - they'd have to have an arcade nearby, availability of a game they want to play, and willingness to do this.)
cthellis42:
How does this at all solve the "arcade" driving game versus "sim" racer, which is one of the biggest decisive factors to begin with? Or a game with personal depth and customization and huge variety?
First of all, you're confusing terminology by ascribing "driving game" to the arcade variant and "racer" to Gran Turismo. The arcade focus is all about recreating the thrill of a race - the moment to moment maneuvers that must be made to outflank your opponents on the course (and in the case of a rally game, conquering the course becomes the foremost challenge.) I give Polyphony enough credit to believe they would design a much better racer than Gran Turismo is if such a focus was their design goal. You'll note, however, that they're very particular to label it 'the real driving simulator' and state in interviews that the focus is on authentically replicating the ride of the various cars and their customizations and not on racing action (racing performance can largely be determined through car specs and tweaking.)
To the point, though: the decision here wasn't choosing between racing and driving games, as appreciation for PGR2's gameplay - a distinct experience from GT4 - was being weighed in. It seemed that the true requirement was a top-shelf gaming experience from the car game.
(Not to mention the whole..."spending a lot more money" if you plan on playing it a lot...
Adding on the purchase of one of those Logitech wheels to your copy of GT4 leaves cost consciousness behind and can be competitively costly depending upon how much use you get out of it (like you said) and how well it holds up over time in workmanship.
Not to mention few arcade games would get anywhere near a 900-degree rotational wheel either.
Lots of arcade racers easily get that, not that a higher degree of rotation necessarily improves things anyway. Arcade wheels range from having no rotational degree limit (I don't usually like those) to being very tight as is appropriately conceived for the game situation. The experience that design decisions like those contribute to, however, is to provide the feedback your steering wheel would register from the barriers/bumps of the course. Play on a deluxe SEGA racing cabinet to see how the degree of rotation is tied to what you're interacting with. On a rally car with loose handling, I've easily gone past 900 degrees in various arcade games.
The improved range of 900 degrees is a boost to Logitech's line of home wheels because increased flexibility allows it to be more realistic and adaptable to Gran Turismo and individual preferences for handling and feel.