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lestatdark said:

Well, probably the grand majority of the interviews Kazunori Yamauchi ever made during the development of GT5 stated that he wanted to create the perfect racing game, an authentic car encyclopedia experience. Surely those who would appreciate those aspects more are both racing fans and car nuts right, like Kazunori himself right?

GT games in the past have been critiziced for lacking the depth, be it in physics or car differences of an actual sim, and for the grand part that criticism was partly correct, and GT5 tried to correct that aspect. 

What I don't understand is why giving a better simulation experience is now considered not to be the best approach, not only amongst reviewers, but with a lot of gamers as well?

If I were to guess, it would be because that GT was known for hyper-realism in the things that it was simulating. I think that the problem with GT5 would be that they tried adding too many more things to simulate. And rather than getting these new additions up to snuf with all the other things, they focused more on the depth, while still promising the hyper-reality. The thing is, they were unable to get everything up to the same level.

So they added damage. Great! But... some are claiming that it's not as noticable as it should be. Was it incomplete, the implementation? Or is this how it was supposed to be? Nonetheless, it is left open as a potential issue. Maybe damage should have been pushed into GT6, where they could have fine-tuned it more. The car issue seems to be another one. 1000 cars? Also great! But only 200 with detailing? This leaves the other 800 cars feeling incomplete, and will gravitate many players toward only a fifth of the selection. Instead, I think targetting ~600 cars, with full detailing, would have been a better course of action. Sure, it's not the "OMG 1000!", but they would all meet the promised spec of hyper-reality, instead of a 2-tiered car structure that exists now.



-dunno001

-On a quest for the truly perfect game; I don't think it exists...