Editorial: Could Car Damage Ruin Gran Turismo?
Today, video game racing fans got some wonderful news: it was confirmed that car damage would eventually be included in Gran Turismo 5: Prologue. According to franchise creator Kazunori Yamauchi, it will arrive with a "major update" some time later on this year, and overall, it seems this news has gone over extremely well. And why not? This ramps up the realism even more, and many gamers believe vehicle damage is essential if a simulator is to be taken seriously. Of course, they're correct in this belief. But most of these people are just gamers, and don't really have the first clue about cars or racing, which immediately means they're opinion isn't quite worth as much, anymore.
I've always loved GT. I have been a fan of the series since the very first installment way back on the original PlayStation, and I have watched with satisfied fascination as the franchise has grown and expanded over the years. Anybody who says the racing is the same; i.e., the physics haven't changed, is a complete and total fool. In general, every entry in the series has been better than the one before it, and I'm sure we can expect yet another progression with Gran Turismo 5. However, including car damage might not be the best idea... Look, we're talking about a game that claims to be a simulator, and it's supposed to offer the most realistic virtual racing experience available. Many amateur - and even professional - racers have already sung the praises of the game, confirming the accuracy of the physics time and time again. Of course, the unbridled terror one experiences when flying around a track for the first time isn't evident, but there's not much Sony can do about that.
Obviously, adding car damage makes the game more realistic. Or does it? The problem is, if you want this to be truly realistic, then vehicle damage would make the game nigh-on unplayable for most gamers. Think back to even your best runs in the past. How many times did you scrape a wall? Even slightly? How many times did you barely nudge an opponent? How many times did an opponent knock into you? With realistic car damage, any one of those incidents could've completely ended the race. You scrape a wall at 120 m.p.h., one of your tires might be mangled. If you under-steer through a sharp turn - so common in front-wheel drive cars, which is why high-performance cars are always rear-wheel drive - you might plow into the wall on the right. Normally, this only slows you down in GT games, but this time around, the impact causes the coolant and radiator fluid to leak, and your car is worthless within the next few miles. Or the impact itself is strong enough to snap the engine mounts themselves.
Now, I know what you're all thinking- "well, the car damage probably won't be that realistic." Okay...umm...doesn't that immediately detract from the overall accuracy of a simulator? Take Forza Motorsport, for example. While the game is fine, the car damage involved is a joke, as anybody who knows racing can tell you. What if just about every other part of the racing experience is perfectly recreated in Prologue, but the car damage in the game isn't representative of reality? As far as I'm concerned, that's a strike against a fantastic game. Sadly, this may be a lose-lose situation: if they do it correctly, it won't be accessible to the vast majority of gamers who aren't used to real racing. If they tone down the car damage, it significantly takes away from the simulation aspect. In my estimation, the only safe possibility is to put car damage in the "Simulation" mode, and not in any other mode. If damage can't be avoided, I'm not sure it's a good idea.
By the way, as a small disclaimer: I'm not a mechanic, but my father is, and most guys in my family know a great deal about cars and amateur racing. I also like to learn when I can; for instance, Arnold and I are very proud owners of the Nissan 350Z, and just in owning that, I've become much more interested in this topic. And the more research I do, when I compare it to a virtual video game and what would be required...I have to wonder. Is car damage really a good plan? In so many ways, I know it is, but it leaves a lot of questions unanswered and poses a whole new host of obstacles. That's all I'm going to say for now.
4/3/2008 Ben Dutka
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Comments (16 posts)
Admin PSXE [Administrator]
Thursday, April 03, 2008 @ 11:57:46 PM
dillonthebunny
Friday, April 04, 2008 @ 2:02:04 AM
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Personally I feel they shouldn’t or at the very least give it an option like you guys say but with several steps. Like light damage, medium damage, heavy but all still drivable then realistic damage where you’re off for good.
I also think that in this generation of console we could have amazing damage, and the fact that GT hasn’t done it now when we have had ‘good’ car damage since Colin McRae 1 shows that if Polyphony really wanted car damage and could do it to their standards, we would have had it by now. But the way they implement things in to the GT games is part of the style for their games. Like they wouldn’t include humans until they could do it right! So one would hope that the same ethics apply here for damage, if they can do it better than anyone else then they should put it in the game, but if its just a lil bit rubbish, then it doesn’t fit in to the GT world as we know it.
That would go against everything they have said since GT1.
If they did damage it would go up against the best in the business, and that’s Burnout. Which to be fair has had an unfair advantage because from what I believe Burnout started out as a demo to show the collision blowout of a little red car.. ten years or so down the line, it may have over the top explosions and rip ups, but its the one everyone looks to. Will GT be able to compete? Should it put itself forward for this?
Personally I don’t think it needs to bow down to these people who demand damage.
BUT if this is a decision made by Polyphony for the right way, and that they have worked for 6 years on this and that they think its totally spot on, who are we to stand in the way of the evolution of the GT series? As long as they have the options and don’t alienate most of their unbelievably huge fan base, I think it could work.
Come this new patch, I would play around with it.. but on a whole I don’t think I would use it much. If it was like NFS:ProStreet, then I will be very very disappointed.
PSN _HAITIAN_JB
Friday, April 04, 2008 @ 5:37:27 AM
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Gabriel013
Friday, April 04, 2008 @ 7:42:43 AM
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oldschoolgamer
Friday, April 04, 2008 @ 11:13:28 AM
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Damage doesn’t need to be 100% realistic to get you involved in the game, just like bullet impact CAN’T be so in FPS games or it would make the game unplayable. Things do not need to be life-like accurate but it’s always welcome to have a well balanced approach to this reality in a game, which means to achieve realism without making things frustratingly realistic. It’s gamers playing these games not professional racers.
Said this, there’s no excuse for a game that has been in development for such a long time (or for any racing simulator in this gen) to not feature some kind of car damage. It just feels unrealistic, especially for a game that aims at realism. Polyphony backs their decision up by saying they would need to make it perfect to include damage in the game, according to their “high standards” but this is obviously a demagogic excuse. Either they don’t want to sacrifice detail in exchange of damage or they just don’t want to deal with the legal aspects involved in destroying a licensed car in a game. It was a pain for Turn 10 back then, but at least they pulled this off.
The dangerous part of this is that if this game doesn’t get released this year, it will have to race head to head with Turn 10’s next iteration of Forza (3) and if they don’t live up to what Forza 3 may offer, it could seriously hurt the popularity of the franchise. I think polyphony has focused too much in achieving some aspects of the game (like perfecting car models) but might have ignored some others that will play an equally important role in the final game against both user and editor’s reviews.
Ben Dutka PSXE [Administrator]
Friday, April 04, 2008 @ 12:28:05 PM
The car damage in Forza really is a joke, for example, and it's why I can't play it. Every time I see the so-called "damage," and then realize it has almost no effect on my racing like it should in a simulator, I'm immediately annoyed. This is my point.
bamf
Friday, April 04, 2008 @ 1:46:22 PM
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To add realistic damage to a racing game thats not only visually impressive but also effects the handling and performance like no other game has done before is very ambitious. How does a 60mph crash in a Ferrari effect the cars performance and handling? How do they replicate it accurately?
SHADOW [Moderator]
Friday, April 04, 2008 @ 3:49:32 PM
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I want to ask some questions of you guys. Let's pretend that car damage is completely realistic. Would/Should you have to pay to get the car repaired between races? Would/Should you be able to total your car (to the point where no mechanic could ever fix it, and you are no longer able to drive it)?
If they did this completely realistically how many of you would spend like hours turning classic cars into classic scrap metal? I would.
dillonthebunny
Friday, April 04, 2008 @ 4:06:58 PM
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Tim Speed24
Friday, April 04, 2008 @ 6:21:22 PM
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You don't have all of the advantages of driving a real car so the damage should NEVER be super realistic.
I feel damage would be a good thing in GT5 because then maybe you think twice about hitting cars and gaurd rails to turn faster laps if your car slows down due to damage.
Pro Race Driver and Toca series did the damage thing very well also but was a little too arcadey.
Lordnicon
Sunday, April 06, 2008 @ 8:10:51 PM
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Personally, if its too much to do and they havent gotten far in coding the physics, I say it could wait. I dont want any other aspect of the game to be left unrefined/left out etc. because they set lofty expectations (remember online in 4 out the box?)
Gabriel013
Monday, April 07, 2008 @ 1:54:53 AM
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Mojo
Monday, April 07, 2008 @ 6:35:37 PM
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JackC8
Wednesday, December 09, 2009 @ 9:34:37 AM
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That's why I've always liked the idea of not having damage. It's a video game, it's meant to be fun. The vast, VAST majority of people who play racing games aren't even close to being good enough to take a 500hp car around a track fast enough to be competitive in a real event, and the bitter realization of that fact is the only thing you'll get from a totally realistic racing sim.

Gran Turismo 5: Prologue









SHADOW [Moderator]
Reply
Thursday, April 03, 2008 @ 11:41:05 PM