GT5 Damage Modeling Incomplete, Only "The First Step"
As most of you know by now, Polyphony Digital plans to incorporate damage into Gran Turismo for the first time with the upcoming fifth installment. However, there are a few things that should be cleared up:
Firstly, the damage video that arrived in Germany for last week's GamesCom event doesn't represent what we'll see in the final product. Series creator Kazunori Yamauchi said it only "marks the first step of what we want to achieve for damage," and during an interview with GameBlog, he added that the team will have to see "how far the players want to go." Now, if you're wondering what this means, this statement is a testament to Yamauchi's drive (pun intended) to create the most realistic racing game ever. To date, no racing title has provided us with an accurate damage modeling system; no title has even gotten remotely close. Thing is, in real life, just lightly scraping a wall at low speeds can put you out of a short race, 'cuz you'll have to pit to replace that tire and maybe quickly hammer that fender back into place. And if you want to get really nuts, you'd have to make it so if you don't make the proper additional modifications to your car after tossing in a turbo, the engine just blows up on the first straightaway. Race over. The bottom line is that true-blue damaging modeling might make the experience overly challenging...i.e., it would truly be the world's first racing simulator.
And racing cars ain't easy. It's also interesting to note that damage won't be sustained by all vehicles in GT5. Obviously, they won't have a race where some cars can be damaged and others can't, but perhaps the F1 cars won't be able to be damaged and that'll only affect F1 races. Who knows? But we do know that when people ask for 100% authentic damage in a racer, 99% of them have no idea what they're really asking for. Yamauchi knows this...he'll want to see how far even the hardcore are willing to go.
Related Game(s): Gran Turismo 5
8/24/2009 Ben Dutka