|
Thread Rating: 0 votes, 0.00 average. Rate: - Thread Rating: 0 votes, 0.00 average. Rate:
- 1
- 2
- 3
- 4
- 5
Gran Turismo 6, Official Topic
GT3 RS |
|
WME King Cat
         
Group: Core Members
Posts: 5,050
Member No.: 5,053
Joined: Apr 16th 2009
Location: DFW

|
The Course Maker, car customization, and Gran Turismo movie ( yes, this is real) were discussed at Gamescom. Here is the full 42 minute video. If you don't want to watch, there's a TL;DW version below. Vision Gran Turismo-“Vision Gran Turismo” cars will be unveiled throughout the year following the release of Gran Turismo 6, with perhaps one or two cars released per month. It’s a real possibility that some of these cars will be debuted as actual design concepts by the manufacturers. The DLC format and pricing has yet to be decided. -Gran Turismo 5 remains very popular amongst online players, and Polyphony Digital has seen a lot of the feedback shared about the game’s features. They have also watched online races to see how users are actually playing the game. GT6 will still support 16 simultaneous players online per race. -Kazunori stated, “After three years of online races in GT5, you can say that it’s the users who developed the online features of Gran Turismo 6. We expect a lot of the users in the community will be able to develop their own championship races in the game.” -There were two major reasons why GT5 took so long to develop – the difficulties designing around the architecture of the PlayStation 3 hardware, and the development of the online features. Polyphony has solved these problems and are able to focus on other areas now. -The city of Ronda, Spain has been re-confirmed as a Course Maker location in GT6. -Although Kazunori would like for all of the tracks to have day/night changes, it’s not possible to bring that feature to all of them. -Spa Francorchamps, Daytona, and the updated Apricot Hill course will all have day/night transitions. -The Course Maker in GT6 is “fundamentally different” from GT5. -Users will be able to “lay out their [custom] tracks freely” in an area of over 100 square kilometers. (Note: the exact quote from the translator is “100 kilometers by 100 kilometers”. However, this would be 10,000 square kilometers, an unreasonably large size and most likely a mistranslation.) The Gran Turismo Movie-Polyphony Digital has received requests for over 7 years from movie companies interested in creating a film about the Gran Turismo franchise. -Kazunori finally agreed to this film project because it wasn’t just a “car action movie”, and instead placed a focus on a youth’s “growth and maturity”. -Kazunori hinted the movie could start with a mother, worried about her son playing video games, and tells the story of how he goes on to become a successful racing driver. Livery Editor-When asked (in somewhat broken English) if players will be able to customize cars with their own “photos”, “beyond just colors”, in GT6, Kazunori confirmed this is “something they are working on right now,” and mentions that more information on the feature will be revealed at the Tokyo Game Show (September 19th). -Kazunori wisely tempers expectations, however, noting that he “does not think a full livery editor be available”. Goodwood Rally Stage-When the Goodwood Hill Climb was announced for GT6, there was a lot of speculation surrounding the Goodwood Rally course. Kazunori said he “likes that course as well”, and will “likely include it”, but noted that it “won’t be available from day 1″ in the game. ---------------------------------- A GameInformer interview with Kaz was just published. It confirms that the experience points system will not be returning for GT6. QUOTE | Who is the ideal audience for Gran Turismo 6? Every time we launch a new title, I go back and I see points that I should have done this way or that way. So Gran Turismo 6 is really something where we took GT 5 and corrected all of the things that we thought should have been done better. So the target is not so much a certain age group, it's really for people that love GT.
Do you have any interest in designing a game that is more arcade-inspired and has a wider appeal? From my perspective, I don't separate between arcade-type and simulation-type games; Gran Turismo has an arcade mode. No matter what type of game mode, if it looks fun I'd like to include it in Gran Turismo.
Can you describe the damage models that you have in mind for Gran Turismo 6 and how that is changing from past games? There's no major changes in terms of damage modeling. I think it's pretty much the same as GT 5.
What is your approach to the online mode this time around? It's kind of difficult to explain what is different online, because a lot of it has to do with improvements with usability. In GT 5 we experimented with a lot of different features for online and we received a lot of feedback from players and community members over the last three years. So in GT 6 we made it a lot easier for these community managers to organize races, championships, time trials, drift trials, and just made it easier to organize and run their communities.
Will progress online carry over to your single-player campaign in any way? The experience system doesn't exist in GT 6, but that system where you still receive some sort of reward for online racing is probably still going to be there.
Will Tourist Trophy return for GT 6? I can't say no. [Laughter]
What's the team's approach for the course maker and custom-created content in Gran Turismo 6? In the course maker for GT6, we are planning to prepare a lot bigger scenery locations that can be manipulated for making tracks.
Two days ago at the Sony press conference they talked about the Gran Turismo movie. I'm wondering what your involvement with that project is. The only part that I can actually have a say in is the plot of the movie. I received a request for making a movie from Hollywood around seven years ago, and I turned them down every time until now. All those movies were just car action movies. The reason I okayed it this time around was because what they wanted to do wasn't just a car action movie, it was more of a human drama and the growth of a young man.
Is that an area you'd like to explore in a video game in the future, more of the human element? Of course. But I don't think it will be a certain game mode or anything like that. For example, GT Academy is a device that kind of generates human drama. In GT 6, we'd like to explore more possibilities like that.
Do you have examples of how you'd like to do that? In GT6 we're going to start online championships, and some of those will be official championships and some of those will be the championships organized by community managers. That really is a sport, and in sports there is always drama.
So you want the drama to be natural but you don't have any interest in telling a story from a directorial point of view? Yes.
I'm curious how much you've played with the PS4 hardware and what you're most looking forward to when you eventually work on that system? I think the Playstation 4 is going to raise the quality of the applications on all levels, lift it all up. Compared to the PS3, the PS4 uses a more generic CPU that anybody can draw out the performance for. The PS3, on the other hand, has very high peaks on just some of the elements and it is hardware that is more difficult to handle. It's fun to wrestle with that and try and get it to put out that performance. Once we start work on Gran Turismo for the PS4, perhaps it will be GT7. At that point, I guess we'll start to look of the peak performance for the PS4.
Do you have any interest in working on a genre outside of racing when you work on the PS4? Maybe a smaller project in some other field? Right now creating Gran Turismo is taking all my effort and I'm actually having fun doing it, so I haven't put any thought on working on anything else. |
This post has been edited by GT3 RS on Aug 22 2013, 05:06 PM
|
|
|
GT3 RS |
|
WME King Cat
         
Group: Core Members
Posts: 5,050
Member No.: 5,053
Joined: Apr 16th 2009
Location: DFW

|
The news has been slow lately, but has somewhat started to pick up. A few things are going to be covered here... First of all, new engine sounds are coming. But, it is highly unlikely that they will be included on day one. Rather, they could be included later on in an update according to an interview with Kaz from EuroGamer. Second, two "top secret" Australian locations will be coming to GT6. One of the two is likely Mount Panorama, since a PD team was spotted scanning there a few years ago. My other guess would be the Albert Park street circuit in Melbourne. This report also mentioned more track and vehicle announcements are on the way, but nothing was named. Third, Kaz confirmed to EuroGamer that GT6 will recieve a large day one patch that will improve features in the game. Updates will roll out for the next 12 months. Fourth, Michael Grassi, head of motorsport sales and technical support at KW Automotive GmbH, revealed that players will be able to fine tune suspension systems using KW's "7-post" test environment. As detailed: QUOTE | The 7-post mode is reserved for the so-called track replay mode. First of all, data has to be collected at the race track which is then evaluated at the test stand. The data record can only be used for identical car constructions.
At the chassis, three solid attachment points have to be created for the three additional hydraulic cylinders which supply lateral inclination, downthrust and other car body movements during the test run. |
Here's a video of it in action.
And last but not least, GTPlanet got to sit down with Kaz and Tamir Moscovici, director of the upcoming documentary film KAZ, at the Jalopnik Film Festival. QUOTE | GTP: First, Kazunori, I’d like to talk about your recent comments on the possible size of Course Maker tracks – when you mentioned they could cover an area of over 2,500 kilometers.
“Yes, originally it was said there would be 100×100, then we said 50×50 kilometers. Going by the latest info I’m getting from our development staff, it might end up being closer to 20×20. That is still very large - the Nurburgring is about 5×5 kilometers in the game, so it is quite a lot of space.”
GTP: Will players have more control over the tracks they can create in GT6, compared to GT5?
“Yes. In regards to the course maker, it is cutting it really close as to whether or not it will make it in time for day one or not for GT6. It’s definitely going to be there, but whether or not it will be available from day one I’m just not really sure right now. We might start off by providing tracks that we’ve made to the users first – and then the editing user interface might come a little bit after that.”
GTP: On the subject of things which may come after release, you recently mentioned that engine sounds will most likely be changed in an update after the release of GT6. As you know, that’s a big area of interest to many fans out there – can you explain how difficult it is to create satisfying engine sounds, and why it is such a big project?
“We’re still in the process of making the engine sounds, so I’d rather wait and comment on that after it is complete.”
GTP: As you know, people discovered ways to modify the game data in GT5, and it became a very popular thing. Did you learn anything from that, in terms of how people were customizing their cars? Has it had any impact to your view on game design moving forward?
“We knew from GT1 that players and users have a strong need and desire to modify their cars, and it was just kind of a re-confirmation of that fact, and in GT6, we’ll have a lot more car customization options for the game. I was even thinking about providing something like a ‘Pro’ version of Gran Turismo, like a ‘Gran Turismo Pro’, so that you can really get into detail with the car customization process.”
GTP: I think that would be very popular!
“Yes, I’d like to get it to a point where you can make your own custom cars. The issue is that would be really complex to do, but it is something I really want to do, to make a professional version of Gran Turismo.”
GTP: On that subject, a long time ago, you mentioned a “Gran Turismo for Boys” project. Is that something that you still think about, or something that you’d still like to do in the future?
“For me, the PSP version was a rendition of that idea. Thinking about it now, even small kids, they are playing the full version of Gran Turismo! So, now, I think we don’t really need to make a special version of the game for them.”
GTP: What about B-Spec mode? Will B-Spec racing return to Gran Turismo 6? If so, how do you see its features evolving in the future?
“In GT6, we’re planning to make it so that you can just switch within the same race to make it either A-Spec or B-Spec. There won’t be separate modes for A-Spec or B-Spec racing any more, the player can just choose to have it be an A-Spec or B-Spec race. So, people who really like to drive can just keep it in A-Spec. Among all the users of Gran Turismo, there are some guys who really have a hard time driving themselves, but really like cars, and B-Spec will be a big part of the game for them.”
GTP: From the outside, it appears that Polyphony Digital has kept a very small, tight production team, while the games have grown in massive complexity. Is there a reason you like to keep the company limited in size?
“The people who develop Gran Turismo are really all like family. We still have people working on GT6 who also worked on GT1. I think that’s one of the strengths of Polyphony Digital, that we have those people. Even with the cars, we still don’t outsource any of the modeling with the cars, and that’s just how we do it and I think that’s what leads to the uniqueness of the game.”
GTP: You’ve mentioned before that the game modes in GT6 were mostly completed. Can you give us a preview of how the single player will progress through the game?
“No, I still can’t say! Compared to GT5, though, I think the tempo and flow of the game will be a lot quicker and easier, and there’s no more experience points.”
GTP: Many game developers now are monitoring how players play their games and what features are the most popular. Have you done this with GT5, and if so, are there any interesting things that you have discovered from that data?
“In GT5, we do see how people are playing the game, and what we found was that a majority of the players are just casual players. What we’ve discovered is that the game modes which are most played are the ones which first appear. It’s also the cars and tracks which appear at the top of the lists which get played the most. So, that means that we have to be very careful in designing the UI.”
GTP: Vision Gran Turismo is clearly a big deal for you and the GT series. What’s it like to work with automotive companies on these types of projects?
“It makes me very happy and I’m very honored that they would do these things. What’s really great about it is that these manufacturers are actually having a lot of fun getting involved with it. These designers and engineers are getting very serious about what they’re doing and building for the game, and they’re all really enjoying it from the bottom of their hearts. They are sort of looking at each other and trying to figure out what the other companies are going to do!”
GTP: Kazunori, I know you have many responsibilities as director of Polyphony Digital and as an executive at Sony Computer Entertainment. What is involved in a typical day for you back home?
Kazunori Yamauchi: “It’s very monotonous, actually, and very simple. Wake up in the morning – or wake up in the afternoon, more likely – quickly eat breakfast. Where I live from the office is about five minutes in my car. Through the day and into the night I work. I often make my own dinner, then read a book, and then go to bed. That’s my life when I’m in Japan. I hardly ever go out drinking or anything after work. I’m just always eating the same food, and doing the same thing every day! But work itself is very fun for me, so I don’t really feel like looking for more fun after work.”
GTP: Tamir, I know you are accustomed to being around very interesting people who do lots of very interesting things. You’ve had more time with Kazunori than just about anyone outside of Sony. What have you learned about him and what do you think is the most unique aspect of his personality?
Tamir Moscovici: “I’ve had the good fortune to go to race tracks and to meet a lot of famous people, and when I went in to this project, I really only knew what I had read. As much as I wanted to sit down and have some meetings and sit down and talk, it just never lined up. I got told ‘Be here at 5:30,’ or ‘Get here now,’ everything just sort of happens in real time, which from a filmmaking standpoint is exciting. Once I was let in, the one thing that stood with me and is even sitting with my editor now as we are going through all the footage, is that there is an element to this story of loyalty and family that was open to us and welcome to us. Nobody ever leaves Polyphony or Gran Turismo – everybody seems to stay – because it seems to be a very nurturing environment, and that cycle of nurturing just seems to bring in more people, and that relationship extends to the fans. When we spoke about it – and it’s interesting, in regards to Vision GT – I don’t think it could have happened 15 years ago. Not because of where the game was graphically, but because the guys sitting at the table of the automotive companies grew up playing the games, and now they want to design cars for the game. So, now, we have this whole other cycle forming. To me, the most amazing part is this family that’s growing through it, and Kazunori mentioned to me there is a sense of “movement”. I didn’t get what he meant by that at first, and then it all made sense as we started to look at the footage. And now, that’s the story that I’m going to tell – I want to show that it transcends just the game. That’s the most interesting part. Running footage of cars, or sitting with some exotic car under a railway track in Tokyo, those are all cool things, but our big picture is what I just said – this idea of movement – and that movement is tied back to loyalty and family.”
GTP: Kazunori, you are a very private person and Polyphony is a very private company. What was it about Tamir that made you want to open up to him in this film and what do you hope to accomplish with it or that people will learn from it?
Kazunori Yamauchi: “I think Tamir, when you look at him as a creator of documentaries and a filmmaker, he’s very, very dedicated, and he comes closer and closer very naturally, so I started opening up to him. But, really, if we have the time together, you’ll see I’m not really a reclusive or closed person!” [Laughs.]
Tamir Moscovici: ”Yeah, I think that’s a hard question, we are just kind of doing things backward. We built the outside of the car before we built the engine and the suspension. But, we are, for lack of a better expression, we are still very much deep in the creative cocoon, only just now ready to come up and start sharing components of it. I know what I want people to take away from the movie, but I’m still figuring out how exactly to tell that story. Really, I think we want people to take away a sense of wonder and inspiration by how impactful the game has actually been. That’s what we really want to do.” |
|
|
|
GT3 RS |
|
WME King Cat
         
Group: Core Members
Posts: 5,050
Member No.: 5,053
Joined: Apr 16th 2009
Location: DFW

|
Here are some screens and videos. Screens first. Cars, previously not seen. Tracks, previously not seen until now. A new concept movie. And another video showing time transitions and astronomical effects. The official website has been updated with tons of info, so go check it out!
|
|
|
WRX22B1998 |
|
22B - Ultimate Impreza
         
Group: Core Members
Posts: 12,731
Member No.: 4,234
Joined: Dec 21st 2008
Location: Sydney, NSW, Australia.

|
QUOTE (+-!mma_N00B- @ +Nov 6 2013, 05:15 PM) | DeltaWing vanished out of nowhere.
awwwwwwwwwwwww |
http://www.autoblog.com/2013/09/17/panoz-s...awing-likeness/tbh i never even knew about this car, though it looks pretty damn cool. still, bathurst!  . now like i mentioned to hero* earlier, they need to add in our current season V8 Supercars as a DLC or something. or some old ones (like 70s/80s). im surprised at how many old american muscle cars are there (corvettes, mustangs, pontiac gto) but absolutely 0 aus ones  like these   This post has been edited by WRX22B1998 on Nov 7 2013, 01:40 PM
|
|
|
GT3 RS |
|
WME King Cat
         
Group: Core Members
Posts: 5,050
Member No.: 5,053
Joined: Apr 16th 2009
Location: DFW

|
So, you don't want to get the hard copy of GT6? No problem. The European Playstation Blog just confirmed that both the Standard and Anniversary editions of GT6 can be preordered and downloaded from the PS Store. Preordering either digital version of the game will get you 5 15th Anniversary cars: Nissan GT-R Nismo GT3, Audi R8 LMS Ultra, Chevy Corvette Stingray (C7), Tesla Model S, SRT Viper GTS. The download size of the games are 15GB each, and will take up 30GB of harddrive space once fully installed. Also, for the first time ever in GT history, you will be able to buy in-game credits with real-world currency. They will be available in increments of 500,000, 1 million, 2.5 million, or 7 million credits.
|
|
|
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
|
|