Realistic physics and realistic racing are not mutually exclusive because to have realistic racing you will need to have realistic physics or else you will not have realistic racing, conversely having realistic physics will make realistic racing happen naturally. Now what happens when you try and force realistic physics to accommodate not-so-realistic racing you will need to limit things like AI difficulty or allowing people to sand bag with higher PI cars, you get the boring Forza career races, but the problem that will happen is when in a online race with same skill level people and same PI level cars you will be passing and getting passed less often and over all will be more exciting but this is what quality racing is or at least until you realize that when you are far back on the starting grid because rng or what ever and the likeliness of you coming in first is slim considering the low lap count.
Basically the lower the lap count the more likely the starting grid positions and not driver skill will be the determining factor in who wins the race. A course more passing will happen in lower skill levels and way less in higher skill levels so the grid layout will impact lower skill levels less.
For Turn10 to ignore PCars would be a mistake and probably a big one because even if they have a slightly differing market base Turn10 could learn a lot from PCars/SMS and other racing games not on Xbox, to say other wise would be ignoring a lot of things.
3 to 4 lap races are what we need in a single player campaign.
trying to remember back to either forza 2 or 3 where we did 7 to 9 laps at atlanta.
you’re on the last lap trying to get gold on every race in unbeatable.
one mistake and you finish 2nd, bummer. time to restart and do another 7 or 9 laps.
Then you either turn the difficulty down, or you just get better so you don’t make these mistakes. If you screw up, oh well. You can get them next time. And I don’t recall having to get a gold on every race on unbeatable. I know Forza 2 had an achievement for wining a race with no assists and another for wining a race with full difficulty including no assists, but those only ask for one race, not all of them. Forza 5 has a badge and title for wining 150 races on unbeatable, but there isn’t an achievement attached to it, and only those who want 100% completion would even bother getting it.
With Leagues, hopefully you should not be able to pass 15 (whoops, 23! amazing T10) drivers in 3 laps.
And the AI in single player, with the exception of a few Drivatar niggles, seem to be improving to the point where they can keep up, provided you race them clean as if they’re human rather than bowling balls (which I found difficult to do lol) Of course there are always gamers that spend a lot of time on craft to the point where no AI can compete, so if you’re darting around like the Stig, of course you’ll be lapping folks.
But with 24 players, I do think some lap adjustements are in order. Who knows, maybe that will indeed be a feature of Leagues. Number of laps may be based upon League brackets. Which means that there will again, hopefully be non-league racing as an option, imo, so as not to be forced upon a particular type of racing every time.
Were private lobbies and all the set-up options removed from FM5? Is there reason to believe they won’t be present in FM6 also? Endurance/longer sprint races always existed for me, although they were removed since FM4’s event list.
Currently you’ve two approaches to racing games. P Cars and Forza. Yes, both pursue realism but use it in different ways. They each offer the player an alternative take on racing. In this respect one is not better than the other, just different. I agree with Don, why on earth would you want them to morph into the same product?
Seriously! That’s like saying I like the front end of a 3 Series but the back end of an A4 and expecting either BMW or Audi to accommodate you. Then of course you would be left with all the unhappy customers who liked the cars as they were. These games aren’t made for individuals.
No its not! Think about it, This is all about realism, There may be meny approaches to it but the final destination is the same.
Forza is about simulation of street cars / modification / tuning / at track day level racing up to f1 an everything inbetween
Project cars is about simulation of street cars / tuning / at track day level racing up to f1 an everything inbetween
Gran turismo is about simulation of street cars / modification / tuning / at track day level racing up to f1 an everything inbetween
There all going to offer different features but at the core the destination is the same, Realistic simulation of racing and physics
When I actually talked face-to-face with Dan G just prior to the FM4 launch, there were two thing he prominently stressed: 1) gamers - particularly here in the U.S. - are not happy unless they are winning, and 2) gamers want 6 - 8 minute games.
Evidence is plentiful - look no further than how many people in multiplayer races drop out, or start smash-em-up, as soon as they see they’re not going to finish at or near the front. And, back in FM2 before the Hoppers arrived, that was precisely the average race length in the “Custom Public Lobbies.” Sure, a handful of people liked 30- / 45- / 60-minute or longer racing, but by far the majority - and thus the average - were 3 - 4 lap 6 - 8 minute races.
The career mode of the game followed suit, and even switched to Gold Medal for Podium finish instead of only 1st place. That allows many more gamers to feel like they “won.”
So… the “realistic racing” aspects: practice / qualify / race, pit-strategies, things like using ballast to balance cars, in-depth tuning, flags, etc, etc… are highly unlikely to see the light of day here in Forza.
Realistic physics? Sure. Realistic racing? Stick to P-CARS
So long as we’ll have total freedom to create longer or more complicated events in Private Lobbies, I’m happy.
I tend to focus on multiplayer and as such normally aim to breeze through single player modes (for Achievements/unlocks) since I don’t enjoy racing against AI (admittedly I’ve not raced against Drivatars before since my last Forza game was Forza 4). However, once I’ve gotten my footing in multiplayer I tend to seek out competitive racing leagues which host longer races or more complicated events involving balanced cars and Qualifying.
Gran Turismo 6 had a great set of features for creating lobbies online; you had almost total freedom in how you set races up. With Custom Public Lobbies not being a planned feature for Forza 6 I am not expecting anything as fully-featured as this, but hopefully a bunch of these options will be open to Private hosts.
My guess is that Turn 10 is trying to be America’s From Software (do you know Dark Souls or Bloodborne?), making the game really tough and giving the players that don’t try to not have a chance to succeed.