Posted 1:02pm on Wed 26 June 2013
- Posts: 26,274
Dan Greenawalt fights back at accusations the game is missing features.
Posted 1:02pm on Wed 26 June 2013
- Posts: 2
Like your analysis pointed out, seems a little bit overboard to expect them to include those features. Creating the 'all-in-one' driving experience for the hardcore sim and arcade fans hardly ever goes well...
Posted 5:07pm on Wed 26 June 2013
- Posts: 47
I think they do deserve some the criticism. Forza has mostly been about simulation, to say otherwise seems a bit odd. Forza has always been applauded for having an incredible physics engine that closely matches the performance of its cars real-life counterparts. If thats not simulation then what is?
It has always tried to compete with Gran Turismo and not say PGR, so maybe they should be prepared to take criticism when people see what the (current gen) competition offers and wonder why some of these features are not implemented into a next gen title.
I understand the point they are making but still - a working pit crew doesn't change the game engine just the aesthetics. Sounds like the game has been rushed slightly to meet the xbone launch deadline
Posted 6:07pm on Wed 26 June 2013
- Posts: 401
so forza 5 is a forza 4.2 like forza 2 was a forza 1.2?
good, my wallet apreciate it.
Posted 7:08pm on Wed 26 June 2013
- Posts: 319
Oh there is a lot I could say about both Gran Turismo and especially Forza in this regard, as a long standing follower of both series.
Let's get this straight though. No pitstops, tyre wear or fuel consumption?
Then we are not talking about a lack of features.
We're talking about the removal of features that already existed in the franchise.
Forza 2, 3 and 4 all had tyre wear and fuel consumption, resulting in also having pitstops, something you would have been doing quite often in 2 and 3.
Forza 4 removed any kind of endurance races from the career/event list, so unless you played custom multiplayer games that were set-up to be endurance events, you wouldn't even notice those two factors were there.
But they were.
Hell, Turn10 made a huge deal over the tyre simulation in Forza 4, how they started from scratch in co-operation with Pirelli to simulate all manner of features, like rubber warping through corners.
Seems like they've just given up on it completely in Forza 5.
Lack of features is one thing.
Removing features that already existed in the series, despite jumping to a new, more powerful console (that also has the might of the cloud... ahem...), yeah, I'd say that deserves some major criticism.
With the quote given as well, seems like they are pretty much admitting themselves that it's not about the racing per se, it's about the graphics and audio.
Posted 7:37pm on Wed 26 June 2013
- Posts: 319
OK, so I actually read the full interview now, which certainly clarifies a few things.
It seems those features mentioned will remain in Forza.
The point that ifcaracing were making is in their very limited realisation.
Things like that all cars seem to have the same kind of range/fuel consumption, regardless of facts like driving style, size of the fuel tank, etc.
And much the same in regards to tyre wear.
Fair enough comments really.
You might say 'so what', but to that I would point out that Forza is very heavily advertised in Sports Car racing.
ie, Endurance Racing that is almost completely based around these elements.
They were present at Le Mans 24 at the weekend in a big way.
So it's not the lack of these features, its the way they are implemented.
What I think is rather more interesting to point out from the interview is this:
- Interviewer: Fair enough. So without a specific vision of what the Forza franchise should generally be, that is, without a specific direction from Turn 10, do you run the risk of being the Jack of all trades, and the master of none in the car simulation genre?
Dan: (laughing) Not at all. We see Forza as being the master of everything offered by any simulation car game available anywhere, whether on a console or PC. Forza stands alone in our opinion because it offers so much more at such a higher level than anything else out there.
Then the questions about that simulation come up and without a few exchanges, the line has switched to:
- Interviewer: Getting back to the lack of racing features in Forza, will you be updating or adding them to FM5?
Dan: Um, (laughing) I don’t agree with your premise. Forza has all or most of the racing features you mentioned.
- Interviewer: Not exactly. Yes, you do have pit stops, but they are computer controlled. You have tire wear, but without significant degradation. You have fuel consumption, but just barely, as though every car no matter the power or use of that power gets the same ridiculous mpg. You have damage repair, but only mechanical, and not on the aerodynamics. You have a drag tree, but it doesn’t actually function.
Dan: Fair points, but, but again, Forza (and Forza 5 in particular) offers so much more than these rather minor details and concerns from our niche brothers and sisters on the racing side of Forza life. We feel that the true source of Forza entertainment comes from its overall execution and the emotional connection derived from its unparalleled immersive content. I feel that any details that are allegedly missing are far outweighed by our cutting edge graphics and physics. But it’s not just these critical aspects; it’s also (in the case of FM5) the new power of the Cloud that places us on an entirely new plateau beyond anything anyone has out there. So, I think we can be forgiven if we don’t have every feature under the sun.
So, Forza is the master of everything offered by any simulation car game available anywhere, with everything done to the highest standard to "We can be forgiven if we don't have every feature under the sun."
I think I get the point the interviewer was trying to make.
Those particular aspects mentioned are something that has long been present in the series, but they have never been improved upon.