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Forza Motorsport 4 - The Floodgates Have Opened...

user_nat

THE WORDS! They'll drift away without the _!
Pretty sure that "bowling" mode already existed in PGR4.

They should borrow a few more ideas from PGR4.
 

Megasoum

Banned
shinnn said:

wheels-clarkson-articleInline.jpg



Wow that picture of Jeremy is not exactly flattering lol. Was he attending a chin convention? lol
 
Shaneus said:
Everything. Everything should be borrowed from PGR4.

And especially the medal system of PGR, where you could attack an event at any diffculty level you wanted, and work your way up. I still think that system is much more suitable for racing games than one global difficulty level (of which Forza has too few anyway).
 

Mascot

Member
shinnn said:
fm4_event_listx9a1.jpg


290 events (FM3 has 220)

Would it make sense to have the Top Gear (or TAPgr, as Wendl says) challenges integrated into the career mode? That might just be the grid purely for the TG challenges..!

Still not sure what to make of these 'challenges' and how well they fit into the whole Forza universe. They might be a fun distraction from the core racing or they might just be watered-down Gymkhana copies. I think I'll always be uncomfortable that the effort involved in making them could have been better spent elsewhere, like creating more actual racing circuits.
 

Shaneus

Member
BrokenSymmetry said:
And especially the medal system of PGR, where you could attack an event at any diffculty level you wanted, and work your way up. I still think that system is much more suitable for racing games than one global difficulty level (of which Forza has too few anyway).
The system in PGR4? Yeah, I enjoyed that. Having different events each day was great, too.

I should say that PGR4 is by far my favourite racing game of all time. I still pick it up and take it for spin every so often, just because it's that enjoyable.
 

amar212

Member
Shaneus said:
Everything. Everything should be borrowed from PGR4.

Garages and concept of having particular properties for cars should be taken from PGR3.

Best ever anywhere with first TDU being runner-up.

I still have my PGR3 garages so beautifully lined-up with particular brands/vehicle types into particular garages.
 

Shaneus

Member
amar212 said:
Garages and concept of having particular properties for cars should be taken from PGR3.

Best ever anywhere with first TDU being runner-up.

I still have my PGR3 garages so beautifully lined-up with particular brands/vehicle types into particular garages.
I'd love a virtual garage in F4. Even just to have this massive space where all you can see is every single car you've bought in-game. Probably not possible (or done like PGR3 where you can only have a certain number at a time) but would still be nice.
 

Snubbers

Member
paskowitz said:
12 cars on track for single player.

16 cars on track for multi player.

Unlimited cars sometimes?

The unlimited cars thing is the 'overtake challenge' type event I believe..

This game looks really good, I'm quietly sitting here not getting hyped, I've done FM3/GT5 to death now, and am having a break from the more serious driving games just so this will be fresh when in lands.
 

Xanadu

Banned
i hate how he says yea theres 16 cars for racing now but thats not interesting what is interesting is having that many players in games like cat and mouse..i'm sorry but i know every true forza fan whos played since the first game is more excited about finally racing against 15 other opponents then a silly arcade minigame
 

amar212

Member
Xanadu said:
i hate how he says yea theres 16 cars for racing now but thats not interesting what is interesting is having that many players in games like cat and mouse..i'm sorry but i know every true forza fan whos played since the first game is more excited about finally racing against 15 other opponents then a silly arcade minigame

Hard-core racing-only audience is not important marketing-wise.

We get our wheel support, no-assists mode and CPL's back and we're ready to go.

In order to cater game for the new audiences and make it accessible to wide variety of public you need fun modes. And you need to advertise them.

I see no real problem there. Talking about tire-temperature models will not push the sales, but talk about car football and cat-and-mouse could raise many eyebrows of people that played PGR and arcade racers.

It is not easy to sell serious racing game today. And if you find a compromise to make a game accessible to all types of players, you have the winner. I have nothing against rewind, Kinect driving, one-button driving and so on, as long as our "hard-core" aspect is not minimized.

Since we already know that FM4 will give everything - and even more - you can want from "serious" aspect of console racer, let them talk about anything they want. More they sell the game, more money they will have for funding and developing a new titles. So, it is Cat&Mouse all the way.

Never forget how B-Class RWD hoppers were killed after only 3 weeks of existence because such small amounts of players were racing it. on the other hand, all races where AWD Audi-Ubercars and AWD Viper-monstrosities could be used were overpopulated. Serious racing is the smallest part of overall population. If developers were making games only for serious players.. well, iRacing's 20.000 subscribers talks for itself.
 

Grassy

Member
amar212 said:
Garages and concept of having particular properties for cars should be taken from PGR3.

Best ever anywhere with first TDU being runner-up.

I still have my PGR3 garages so beautifully lined-up with particular brands/vehicle types into particular garages.

I remember I had all the Ferrari's in the "converted barn" garage, it was nice to just be able to walk around and look at them.
 

Xanadu

Banned
amar212 said:
well, iRacing's 20.000 subscribers talks for itself.
well why not just go full arcade then if its all about the sales? i dont mind the half way stuff but it seems whenever i say they should make a full hardcore sim for consoles people say it wont happen because the sales would be poor..so sims are basically pointless then in terms of profit?
 

Mascot

Member
amar212 said:
Hard-core racing-only audience is not important marketing-wise.

We get our wheel support, no-assists mode and CPL's back and we're ready to go.

In order to cater game for the new audiences and make it accessible to wide variety of public you need fun modes. And you need to advertise them.

I see no real problem there. Talking about tire-temperature models will not push the sales, but talk about car football and cat-and-mouse could raise many eyebrows of people that played PGR and arcade racers.

It is not easy to sell serious racing game today. And if you find a compromise to make a game accessible to all types of players, you have the winner. I have nothing against rewind, Kinect driving, one-button driving and so on, as long as our "hard-core" aspect is not minimized.

Since we already know that FM4 will give everything - and even more - you can want from "serious" aspect of console racer, let them talk about anything they want. More they sell the game, more money they will have for funding and developing a new titles. So, it is Cat&Mouse all the way.

I concur with everything you say, but for the love of God I hope the Top Gear challenges are accessed in a separate menu, totally distinct from the single-player race mode. Clumsily shoe-horning wacky challenges into the career grid's "serious" race events will totally devalue and dilute the simulation ethos that Forza is respected for. It was bad enough having to endure that ill-conceived and badly-implemented drag racing bullshit in the career mode last time. I don't think I could stand going from ten hard laps of Silverstone in a GT car to trying to launch a MkI Golf into the middle of a giant target.

If it helps with sales then by all means cater to the lowest common denominator, Turn 10, but please don't forget Forza's fundamentals in the process.
 

Snubbers

Member
Just got a chance to see the video's.. at least they show some 'newer' stuff..

I saw quite a few things I liked in the replays, the interiors are much more visible now, and smoke/dirt effects looked not too bad on the topgear track

U3pIU.jpg

4vXG2.jpg
 

G Rom

Member
I totally disagree with you on that one Mascot. FM3's career was terrible because it was all pure racing with the same rules and with the useless drag (I'm not against it but it shouldn't take more time to load than to race...) thrown in the middle. I actually want that diversity in the career. It will be nice to do some races and then change my mind with completely different and more lighthearted events.

@Neo 007 : No it won't, blame MS for that as I'm pretty sure Turn 10 would like to offer that.

@Snubbers : Yep, noticed the smoke too. Looks nice ! :)
I just hope that the backward/forward in the replay works better. I'm sick of the small loading and not knowing where I'll end-up in the replay. Just copy PGR4 with the small slider allowing to scroll through the replay rapidly.
 

Mascot

Member
G Rom said:
It will be nice to do some races and then change my mind with completely different and more lighthearted events.

...which you could still do whenever you wanted simply by backing out of Career Mode and going to the TG Challenge section.

Forza CAN be a serious sim for the hardcore AND a pick-up-and-play arcade knockabout (let's face it - it already is) but the two don't necessarily need to be intertwined in some weird mixed-message juxtaposition. That's short step towards compromise and a slippery slope to mediocrity, I reckon.
 
Mascot said:
...which you could still do whenever you wanted simply by backing out of Career Mode and going to the TG Challenge section.

Forza CAN be a serious sim for the hardcore AND a pick-up-and-play arcade knockabout (let's face it - it already is) but the two don't necessarily need to be intertwined in some weird mixed-message juxtaposition. That's short step towards compromise and a slippery slope to mediocrity, I reckon.

I agree with this. I don't think many console sim racers did it but I know in one of the NFS I stopped playing because it took you to drift challenges and I loathe them.
 

ShapeGSX

Member
Xanadu said:
i hate how he says yea theres 16 cars for racing now but thats not interesting what is interesting is having that many players in games like cat and mouse..i'm sorry but i know every true forza fan whos played since the first game is more excited about finally racing against 15 other opponents then a silly arcade minigame

Who cares what he said? It's in the game!
 

Xanadu

Banned
Psychotext said:
Because going full arcade loses them fans of semi-sim racers... I'd have have thought that was obvious.
but if it goes full arcade it will bring in all the burnout kids, and trust me there are a lot more of them
 

amar212

Member
Xanadu said:
well why not just go full arcade then if its all about the sales? i dont mind the half way stuff but it seems whenever i say they should make a full hardcore sim for consoles people say it wont happen because the sales would be poor..so sims are basically pointless then in terms of profit?

In my personal opinion - yes, as long as this current "model" is in concern.

I written in few occasions about this particular problem that is interconnected to driving/racing genre in particular. I called that problem a "paradox point" and if you a re interested you can find my pseudo-elaboration here:

http://www.neogaf.com/forum/showpost.php?p=25517212&postcount=89

Also, for additional small breakdown of thoughts regarding "casualisation" of the genre - G Rom's and mine - take a look here:

http://www.neogaf.com/forum/showpost.php?p=26690070&postcount=208

Development/licensing budgets of racing games have hit the crazy heights even in the last generation. This generation practically made a total "cleansing" of the genre. Only the most profitable series survived while the only new contender to the simulation territory of this generation - NFS Shift - have been successfully executed by EA after poor sales of both games.

Also, there is whole another world grooming now regarding questioning current business model when you try to put the "paradox Point" into further context. Put aside "physical-media/digital download" question, I tend to think about "platformization" of the overall genre.

Personally, I see iRacing "model" as the future of the genre, where we will witness both Gran Turismo and Forza heading full-online, dividing in two separate incarnations: retail disc (media) games for casual players and corresponding subscription-based online community (such as iRacing is today). Disc (media) game will have the content for online and basic online features (such as we already have today in GT5 or FM2/3), but the real money and development of game lays in "platform". It is the only and logical way to assure the foundations interesting for long-term enthusiasts, and current state of GT5 offers a great insight of development to that model. Foundations that GT5 have built clearly indicates such transition is already in the works.

Making driving games an "platform" is the only way to somehow solve the Paradox Point of the genre and save it from "casualization". Actual single-player structure as we know it will certainly remain on disc (media) games, but only way to prolong and expand the game in long-term will be as described above.

Substantial amounts of money in constant-revenue lays in hands of hard-core community where retail of single-media (60 something-currency) is less important than long-term revenue based on subscription model.

Also, you can look even further and say that "subscription model" is already very alive in Forza series through DLC-policy. Official announcements were already made regarding having monthly-DLC for FM4 which pretty much will certainly generate additional revenue in total of more than "single-unit-game" for those who purchase all DLC.

Although I still can't understand why GT series still didn't took any advantage through DLC I can only presume it has something to do with personal philosophy of Yamauchi who was always speaking against any DLC-content in revenue-way. However, "platformization" is also already existent in GT5 in form of Seasonal Events and fully integrated online-options.

In conclusion, only the greatest franchises will survive this moment and will gain enough momentum to keep their content/quality in par with technology and "simulation" aspect. I could write another essay regarding implementation of business-model on PC simulation and that market, but since the numbers of actual players/subscribers/sold copies of PC driving simulations are really sub-par compared to console sales, they are not really so important in global outlook.
 

Mascot

Member
flyinpiranha said:
Also, do we have confirmation on specific support for wheels or the adjust-ability therein? My GT2 wants to be used to its full potential!

Hopefully the FFB with the GT2 will be more like GT5 levels than the weaksauce FM3 effects.

Maybe FFB was toned down for the MS wheel in FM3, and hopefully Fanatec are getting more consideration this time? I'd love it if I had to work against the wheel to keep the cars straight like I do in GT5. There are noises from Turn 10 about more track texture, more bumps, so I hope they deliver.
 
Xanadu said:
but if it goes full arcade it will bring in all the burnout kids, and trust me there are a lot more of them
Are there? Burnout didn't outsell Forza on the 360.

Maybe multiplatform, but you're not talking about a multiplatform situation here.

Edit - Thinking about it, nor did the most recent NFS games.
 
I keep getting thought of canceling my LE order, I don't really want it because it's just boring car packs and a nice coffee table car porn book, but at the same time I want it because I own the forza 2 and 3 LE's and not buying this would be an odd one out (not counting f1 since there was no LE in the uk for that)

£60 versus £35 too..
 

adelante

Member
flyinpiranha said:
I agree with this. I don't think many console sim racers did it but I know in one of the NFS I stopped playing because it took you to drift challenges and I loathe them.
I hope that for the Forza 5 they include a full-fledged career mode where all you do is just race....for a team that you've chosen to represent. Maybe after each racing season they could fit in a few light-hearted events that you do for your sponsors or celebrity appearances...perhaps only to the extent of drag races, Top Gear's Star in a Reasonably Priced Car, test drive a prototype vehicle.
 

Xanadu

Banned
amar212 said:
In my personal opinion - yes, as long as this current "model" is in concern.

I written in few occasions about this particular problem that is interconnected to driving/racing genre in particular. I called that problem a "paradox point" and if you a re interested you can find my pseudo-elaboration here:

http://www.neogaf.com/forum/showpost.php?p=25517212&postcount=89

Also, for additional small breakdown of thoughts regarding "casualisation" of the genre - G Rom's and mine - take a look here:

http://www.neogaf.com/forum/showpost.php?p=26690070&postcount=208

Development/licensing budgets of racing games have hit the crazy heights even in the last generation. This generation practically made a total "cleansing" of the genre. Only the most profitable series survived while the only new contender to the simulation territory of this generation - NFS Shift - have been successfully executed by EA after poor sales of both games.

Also, there is whole another world grooming now regarding questioning current business model when you try to put the "paradox Point" into further context. Put aside "physical-media/digital download" question, I tend to think about "platformization" of the overall genre.

Personally, I see iRacing "model" as the future of the genre, where we will witness both Gran Turismo and Forza heading full-online, dividing in two separate incarnations: retail disc (media) games for casual players and corresponding subscription-based online community (such as iRacing is today). Disc (media) game will have the content for online and basic online features (such as we already have today in GT5 or FM2/3), but the real money and development of game lays in "platform". It is the only and logical way to assure the foundations interesting for long-term enthusiasts, and current state of GT5 offers a great insight of development to that model. Foundations that GT5 have built clearly indicates such transition is already in the works.

Making driving games an "platform" is the only way to somehow solve the Paradox Point of the genre and save it from "casualization". Actual single-player structure as we know it will certainly remain on disc (media) games, but only way to prolong and expand the game in long-term will be as described above.

Substantial amounts of money in constant-revenue lays in hands of hard-core community where retail of single-media (60 something-currency) is less important than long-term revenue based on subscription model.

Also, you can look even further and say that "subscription model" is already very alive in Forza series through DLC-policy. Official announcements were already made regarding having monthly-DLC for FM4 which pretty much will certainly generate additional revenue in total of more than "single-unit-game" for those who purchase all DLC.

Although I still can't understand why GT series still didn't took any advantage through DLC I can only presume it has something to do with personal philosophy of Yamauchi who was always speaking against any DLC-content in revenue-way. However, "platformization" is also already existent in GT5 in form of Seasonal Events and fully integrated online-options.

In conclusion, only the greatest franchises will survive this moment and will gain enough momentum to keep their content/quality in par with technology and "simulation" aspect. I could write another essay regarding implementation of business-model on PC simulation and that market, but since the numbers of actual players/subscribers/sold copies of PC driving simulations are really sub-par compared to console sales, they are not really so important in global outlook.
my english isnt the best but i think i get what you are saying mostly and you say great points, i remember a few years back when games like GTR2 and GTL came out and those were really pushing the boundries of physics at the time and i am sure they sold rather well so what happened? did people get more lazy and just want to easy win? like in forza 3 i liked the game but the unlimited rewind button meant you could not lose basically. i really wish forza would go fully simulation but i know it wont happen, i just hope GTR3 comes along and wipes the floor with everything (physics wise)
 
2012-lexus-LFA-wet-mode-gauge.jpg


In addition to the traction-enhancing limited slip differential, the ASG transmission also features four driving modes – AUTO, SPORT, NORMAL and WET – actuated by a dash-mounted Mode dial. Featuring specific gearshift programming, each mode has its own engine and brake control logic systems, allowing the driver to select the mode best suited to under-tire conditions.

I Still BELIEVE

The-Lost-Boys-the-lost-boys-movie-449084_325_183.gif
 

KageMaru

Member
Disappointed that it looks like 12 car max for single player. I rarely play online since I get killed every time, meaning I'll rarely experience a 16 player race. =(
 

Xanadu

Banned
KageMaru said:
Disappointed that it looks like 12 car max for single player. I rarely play online since I get killed every time, meaning I'll rarely experience a 16 player race. =(
why would they limit it for single player? silly
 

amar212

Member
Xanadu said:
why would they limit it for single player? silly

Because of the available RAM.

In single-player you have to use the RAM for AI scripts, while in online play there is no AI and you can "free" the RAM for graphics/physics of additional cars.

Same as in GT5 more-less, although there are few races in GT's single-player where you can race 15 cars but in almost 90% of races there are only 11 opponents.
 

Xanadu

Banned
amar212 said:
Because of the available RAM.

In single-player you have to use the RAM for AI scripts, while in online play there is no AI and you can "free" the RAM for graphics/physics of additional cars.

Same as in GT5 more-less, although there are few races in GT's single-player where you can race 15 cars but in almost 90% of races there are only 11 opponents.
yet another reason why they should make a pc version lol
 
amar212 said:
Same as in GT5 more-less, although there are few races in GT's single-player where you can race 15 cars but in almost 90% of races there are only 11 opponents.
I'm trying to remember which ones ended up with 16 players and I'm struggling a bit... I know there were some. Maybe I'll have to boot it up later and have a look. :)
 
shinnn said:
fm4_event_listx9a1.jpg


290 events (FM3 has 220)

Nooooooooooooooooooooo!

I was actually hoping for LESS challenges. Completing that grid was SO FREAKING BORING. It took my almost exactly one year from the release of Forza 3 to do so.
 

CrunchinJelly

formerly cjelly
U n i o n 0015 said:
Nooooooooooooooooooooo!

I was actually hoping for LESS challenges. Completing that grid was SO FREAKING BORING. It took my almost exactly one year from the release of Forza 3 to do so.
That's only the first page.
 
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