Gran Turismo 7 is back online after a day, but concerns remain

Image for article titled Gran Turismo 7 is falling apart, and it was all completely avoidable

Picture: PlayStation Studios

Grand Touring 7 had a pretty tough 24 hours, to put it mildly. Almost immediately after developer Polyphony Digital released an update in the early hours of Thursday morning, the game was taken offline for emergency maintenance. He stayed like that for more than a day. Although it’s up and running again now, all that downtime coupled with fan concerns about GT7 the slow progress of the game hurt the launch of excellent driving simulation.

The first sign of trouble appeared yesterday, when a Tweeter of the official Japanese language Grand tourism The online services Twitter account cryptically mentioned a “serious bug”. GT7 went offline until 11 a.m. ET on Friday morning – more than a day, which wouldn’t be a big deal if it weren’t for the fact that, as GT Sports, it is a game that requires an internet connection for all gameplay beyond arcade racing. You can’t even record without an internet connection.

The resumption of GT7 servers earlier in the day was accompanied by apologies from Polyphony Digital head and game producer, Kazunori Yamauchi.

I wanted to explain what happened in this update.

Immediately prior to the release of Update 1.07, we discovered an issue where the game was not starting correctly in some cases on the product versions for PS4 and PS5.

This was a rare issue that was not observed during development hardware testing or pre-release QA sessions, but in order to prioritize the safety of user save data , we have decided to discontinue the release of Update 1.07, and make a patch update to 1.08.

This is the reason for the delay.

My sincere apologies for the late report to everyone.

What happened to GT7 yesterday was among the worst-case scenarios that could possibly happen to an always-online title, barring everyone’s data disappearing at the same time. I admit I was never particularly worried about something like this happening, because GT Sports had a fairly stable track record.

Polyphony’s official position is that it needs the online requirement to “prevent cheating— especially because GT has adopted a competitive esports orientation in recent years, in tandem with a partnership with the world’s top motorsport governing body, the FIA. But a careful developer could surely continue to alter the multiplayer side of things, while maintaining that the single-player experience is always accessible, regardless of the condition of the servers. Lots of other developers do it, so why not Polyphony?

But that wasn’t the end of Yamauchi’s message to fans:

Also in this update, some event rewards have been adjusted. I also wanted to explain the reasons and our plans for the future.

In GT7, I would like users to enjoy lots of cars and races, even without microtransactions.

At the same time, the price of cars is an important element that reflects their value and rarity, so I think it is important that it is linked to real world prices.

I want to make GT7 a game where you can enjoy a variety of cars in different ways, and if possible, I’d like to try to avoid a situation where a player has to mechanically keep replaying certain events over and over.

We will inform you in time about update plans for additional content, additional racing events and additional features that will constructively solve this problem. It hurts me not to be able to explain the details about this at this time, but we plan to continue revising GT7 so that as many players as possible can enjoy the game.

We would really appreciate it if everyone could watch the growth of Gran Turismo 7 from a slightly longer term perspective.

If you haven’t been aware of the hubbub GT7 economy, the bottom line is this: the game does not offer many events after completing all the menu books in the cafe, which can take the average player 10-15 hours. Payouts for most events are quite low – a problem exacerbated by the fact that GT7 car pricing is, as Yamauchi says, very representative of the real world. That means vehicles like the R34 GT-R and Integra Type-R that were reasonably priced back then now cost three times as much. It’s even worse for legendary cars from the Hagerty Car Collection, which incorporates the Hagerty Price Index to replicate increases and decreases in real-world demand for highly sought-after models.

Also, players can no longer sell cars to earn extra money, as was possible in installments before. GT Sports. And roulette tickets – another mechanism for earning money, rare parts (like engines) and prize cars – also become very rare after completing the cafe. The culmination of it all is that players find themselves in a position where there is very little to do in GT7 at some point, in addition to grinding those few errands with high payments to fill their bank accounts.

Which brings us to microtransactions. As GT6, GT7 allows players to purchase in-game credits with real money. Many fans have interpreted Polyphony’s decisions regarding the in-game economy as a systematic strategy to entice players to spend real money, especially since individual cars cannot be purchased from the PlayStation Store as they are. could GT Sports. There are many vehicles in GT7 which cost over 3 million credits, down to the Shelby Daytona Coupe priced at 20 million. As things stand, this car would cost someone $200 if they wanted to fund it entirely with real money.

Yamauchi says he thinks it’s important for cars to be tied to their true values, as prices convey scarcity and Grand tourism is a game about car culture. The problem is, anyone who has witnessed a passionate car auction in the past two years would immediately recoil from that statement. Of course – a Mk IV Supra should costs quite a bit more than a GR 86, but reproducing the absurd and supercharged state of the used enthusiast market today is something I’m sure no car enthusiast desires from their chosen escape. We play games to exist in a world where we can drive these cars, after all.

So it’s no surprise that players have gotten into the habit of “mechanically replaying certain events over and over again”, as Yamauchi puts it, like the infamous Fisherman’s Ranch rally race that lasted three minutes to complete and earn 90,000 credits if you perform it cleanly every time. Polyphony decided to nerf the payout for this event in the latest update, by the way, he therefore only pays half of what he paid before.

If the goal is to encourage players to participate in a wide range of events rather than fiddling with the same ones over and over again, the solution is pretty obvious: Give players more events, or make more of them pay comparatively well to the onEast people nibble. Instead, Polyphony went in the opposite direction by reducing the Fisherman’s Ranch payout while begging the community to be patient for “additional racing events and additional features that will constructively address this issue.”

It’s bold of Yamauchi to assume that fans will have the patience to wait, especially when, in the meantime, updates are actively eliminating the best opportunities for players to earn credits. And it’s a particularly stinging slap in the face when the game went unplayable for an entire day, also due to dubious decisions of the developer. I really hope these issues will be resolved soon as there is a delightful racing game underneath; it would be a shame to avoid it accordingly.