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!”