Chapter
From Gran Turismo 1997 to GT7: History, Culture, and the Limits of Simulation
Understand why Gran Turismo can teach a great deal about cars without being the real road or track.
16 lessons
From Gran Turismo 1997 to GT7: History, Culture, and the Limits of Simulation
01
1997: “The Real Driving Simulator” Is Born8 min read · academy.level_beginner
02
Gran Turismo 2: Collection, Variety and Dirt8 min read · academy.level_beginner
03
Gran Turismo 3 A-Spec: The Generational Leap8 min read · academy.level_beginner
04
Gran Turismo 4: The Breadth of Car Culture8 min read · academy.level_beginner
05
Gran Turismo 5: Weather, Time and Scale8 min read · academy.level_beginner
06
Gran Turismo 6 and Vision Gran Turismo11 min read · academy.level_intermediate
07
Gran Turismo Sport: The Competitive Online Turning Point11 min read · academy.level_intermediate
08
Gran Turismo 7: Return of GT Simulation and Car Culture11 min read · academy.level_intermediate
09
Spec III and GT7’s Continuing Evolution11 min read · academy.level_intermediate
10
Power Pack: From a Single Lap to a Race Weekend11 min read · academy.level_intermediate
11
Spec IV: What Has Been Announced and What Should Not Yet Be Treated as Available11 min read · academy.level_intermediate
12
A Simulator Remains a Simulator: What That Really Means14 min read · Advanced
13
Why a Wheel and a Controller Do Not Provide the Same Information14 min read · Advanced
14
No G-Forces: Learning to Read Visual, Audio and Feedback Cues14 min read · Advanced
15
Damage, Risk and Fear: The Biggest Difference from Real Driving14 min read · Advanced
16
Use GT7 to Learn Transferable Principles Without Confusing Game and Track14 min read · Advanced