7. A Proper Damage Model
Fans of GT have dreamed of a proper damage model since the inception of the first title. With the power of the PS5, there are no excuses this time around when it comes to accurately implementing visual and mechanical damage. Nobody is expecting BeamNG levels of crash simulation, but it would be cool to see the odd dented panel and bumper hanging off after one too many attempted wall-rides.
GT 5 was the first title to implement a damage system, although it was quite rudimentary. This system was then scaled back on for GT 6 and a similar model was used in GTS, albeit with a bit more detail. Damage modelling has always been a weakness of the series and takes away some of the immersion one comes to expect from a simulation.
The PS5 would provide a platform powerful enough to accommodate a decent damage model, both visual and mechanical. The question remains whether or not it is a priority for Yamauchi's team, or whether it may create licencing issues with some manufacturers not so willing to see their cars getting wrecked.
It may not be a make or break feature for the series, but this feature would add an extra layer of depth to the experience, especially in online modes. The stakes would be raised closer to a real life level, adding to an already impressive level of immersion.