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I don't think that this discussion is going somewhere. To me T10 and MS put very little effort in this game for some reason and are well prepared for this low sales performance. Otherwise someone messed-up BIG TIME if they were thinking this will do well in the state which it released. Its a gamepass tittle from day1 and designed as a live service. It will probably live up to expectations in 1-2 years (not unlike FH5). We were just fooled that the game is worth 100$ at release. It's the gamepass subscribers that will be paying for it's long term support.
loving forza so far, just a couple of bugs annoying so far but for a game launch at least for me i think is very good
Ironically the XP system makes me less interested in building cars and driving cars that I don’t already have an interest in. I bought the premium version on the MS store, I don’t regret the purchase, but if the XP system becomes a staple of Forza this will likely be my last game in the series.
Fuel and Air
Exhaust – Level 1
Air Filter – Level 1
Intake Manifold and Throttle Body – Level 1
Restrictor Plate – Level 1
Fuel System – Level 8
Ignition – Level 11
Turbo – Level 20
Intercooler – Level 20
Engine
Oil and Cooling – Level 1
Flywheel – Level 6
Camshaft – Level 23
Valves – Level 26
Displacement – Level 30
Pistons and Compression – Level 35
Platform and Handling
Brakes – Level 1
Chassis Reinforcement and Roll Cage – Level 1
Ballast – Level 1
Front Ant-roll Bars – Level 4
Rear Anti-roll Bars – Level 4
Spring and Dampers – Level 8
Weight Reduction – Level 20
Tires
Front Tire Width – Level 2
Rear Tire Width – Level 2
Tire Compound – Level 11
Wheels
Stock Wheel Style – Level 2
Custom Wheels (A-Z) – Level 2
Drivetrain
Clutch – Level 7
Transmission – Level 9
Differential – Level 9
Driveline – Level 10
Aero and Appearance
Rear Wing – Level 12
Front Bumper – Level 15
Rear Bumper – Level 15
Hood – Level 15
Side Skirts – Level 15
Conversion
Engine Swap – Level 40
Body Kit – Level 45
Drivetrain Swap – Level 50
Replaced it with a replacement loader or whatever it's called, else it's undriveable.
100% that MS had no faith in this from the start and saw no incentive for effort.
There's a reason that this game isn't full of microtransactions and not aggressively monetized like usual.
You're also looking at just the player count from a section of the overall market. How big is Steam for Xbox games? Up until a couple of years ago, there weren't any first-party MS games on Steam.
I don't see what the big deal is with Liveries unless you're some graphic artist trying to get their name out there. Compared to previous FM titles, the amount of actual brand logos is really low. If I'm going to have to freehand stuff with primitive shapes, then I'd rather use something with more flexibility like Inkscape or Adobe Illustrator (<- if rich).
From the standpoint of covering for financial loss, this post makes no sense. If they had no faith in FM they would have gone cheap on the expensive parts of the game (physics model, graphics engine, car/track licenses) and put MORE effort into microtransactions and other monetization schemes that are dirt cheap to implement.
FM is everywhere Xbox is right now. To put my MBA hat on it is obvious the game is meant to sell gamepass. The core game design, including the XP system, stretches out the playing experience, which keeps players subscribed longer. Several T10 executives have said multiple times that they intend to add content to the game over time and that it was specifically designed for that purpose.
That the game is on steam is to pickup the pc players that don’t have gamepass. Mere pennies really the grand scheme of things. Steam player count means nothing to the success or failure of the game if what I say is true. The real metric is how many subscribers are gained to gamepass because of FM and how many stay subscribed.
I dunno, there's not much point putting in monetization when the playerbase is so small, and adding it does take a decent amount effort, it's not as easy as it seems.
There's a lot of psychology that goes into it and getting the right balance that takes a lot of time and testing. In the simplest terms, a grind has to be JUST enough that it's fun to keep playing, but JUST enough frustrating to push people to get out their wallets. That's not easy.
The fact that they evidently couldn't even get this right with the car levels alone means they were no way ready to monetize it efficiently.
I think you're definitely right about it being a gamepass seller though.