This thread in the second half unsurprisingly has turned out exactly like expected.
"Why are publishers so risk averse, churning out endless stale sequel after stale sequel?"
*Publisher makes a new game in a franchise
with a fresh, new goal*
"Why are you not making your racing game following the exact same template of 'How to Make a Great Racing Game in 2005'?"
The fresh, new goal? Making sure exciting online racing can be enjoyed by
everyone.
"Yes, but everytime I've raced online I might as well have played Destruction Derby"
The goal is achieved by several parts.
- Actually teach players how to race properly, how to behave properly, how to follow correct race lines and in the process actually make them faster racing drivers.
- Ensure people online behave properly and match them against players of similar Sportsmanship Rating.
- Rank people online by their racing skills and match them against players of similar Driver Rating.
- Have a proper flag system governing the race rules.
The goal would not be achieved by throwing people into endless races against braindead AI opponents with allowance of bumper car overtaking. If you still want to do such races you can create them in the custom offline race creator that is in the game.
If Forza continues to deliver the full package on a bi-yearly basis, you can bet this game will be criticized for it's content.
The full package is that with or without an actual racing rule governed online suite?
Single player content is ridiculously thin yet the development time has been just as long as any main line GT game and probably cost equal or more to make it.
Is it actually thin?
It might be because I like offline content to actually challenge me to do better that I'm seeing loads of content in the GT Sport campaign that others aren't seeing. Those ~250 events that also has race scenarios and are not just license tests? Yeah, they will take a long time to master.