@oldeblueeyes: My thoughts exactly. And I don't doubt that the folks at Iron Galaxy are hard-working and (mostly) upright. No disrespect, and I want those people to keep on keeping-on. However, it's just distressing and confusing trying to reconcile my faith in those people with how this game came out.
It seems to have some remarkable ideas for emergent social situations, but the game so doggedly avoids having any form of progression with stat-based items and equipment. As it is, the game seems like a faction reputation builder with only cosmetics as incentives.
Granted, it's only a very, very, VERY early look at the game. However, there are no signs that the game could get nor would get more elaborate and challenging.
I agree that Forza is still a prime driving game, but I empathize with anybody burning-out. That's an opinion anybody can freely make. There are games I love, that I know will never get a fair shake with GB, and I've come to terms with that.
I'm not interested in defending Jeff's stance, but I'm sharing why I think Forza 7's loot system are a bit skeezier than others.
Primarily, it takes away previous systems that were mainstays in previous Forzas and randomizes them (therefore, possibly tying microtransactions to something that you didn't before); a subtraction, if you will, not an addition.
Specifically, some credit bonuses that you received for turning off assists are (purportedly) gone and replaced by one-time-use mod cards (game 'mutators') that you randomly get from loot crates. Not game-breaking, but the extra reward was a nice bonus for people who drove realistically. Now you have to rely on some luck, and possibly money, to play with the difficulty adjustments and credit bonuses you want.
The VIP system is no longer a 'one-time' fee, and is now a mod card, only good for 25 uses. For those not in the know: the VIP relegated permanent bonuses (i.e. bonus xp, credits, cars, etc...). Essentially a permanent 'coin-doubler' becomes a limited use 'coin-doubler'. You can smell a whiff of opportunism for monetization.
The tiering system is, technically, fine. Get x number of cars before going to the next tier isn't offensive, but I will miss just skipping other cars for tuning the one I like. It's designed to slow progression that can possibly be expedited by using real money. It still falls under the 'you don't have to pay' argument, but they have intentionally hampered my progress compared to other Forza games (part of my 'subtraction not addition' premise).
To be fair to Forza 7, the loot boxes are earnable with in-game credits. It is only a larger transgression if it's priced expensively, thus encouraging real money payment.
The VIP system, for me, is the bigger offender.
In comparison to Overwatch, all the loot is all cosmetic, no subtraction of features. You would get the boxes freely for every level without paying.
In comparison to Destiny, the Bright Engrams are cosmetic and given free fairly frequently. All the rest of the regular loot works like Diablo, just with one more layer abstraction. A 'drip-feed' of forward progression.
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