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falconer

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Forza 5’s not-so-micro transactions

After playing Forza 4 for two years I had 42M credits. I felt like I had all the cars I wanted in my garage and then some, yet I played the game so much I still ended up with an abundance of credits. This was mostly from multiplayer too, because after 100%-ing Forza 3 I barely touched F4’s single player.

I have no doubt the same will be the case in Forza 5. Even if the borked multiplayer system on the Xbox One rains on Race Night’s parade, I’ll go through single player stuff this time around because Forza is typically my podcasting game. I’ve only spent a few hours with the game since Friday, but acquisition of credits at least in single player doesn’t seem far off from the previous game. Turn 10 says they reward more credits compared to F4, but they also don’t reward cars anymore so you’re forced to spend some credits every once in a while.

In Forza 4 Turn 10 introduced Car Tokens. This is a secondary in game currency that is bought using real money. The idea behind it was, and still is, for enthusiasts to be able to jump into their favorite car right out of the gate. Conceptually this is a fabulous idea.

In practice it was fine in Forza 4/Horizon. I personally never used the complimentary ones or bought any. This was partially because I never felt strapped for credits and also never felt like I needed to jump into any one car immediately.

I’m going to attempt to examine the price difference of buying cars with car tokens (real money) in Forza 4 vs Forza 5. I ended up with a list of 18 cars to do this with. I definitely needed to pick some of the most expensive cars in both games. I also needed to go very low and have some stuff in between. I didn’t want a bunch of random Merecedes and Hondas, so I went for more recognizable stuff as well.

You could definitely go crazy with this if you wanted to, but I don’t think I need much to get my point across. Also, I hated my statistics for engineers class so I’m not exactly bff with this kind of math. Anyway, here’s the list.

Ferarri 250 Testa Rossa

Shelby Daytona

McLaren F1

Bugatti Veyron SS

Enzo Ferrari

2012 Lamborghini Aventador LP700-4

2008 Aston Martin DBS

2010 Audi R8 5.2 FSI Quattro

2009 Lexus IS F

2012 Dodge Challenger SRT8 392

2009 Focus RS

2009 Jeep Grand Cherokee SRT8

2013 Focus ST

2005 BMW M3

2009 MINI John Cooper Works

1970 Chevrolet El Camino SS 454

2011 Kia Cee’d

Ferarri 250 GTO

In Forza 4 cars were broken into three tiers based on their in game cost to determine how many tokens they would cost.

  • · 0 – 100,000 CR = 1 TK
  • · 100,001 – 900,000 = 2 TK
  • · Over 900,000 = 3 TK

And here’s what the purchasing options were for tokens.

  • · 1 TK = 80 MS pts ($1)
  • · 6 TK = 400 MS pts ($5)
  • · 13 TK = 800 MS pts ($10)
  • · 26 TK = 1600 MS pts ($20)

If you do some simple division the token per dollar ratio breaks down as 1, 1.2, 1.3, 1.3. Since it’d be dumb to buy just one token and 1.2 is close enough to 1.3, I used 1.3 as my ratio for the math of Forza 4 tokens.

So if you buy either $10 or $20 worth of tokens, 1 TK = $0.77, 2 TK = $1.54, and 3 TK = $2.31. Here’s the breakdown of the in game cost and real world cost of those 18 cars.

No Caption Provided

No Caption Provided

In terms of in game credits these cars are wildly differing prices. The car token prices seem reasonable, but with there being only three tiers it doesn’t allow for much flexibility.

With Forza 5, Turn 10 attempted to add more flexibility to their system.

No Caption Provided

Unlike the previous game, the token to dollar ratio isn’t nearly as linear. On the screen to buy tokens the $5 pack is labeled as “recommended”, the $20 pack is a “great value”, and the $100 pack is the “best value”. As you can see from the graph that is certainly true. But who the flying FUCK is going to spend nearly twice the price of a game on car tokens?

So this is what I did. For consistency between F4 and F5 my primary point of comparison is the $20 pack, and the token to dollar ratio is 135. Now here are those same 18 cars with their updated in game cost. With the new 0 – 10,000 range of token cost this allows for a much broader range of real world cost for buying cars. But then you do the conversions and… well, see for yourself.

No Caption Provided

Even if this is done with credits or another ratio, the graph looks the same
Even if this is done with credits or another ratio, the graph looks the same

Looking at just the in game cost the most super expensive cars have been shifted a little (a max of 6M credits), but otherwise the in game costs remain the same basically between F4 and F5.

The first price column is that ratio of 135 that I mentioned before. The one after it is a ratio of 125 from tokens bought from $10 packs (so one step below 135), and the second to last one is a 160 ratio from $50 packs (one step above 135). The final column is an average of all three ratios used for shits and giggles.

Here’s where people are going to start telling me how my math is wrong. Or, more specifically, how my sample size isn’t fair, or something. But even if you did all 200 cars in Forza 5 the price curve would look very similar. Bottom line, if you want to buy a car with real money, you could be spending more than the retail price of the game. For ONE CAR.

Here’s what Turn 10’s game director Dan Greenawalt had to say on the matter of car tokens in an interview with Adam Sessler just before launch.

Because we set out to serve such a diverse group of people, we have guys that are simulation gamers. They couldn’t be bothered with our whole economy. They know what they wanted. They know they want to get in on Spa with a grand prix car. That’s what they want to do. And so the tokens are there to say ‘if that’s what you want to do, do it’. But the game is not ever limiting you… We don’t see it as a micro-transaction, we see it as a true accelerator. Not there’s a wall in your way, but you want to jump somewhere? That’s your choice, go ahead and do it.

No wall in my way? Really? Pretty sure if that wall is higher than the price of the game, that’s a pretty big damn wall.

He also hilariously says this after.

And also we start you off with 100 tokens, so even from the beginning we just give them to you.

100 tokens?! When some cars in the game cost 100x that, those are useless to me.

At the beginning of this post I said there weren’t any cars in Forza 4 that made me want to jump into them immediately. With Forza 5 that feeling changed with the introduction of open wheel cars for the first time in the franchise. But being open wheel high end racing cars they’re ridiculously expensive. The classic Formula 1 cars and the Indy car are available in free play, but the only way to drive the 2013 F1 car is to buy it. It costs 6,000,000 credits or 10,000 tokens. I wouldn’t think twice about paying $5 to unlock it instantly. Hell, I’d even consider it for $10. But over $70? I. DON’T. THINK. SO.

Turn 10 didn’t go overboard with car tokens, they went nuclear.

EDIT

Free stuff and permanent changes coming soon.

101 Comments

101 Comments

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BRich

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Edited By BRich

@darji: 450+ hours seems pretty standard for a Forza game.

So my suggestion would be to play and enjoy the game and ignore the token system. It's not for you.

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Yummylee

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Edited By Yummylee

Man, reading all of this has given me some pretty nasty flashbacks to Gears of War: Judgment, as that went through some similar such 'revisions', with content cut out, micro-transactions thrown in, and overpriced DLC.

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Slaegar

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Edited By Slaegar

@brich said:

@darji: 450+ hours seems pretty standard for a Forza game.

So my suggestion would be to play and enjoy the game and ignore the token system. It's not for you.

They took content away from the game so that you have to pay for it to get the option to pay for it. That's like charging you for going into a grocery store. Microsoft has been the vanguard for robbing their customers ever since the original Xbox Live and it seems like they are trying harder than ever to make you pay to let you pay for the game you already paid to play.

By the way the Walking Dead DLC is a dollar on amazon for PC right now.

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dionysis

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Edited By dionysis

These prices on a full retail game are flat out unacceptable.

I didn't know about them when I bought the game and truth told, they haven't impacted me at all as I'm enjoying playing through the career mode and have had more than enough credits to get the next car I need for the next series I'm attempting... but I will still be writing an email to Microsoft and Turn-10 expressing my dismay at this absolutely unacceptable pricing model and will not be supporting it by purchasing any sort of in game currency.

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Hosstile17

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If you can still get all the cars through traditional means by playing it, what the hell are we complaining about?

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Hailinel

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@hosstile17: The prices that Microsoft/Turn 10 are demanding as microtransaction payments are astronomical and insane.

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ericdrum

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I feel these prices are ridiculous for some of these cars. I can see that by how some of these people have played the Forza games in the past, I'd be pretty irritated and upset with Turn10/MS too. However if you are a person who is not necessarily married to idea of having car X and car Y right off the bat and you just want to get a car, race it, tweak it and get another car and do that again.... well then the game is fine and a lot of fun. I'm an average racer. I use no assists(except for braking line) and race at +35% difficulty in the game and I feel like I'm getting new cars frequently enough. Now if the car that I wanted was a million credits, I might be more upset. But from my perspective of how I play the game, all the tokens and prices really don't effect my enjoyment at all.

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jaredog

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Edited By jaredog

Great work. This is incredibly disappointing for me. I've been a huge Forza fan since 2. Forza is the reason I became such a huge fan of motorsports. I've always thought of Turn 10 as the good guys. Clearly they've taken a downturn.

Edit: grammar

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pweidman

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@ericdrum said:

I feel these prices are ridiculous for some of these cars. I can see that by how some of these people have played the Forza games in the past, I'd be pretty irritated and upset with Turn10/MS too. However if you are a person who is not necessarily married to idea of having car X and car Y right off the bat and you just want to get a car, race it, tweak it and get another car and do that again.... well then the game is fine and a lot of fun. I'm an average racer. I use no assists(except for braking line) and race at +35% difficulty in the game and I feel like I'm getting new cars frequently enough. Now if the car that I wanted was a million credits, I might be more upset. But from my perspective of how I play the game, all the tokens and prices really don't effect my enjoyment at all.

I hear ya. I'm really enjoying the game too, a dozen or so races in. But you have to go to cars and see the prices on all the high-end class cars. They are pretty ridiculously priced, in credits and especially in terms of the tokens that are the topic itt. The F1 Lotus is 6 million. So some content is kinda locked or will take mucho grinding...unless you pay a lot....an unprecedented amount in terms of micros. It's shocking really. And the recommended day one DLC car pack aside. :((

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LibrorumProhibitorum

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I feel like this should be on the front page for all of the work put into this post.

Basically anything involving maths impresses me, though. I'm so terrible at maths.

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ericdrum

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Edited By ericdrum

@pweidman: I'm open to the idea that I might hit a currency wall and get pissed. I just hope that Turn 10 is truly looking at the data and seeing the usage of some of their high end cars being so low that they make some tweaks to the economy so that more people can enjoy them. I did buy a season pass in FM4, but I'm not going to on this game. I want to see how this all shakes out before I give another dime to Turn10/MS for Forza. I actually feel kind of bad for Turn 10 because I really think that the creative folks there are powerless on this issue. I think the suits are trying too hard to get money out of us. And that is what the suits are supposed/paid to do, but I can't help but feel that if they had gone about it a better way, they'd end up with more money in the long run. I know this round, they got less out of me and I'm not exactly tight with my gaming purse strings.

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Sterling

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Did they also remove career mode from the game?

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isomeri

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@sterling said:

Did they also remove career mode from the game?

No, but the economy has been fiddled with so that it's increasingly hard to be able to buy the more expensive cars with just your credits. I'd been able to earn 300,000 credits after 3 hours of actual driving. That's with all assists except for simulation steering switched off and the drivatar difficulty bumped up reasonably high. Since the rewards don't increase after some time like they have in previous Forza games (every driver level nets you 15,750 credits and races pay according to the kilometers driven) it's pretty easy to evaluate how many hours of driving I need to do to buy certain cars.

The 2013 Lotus F1 car costs 6,000,000 credits so I'd have to do around 60 hours of racing to buy it, and that is the only way I can drive that car in the game. It's likely that I'm going to spend much more than 60 hours in this game eventually, but I want to be buying several cars along the way which will end up costing me credits and thus pushing me further away from that Lotus I so desperately want to try out. If the game had a full-fledged Free Play mode which would let me drive all the cars in the game I wouldn't have such a huge problem with the skewed economy, but as it stands I have to say that the path ahead me seems pretty frustrating. In stead of constantly buying up interesting cars and trying them out for a few races I feel like a very poor kid in a very expensive candy store.

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Sterling

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@isomeri: I just meant in general, not in regards to the buying of cars. I've seen some people saying they removed it.

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Darji

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@sterling said:

@isomeri: I just meant in general, not in regards to the buying of cars. I've seen some people saying they removed it.

You can not win Cars from Cups anymore wich makes this mode progression less if that is the right word. You still can play cups and so on but why would you?

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Thiago123

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@darji said:

With wining new cars you at least have some sort of progression. You do not have to spend these credits you earn on some cheap car to drive another class or cup but rather save money for the car you really want. With the system in Forza 5 you have to buy a shitty car to drive these new cups or buy one with tokens. And that is where it goes into the wrong direction.

^ This

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Example1013

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and there are people who say M$ is inaccurate.

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slowbird

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Darji

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Edited By Darji

Looks like Turn 10 is already responding and tweaking stuff and giving you rewards for now (A Lotus with Forza 5 Premium member ship)as well as some discounts this weekend on tokens. They looked at the numbers and responses and will change stuff now.

http://www.forzamotorsport.net/en-us/news/wir_11_27_13

See complaining about shit like this works. Now we just need to carefully look what they change and how it will effect all this.

Note this is just a quick fix while they are working how to redo stuff. IT is better than nothing.

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pweidman

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Edited By pweidman

Well I guess Turn 10 has heard enough about their in-game economy to do something. Today they announced on their website that they're offering 50% off any car in the game starting this Friday and ending Sunday midnight. In addition they are gifting VIP members the Lotus E21, the Le Ferrari if you have the pack, and another on disk car for Limited Edition owners(1250 token problem/promise). They also are saying they're 'dramatically' upping the payouts in Forza Rewards starting in December. Testing the cost of silencing the complaining obviously.

All fine and good but just remodel the token pricing scheme to more palatable numbers T10(like single digits), and maybe cut the prices on some of the top tier multimillion credit cars.

http://www.forzamotorsport.net/en-us/news/wir_11_27_13

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Pie

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Think it's so strange that people will defend this

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spraynardtatum

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I really hope they just ditch the whole microtransaction idea all together. Even a discount doesn't really seem like enough to me. The game is $59.99 already. Microtransactions shouldn't be in retail games period.

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EXTomar

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Edited By EXTomar

I thought only low rent freebie Android/iOS games did this sort of thing with astronomical time/price ratios. People let those go because they are cheap/free instead of being a "full price retail game". Oh well....

Edit: On second thought, would it have worked if Forza 5 should have been free and then had these prices? At least the time/price cost would have been somewhat justified but asking consumers to spend $60 to start and spend that much more time or money is terrible.

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falconer

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@extomar: @spraynardtatum: I still think it's a good idea. If they went to something like a $1-$10 scale it'd be fine.

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spraynardtatum

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Edited By spraynardtatum

@falconer said:

@extomar: @spraynardtatum: I still think it's a good idea. If they went to something like a $1-$10 scale it'd be fine.

I disagree. I think it would be accepted at those prices but I don't think it'd be fine.

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EXTomar

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@falconer said:

@extomar: @spraynardtatum: I still think it's a good idea. If they went to something like a $1-$10 scale it'd be fine.

I disagree. I think it would be accepted at those prices but I don't think it'd be fine.

Why? The price model isn't automatically bad but the way it set in Forza 5 is worse than Plants vs Zombies 2 and that is pretty bad.

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Jimbo

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Edited By Jimbo

There's nothing fine about it. Asking people to pay again (any amount) to unlock access to content they've already paid for once when they bought the game is just gross. Anybody who buys into this is just a rube as far as I'm concerned. I mean, it'll probably work for them, because there are plenty of suckers out there, but I wouldn't knowingly buy any game which tried to pull something like this. If they're in the business of selling games and then holding the content to ransom then fuck 'em, they can keep their games.

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sgtsphynx

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sgtsphynx  Moderator

Can we create a threshold of price where we can stop calling things "microtransactions?" Like say, when the price is greater than that of game?

It's weird, I fucking loved Forza 3, 4, and Horizon. And even though I wasn't too thrilled with the idea of the XONE when they revealed it and even after E3, I wasa super pumped for Forza 5. Everything I have seen about the game makes me want it less and less.

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peritus

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If you can still get all the cars through traditional means by playing it, what the hell are we complaining about?

I wouldnt call 450+ hours of grinding "traditional". At that point the game was designed to make you spend more or have a bad time. Wich would be acceptable if it was a free to play game, but this is a full priced retail product.

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spraynardtatum

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Edited By spraynardtatum

@extomar said:

@spraynardtatum said:

@falconer said:

@extomar: @spraynardtatum: I still think it's a good idea. If they went to something like a $1-$10 scale it'd be fine.

I disagree. I think it would be accepted at those prices but I don't think it'd be fine.

Why? The price model isn't automatically bad but the way it set in Forza 5 is worse than Plants vs Zombies 2 and that is pretty bad.

I think the pricing model is automatically bad. I didn't like microtransactions being in Gears 3 (only cosmetic from what I remember), I didn't like them in Mass Effect 3, I didn't like them in Borderlands 2, and I avoided Dead Space 3 completely because of them. I think it's a lousy way to push your customers to spend more money regardless of how expensive or numerous they are. I don't even like them in free to play games but I understand that they need to make money somehow, I'll just get as much out of the game as I can for free and then leave.

Microtransactions prey on the "just one more" impulse that people have and I think that's completely unfair to do. I'm sure it's extremely profitable. I think it's an exploitative practice.

I liked them more when they were just cheat codes or unlockables from beating the game.

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Whitestripes09

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That's pretty sad to see... Why on earth would anyone want to spend more than the game's price on ONE car. That's not even giving players the advantage to "jump" ahead. That's just plain greed. Glad I'm not getting a Xbox One or this game to support them.

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Devildoll

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Edited By Devildoll

@peritus: this is a car game, not a single player campaign in a first person shooter.

450 hours is not something new for forza 5.
Playing forza is only a grind if you don't enjoy cars.

The problem this time around is that, compared to the prior games, you cant play around with any car in freeplay, which i admit seems evil from a glace.
I can only talk from personal experience, and in the prior games I've pretty much never touched freeplay, ive just earned my cash ingame and bought my cars.

I intend to do the same in Forza 5, and therefore i don't care how much they charge for tokens....
I have never ever use them, in fact, i would want them to be as expensive as possible, so that lazy people can't just buy what i have earned through actual racing, without it stinging a bit.

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Jimbo

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@devildoll: Not the point. At all.

This is a paid-for game. Once you've paid the entry fee, everything about the design of that game should be -needs to be- motivated by them wanting to deliver the best experience possible. Once you accept microtransactions in a game, you are tacitly accepting that it's ok for the game design to instead be motivated by the desire to squeeze as much extra money out of the player as possible. You can't just ignore the microtransactions if you want to; their inclusion will have skewed every other design decision they made.

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Devildoll

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@jimbo: And what if the tokens are just there as an option for lazy people, and not ment to be used by the majority?
i guess i might be being naive thinking that?

When you say stuff like it impacting game design, I'm assuming you mean that earning money the normal way has been hamstrung compared to previous iterations of the franchise, in order for people to buy their way throught the game, for it to progress at the same pace as it did in prior games without buying your way through the game?

And keep in mind, tokens have been in forza since 4.

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Hailinel

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@jimbo:

And what if the tokens are just there as an option for lazy people, and not ment to be used by the majority?

i guess i might be being naive thinking that?

When you say stuff like it impacting game design, I'm assuming you mean that earning money the normal way has been hamstrung compared to previous iterations of the franchise, in order for people to buy their way throught the game, for it to progress at the same pace as it did in prior games without buying your way through the game?

And keep in mind, tokens have been in forza since 4.

The token system in Forza 5 is skewed to the point of broken in Turn 10/Microsoft's favor. If you put in just as much effort into Forza 5 as Forza 4, you will be met with substantially less reward.

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EXTomar

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I don't think any one left here will try to defend the pricing in Forza 5 but I was asking "What is wrong with Forza 5 being free with those prices?" Whether or not that makes some individuals happy is another question but this is a model that is "acceptable" for other games.

Frankly those insane price/time ratios only remotely make sense in a free game scenario anyway.

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Hailinel

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Edited By Hailinel

@extomar said:

I don't think any one left here will try to defend the pricing in Forza 5 but I was asking "What is wrong with Forza 5 being free with those prices?" Whether or not that makes some individuals happy is another question but this is a model that is "acceptable" for other games.

Frankly those insane price/time ratios only remotely make sense in a free game scenario anyway.

That's a question that would be easier to answer if Forza 5 was in fact a free-to-play game. The fact that it's a $60 game with a free-to-play pricing structure bolted on makes that difficult to answer with any fairness.

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spraynardtatum

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Edited By spraynardtatum

@extomar said:

I don't think any one left here will try to defend the pricing in Forza 5 but I was asking "What is wrong with Forza 5 being free with those prices?" Whether or not that makes some individuals happy is another question but this is a model that is "acceptable" for other games.

Frankly those insane price/time ratios only remotely make sense in a free game scenario anyway.

I think a car that costs you more than $100 is outrageous even if it were f2p. If Forza were f2p and had the same pricing structure I'd still say it was a rip off. It'd just be easier to defend.

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yukoasho

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@pie said:

Think it's so strange that people will defend this

Duder, there were (and still are) people defending the stupid ass DRM the system had until E3, and people defending this surprises you?

Same is true on the other side; that's why they're fanboys.

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Jimbo

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@devildoll: I don't think laziness really comes into it: this is supposed to be an entertainment product not a work environment. If having everything unlocked from the start would improve the game for a significant number of people then that could and should just be an option. The player has already paid for all of this content when they bought the game, so the idea that they somehow then have to 'earn' the right to see it (with either time or more money) is ridiculous.

If they were motivated by giving people the option then they could just give people the option. As soon as they put a pricetag on that option it shows that the design choice was motivated by money, not by what would be best for the player.

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Darji

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@jimbo said:

@devildoll: I don't think laziness really comes into it: this is supposed to be an entertainment product not a work environment. If having everything unlocked from the start would improve the game for a significant number of people then that could and should just be an option. The player has already paid for all of this content when they bought the game, so the idea that they somehow then have to 'earn' the right to see it (with either time or more money) is ridiculous.

If they were motivated by giving people the option then they could just give people the option. As soon as they put a pricetag on that option it shows that the design choice was motivated by money, not by what would be best for the player.

That is like playing with cheat codes and usually I find myself really bored very fast. A game needs some kind of progression but also a reward as motivation. Best example is to get free cars after a cup or even race. And I agree if this was a free to play game this would have been totally acceptable but it is a full price product which also lacks of content compared to the last game. It feels really shady to have such a system in place with a "rushed" launch game.

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Jimbo

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@darji: I have no problem with games unlocking content gradually, if the motivation for doing so is that they think it makes a better game. It becomes a problem when they realise that skipping that process is actually preferable for a lot of people and that they can hold that option to ransom.

I don't like ruining games with cheat codes either, but if a lot of people do then they should just have that option - it shouldn't be taken as another opportunity to shake them down for more money. They're denying people access to content they've already paid for, entirely so that it can be ransomed back to them.

Can you imagine if anybody tried pulling this with a book or a movie? They would be laughed out of town and treated with utter contempt by everybody, but somehow the gaming consumer base has become so pliable that some even defend practices like this.

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Devildoll

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Edited By Devildoll

@jimbo: So your problem lies entirely with freeplay not being complete?

@hailinel: you're saying that the credit rewards from races are lower than in 4?

@darji as far as i remember, you didn't get cars for winning cups in the prior games, you did however get 50 cars for lvling up, between lvl 1-50 in forza 4.

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Jimbo

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@devildoll: What does freeplay mode let you do? If it's going to unlock access to everything exactly as if you'd paid the content ransom fees (which seems incredibly unlikely), then sure that sounds fine. Or would be fine if it had shipped with the game I guess.

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Devildoll

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Edited By Devildoll

@jimbo:in the prior games, freeplay let you use all cars and take the out to the track.
in Forza 5, it just has a limited selection of cars to choose from, unless you use a glitch, which makes it possible to run em all, just like in the previous iterations.

But you have always had to buy the car yourself, in order to modify it, with upgrades etc.
Difference between a freeplay car and one you've bought with credits ( or tokens ) is that the freeplay car wont net you any xp or cash while you drive it.
So it is solely there for you to experience the car without having to save up the cash in order to buy it.

It is no different from progression in battlefield for example, where you have to kill 500 people with shotguns in order to get another shotgun or a special cammo to use on your weapons and vehicles.

wanting all cars to be in your garage and fully upgraded would pretty much be the same thing as putting 0 credits as the price on everything.Which would be the same as starting out at lvl 150 with all unlocks in battlefield.

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Jimbo

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@jimbo:

in the prior games, freeplay let you use all cars and take the out to the track.

in Forza 5, it just has a limited selection of cars to choose from, unless you use a glitch, which makes it possible to run em all, just like in the previous iterations.

But you have always had to buy the car yourself, in order to modify it, with upgrades etc.

Difference between a freeplay car and one you've bought with credits ( or tokens ) is that the freeplay car wont net you any xp or cash while you drive it.

So it is solely there for you to experience the car without having to save up the cash in order to buy it.

Ah ok, so like a test drive so they can better sell your own content back to you? Then no my problem doesn't lie entirely with that not being complete.

If they gradually allow full access to cars for the sake of the integrity of the game (ie. because they think having to earn access in-game makes the game better), then they shouldn't be selling a shortcut to avoid that process in the first place.

If they are prepared to sell such a shortcut, then they are tacitly admitting that the integrity of the game isn't really that important, that avoiding the unlock process actually has value (ie. the opposite of the process itself adding value) for a significant number of people and that therefore the unlock process either shouldn't be in the game or should be optional.

Bottom line for me here is that they are simply not developing in good faith. They are selling content with the intention of later shaking the player down to let them have access to said content. They are treating their customers as marks to be exploited rather than as people to serve to the best of their ability, and it's sad to see those same marks turn around and defend them for doing it.

Putting elements like this into a game won't make me avoid those elements, it will make me avoid the game entirely. If we get to a point where this sort of thing becomes accepted practice in paid-for gaming, then I'll just avoid gaming. Practices like this will radically alter the industry-customer relationship from one of (sometimes grudging) mutual respect to one of outright contempt and it'll just stop being an enjoyable thing for me to be a part of.

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Devildoll

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Edited By Devildoll

@jimbo: so basically, you think battlefield should start everyone out at lvl 150 with everything unlocked as well?

No sorry, thats not what you were getting at. But to clarify, they are not gradually allowing you access.
you can buy any car you want from the start, none are locked. you just have to earn the money.

be it a 2002 nissan skyline GT-R for 57 000 or that F1 lotus for 6 millon.

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Darji

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@jimbo said:

@darji: I have no problem with games unlocking content gradually, if the motivation for doing so is that they think it makes a better game. It becomes a problem when they realise that skipping that process is actually preferable for a lot of people and that they can hold that option to ransom.

I don't like ruining games with cheat codes either, but if a lot of people do then they should just have that option - it shouldn't be taken as another opportunity to shake them down for more money. They're denying people access to content they've already paid for, entirely so that it can be ransomed back to them.

Can you imagine if anybody tried pulling this with a book or a movie? They would be laughed out of town and treated with utter contempt by everybody, but somehow the gaming consumer base has become so pliable that some even defend practices like this.

But you have this situation with every game. For example only like 10% of people who bought Mass Effect finished the game. But that does not mean we should unlock the whole game from he start. As for cheat codes: I think it is totally fine to be able to buy these with real money as long you can unlock them also in a "normal" way

And I totally agree that you at least should have an option to buy more an EXP boost for RPS for example to get this wider audience more interested in such a game. With games like Forza there should be a way to buy cars with real money but how its done in Forza is just insane. You pay more for one car than you pay for the whole game. I really wonder how Gran Turismo will handle this.

@devildoll That is totally fine. Getting Cars for leveing is a nice way of motivation through progression. For me grinidng is only an acceptable option if you try to max out or try to collect everything.

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@jimbo: The logic behind car tokens is sound. The implementation in Forza 5 is ass backwards.

Every new Forza game is potentially someone's first Forza game. If everything is unlocked from the get go and someone jumps into a V8 super car with no traction control on, they're going to have a terrible time and hate Forza. Or even if the assists are on and they try to drive like it's Need For Speed they're going to crash into everything. That's just how game design in general works nowadays.

The concept behind car tokens is that they're for those players where this is their fourth, fifth, or even sixth Forza game. They don't need to go through the progression of cars and ranks to know how to drive a Ferrari 458 with no driving assists. They want to get in, tune it to their liking, paint it up, and go.

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I just got done typing in every car and price into Excel. I am ready to make more graphs once they make changes.