Quote:
Originally Posted by
Leo_Ames /t/1475989/forza-5-10-years-in-the-making/30#post_23429884
Forza has been on a two year release schedule since the original and that tradition continues as the 5th release nears on now its third console generation.
And I think you'd find that they really aren't bringing significant additions to the series very often. Rather, they enhance and refine what has largely been there since day 1 with improved graphics, improved physics, improved AI, etc.
Weather for instance. Everyone gave it a pass on the original Xbox since it was their first time out the gate. Then we all gave it a pass with Forza 2 since there was new hardware to deal with and their first entry in the HD age. But it never did appear with Forza 3 or Forza 4.
I'm hard pressed to think of a really major addition to the franchise besides the addition of cockpits with Forza 3. So I really doubt that it's just a matter of waiting for Forza Motorsports 6 to get some of this stuff.
Rather, I predict they will continue with tradition. Forza 6 will arrive in about 28 months and be most everything that Forza 5 was with some enhancements, refinements, and some deletions and additions to the vehicle/track roster.
But nothing particularly new feature wise.
More track variety was on my list.
It's something the Forza/GT formula dearly needs. Otherwise you're just going to get halfway through career mode and suddenly realize yet again that you haven't seen anything fresh in many hours as you're racing the same track and the very same layout that you've likely raced ten times already.
And it's not something easily rectified with DLC. For starters, clearly Turn 10 realizes that the best bang for their buck is with basic car packs (Despite these games already shipping with many hundreds of vehicles). With relatively little effort they have something to sell every month that people will lap up.
And even if they didn't, it's of little importance if these tracks aren't incorporated into career mode. Forza 2 for instance. I think I raced Road America perhaps twice and perhaps only tried out each layout of Motegi once.
Nobody had them in multiplayer it seemed and they weren't incorporated into career mode with additional events or seeded throughout career mode as replacements for other courses in order to add a bit more variety instead of racing Laguna Seca 30 times throughout the course of the game.
So DLC tracks aren't likely the solution even in the unlikely event Turn 10 returns to the concept. But it's track variety more than anything that keeps these games fresh. Every new course is a unique event unlike the vehicle roster where everything falls into about a half dozen physics types with just subtle differences differentiating them beyond their visual appearance.
So they need to concentrate more on a lot of tracks on day 1. All the pretty cars in the world don't mean anything if you're bored with the slate of tracks after just a few hours of time.