@ RetroKrystal
Well, I see it as a complex problem. I understand the game designer standpoint: The customer payed for a game. All new cars are bonuses. These bonuses are handed out in different ways. We add a new way for the most dedicated people. It is a reward for playing the game intensively. Why do people complain?
As a customer I bought a 100,-€-game to have a good time. I play since Motorsport 2, I like drifting, I want to have a good time. There were challenges in the game from the beginning. I finished all drift zones, all danger signs, found treasure-chests ... but in my own pace. If I have to work a lot in real life, I stop playing and work, because I need the money to pay for 100,-games. These games should be fun. Not more work.
Now the game reached a point, where it rewards playing the game every single day (or every third). You get your reward for doing things the developer wants you to do. This is typical for free-2-play-mobile-games, where these players are needed as opponents for whales. But this isn't needed in FH4. It is totally unnecessary. It seems like we are forced to play mulitplayer gameparts, so the designer can say: "Look, the play the game. The players love my work!"
But lots of people don't love it, they do it for the reward. This feels like work. It is wok - not a game anymore.
You can answer: "Just don't do it, it's just a car." And you are right. But is it the intention of the game designers to stop me from playing? To frustrate me? Have I payed 100,-€s for this expirience?
The streams show one thing to me: There is a clear disconnection between developer and customer. The developer haven't build on the loved features in FH3, in parts they are cut out. There are new features like online-adventures and most people don't like them. I do just one in 4 weeks and if my team looses, I am a level down and frustrated. I don't play a second one, because I will loose another level if my team looses again. Where is the funpart in that? It is frustrating.
And now, the game tells me: If you are off town for four days, you will be not rewarded. I don't see another chance to get cars, I see more frustration about a game I payed 100,-€ for. Should I carry my XBox One X with me to play 30 minutes every day when I travel around Europe?
I think the game designers have to leave thier bubble. The world is not only FH4. Your customers want to have fun, not getting frustrated. We want new challenges, but in our own pace, not timelimited. Put in 8 new cars, lock them behind 10, 20, 30, 40, 50, 60, 70 and 80 races to be done. Then I can decide to spend my holidays with FH4 or play every day 3 races to get everything. And I can decide to play online, on tarmac or cross country. Hand out your game to the gamers, accept that they like certain aspects and others not.
You don't have micropayment in your game - why do you design it like a mobile game? I don't understand that approach. We have nine pages communication-discussion. This is totally pointless, when you show this behavior to your customer. The 100%-reward shows imho, that you don't made a game for a gamer, you made a game to force us to play daily to have good data. You don't want us to play the way we want, you want us to play the way you want. There is no communication needed, you just need players to do their work. Maybe that is not your intention, but this is the feeling you are selling.
Last question: After T10 deciced to stop locking cars to improve the game experience, why do you lock more and more cars? After the FM7 release you were the good guys with FH3. It was a nearly perfect game in my eyes. FM7 tried to force players and the build the hole game back to the FM6 approach. And after that, you try to force the players in the same way. Are you really surprised that most players don't like that?
Edited by user Monday, March 11, 2019 2:46:56 AM(UTC)
| Reason: Not specified