I'm not a complete racing junkie, but I've been around the block for more than a few laps & I know this will never happen. Just look at it as a thought exercise or a pub conversation among friends with a few beers in 'em...
My "BIG PICTURE" idea would start as a combo of RF1 + iRacing.
NOTE: the business guy in me believes this would give devs a reliable / stable time cycle of cost & income & user feedback & new releases + BONUS subscription model for another stream of reliable income as the model & community evolves.
OK... what I want is a $50 SIM platform / game engine, LIKE RF1 + endless free or reasonably priced mods by indy creators LIKE RF1 (not endless dev DLC which takes time away from the core platform dev mission / requires staff, etc.).
The core platform would be fully supported & tweaked for 5-10(?) years & includes an OPTION for a subscription to the devs hosted online racing & ranking system. LIKE iRACING.
The platform & developers work on a 5-10 year replacement cycle, where the current game engine gets continual updates, improvements & content (live service?) by core dev team 1, while dev team 2 (includes cross-over devs) works on the next offering.
Maybe the 5-10 year cycle is too short or too long?
- iRacing started in 2008 (2024 minus 2008 = 16 years ago).
- yes, they've updated & added features - but not fully replaced the engine - as far as I know.
Anyway, the platform that I want also offers free downloadable mod tools for driver & car skins / paint, car models & a track builder + guides & tutorials & auto-update subscriptions to all the mods via STEAM WORKSHOP or an app like Assetto Content Manager - maybe even comes from / is hosted by the devs?
The game also includes a career path + season builder.
- career path is like "the road to X".
- - LATE MODELS, SCCA, BTCC, WTCC, STCC, TA's, GT's, NASCAR, F1, etc.
- this gives single player racers a sense of progression & accomplishment.
- maybe to get into the late models - you have to run dirt karts, midgets, legends, street stock, big-blocks to get to the late models - kinda' like Tony Stewart games.
- maybe to get to F1 you have to go from street karts to Formula Fords, Skip Barber, Formula 4-3-2-1JR, etc. to get to F1? I am making stuff up because F1 is not my thing.
^^^Writing that was pretty tricky, everyone will have a diff idea how progression should work, so how about also adding an easy "Season Builder" to get noobs started?
The season builder let's you NAME your season, choose a group or class of cars + pick a list of tracks + number of laps, difficulty sliders, etc.
Of course the game would have difficulty options & sliders overall (like many existing games) that allow noobs to start Arcade racing & then turn up the realism to Amateur, Semi-Pro, PRO or whatever or turn down the assists (however you want to look at it) and adjust the skill, aggression, etc. of the Ai.
The UX, UE, UI "flowchart" seems like it could be very complicated & would need the utmost attention. Fortunately, this would ne a PC only game & that should help simplify the UX by NOT forcing it to be gamepad friendly.
ANYHOO...
- I just started thinking about this today & hope you guys will share your ideas!
PS: I'm not looking to argue - just proposing a friendly conversation over a few beers... or Perrier for the non-drinkers.
My "BIG PICTURE" idea would start as a combo of RF1 + iRacing.
NOTE: the business guy in me believes this would give devs a reliable / stable time cycle of cost & income & user feedback & new releases + BONUS subscription model for another stream of reliable income as the model & community evolves.
OK... what I want is a $50 SIM platform / game engine, LIKE RF1 + endless free or reasonably priced mods by indy creators LIKE RF1 (not endless dev DLC which takes time away from the core platform dev mission / requires staff, etc.).
The core platform would be fully supported & tweaked for 5-10(?) years & includes an OPTION for a subscription to the devs hosted online racing & ranking system. LIKE iRACING.
The platform & developers work on a 5-10 year replacement cycle, where the current game engine gets continual updates, improvements & content (live service?) by core dev team 1, while dev team 2 (includes cross-over devs) works on the next offering.
Maybe the 5-10 year cycle is too short or too long?
- iRacing started in 2008 (2024 minus 2008 = 16 years ago).
- yes, they've updated & added features - but not fully replaced the engine - as far as I know.
Anyway, the platform that I want also offers free downloadable mod tools for driver & car skins / paint, car models & a track builder + guides & tutorials & auto-update subscriptions to all the mods via STEAM WORKSHOP or an app like Assetto Content Manager - maybe even comes from / is hosted by the devs?
The game also includes a career path + season builder.
- career path is like "the road to X".
- - LATE MODELS, SCCA, BTCC, WTCC, STCC, TA's, GT's, NASCAR, F1, etc.
- this gives single player racers a sense of progression & accomplishment.
- maybe to get into the late models - you have to run dirt karts, midgets, legends, street stock, big-blocks to get to the late models - kinda' like Tony Stewart games.
- maybe to get to F1 you have to go from street karts to Formula Fords, Skip Barber, Formula 4-3-2-1JR, etc. to get to F1? I am making stuff up because F1 is not my thing.
^^^Writing that was pretty tricky, everyone will have a diff idea how progression should work, so how about also adding an easy "Season Builder" to get noobs started?
The season builder let's you NAME your season, choose a group or class of cars + pick a list of tracks + number of laps, difficulty sliders, etc.
Of course the game would have difficulty options & sliders overall (like many existing games) that allow noobs to start Arcade racing & then turn up the realism to Amateur, Semi-Pro, PRO or whatever or turn down the assists (however you want to look at it) and adjust the skill, aggression, etc. of the Ai.
The UX, UE, UI "flowchart" seems like it could be very complicated & would need the utmost attention. Fortunately, this would ne a PC only game & that should help simplify the UX by NOT forcing it to be gamepad friendly.
ANYHOO...
- I just started thinking about this today & hope you guys will share your ideas!
PS: I'm not looking to argue - just proposing a friendly conversation over a few beers... or Perrier for the non-drinkers.
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