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This week in MMOs - Week 32

This week in MMOS

Adventure Quest Worlds | Aion | Albion | ArcheAge | Ashes of Creation | Black Desert Online | Blade and Soul | Bless | CorePunk | Crowfall | Destiny 2 | Dofus | Dungeon Fighter Online | Dungeon and Dragons Online | Elder Scrolls Online | EVE Online | Everquest | Everquest 2 | Final Fantasy XI | Final Fantasy XIV |Gloria Victis | Guild Wars 2 | Maplestory | Mabinogi | Neverwinter | Path of Exile | Pantheon Rise of the Fallen | Phantasy Star Online 2 | Project Gorgon | Realm of the Mad God | Runescape | Skyforge | Star Trek Online | Star Wars The Old Republic | Star Citizen | Tera | Lord of the Rings Online | Tibia | Tree of Savior | Trove | Vindictus | Wakfu | Warframe | World of Warcraft |

AdventureQuest World

August 4th - The BugHunters are recruiting Looking for players to assist the QA team find bugs
August 7th - NecroTech Knight Upgrade Bonus New set available when you spend $10 or more
August 7th - Demon Queen Boss Battle Indonesian independence day event

Aion

Aion North America
August 5th - Frosty Fever Event Summer PvE event - get loot or buffs
Aion Europe
August 5th - THE GREAT DAEVANION EVENT Event - higher chance to upgrade daevanion gear
August 5th - REVENGE OF THE GRANKER KING Event - kill special mobs in gelk/ing and get loot
August 7th - WHEEL OF DESTINY Loot box promotion
August 7th - WEEKEND SPECIALS Cash shop promotion

Albion Online

August 4th - New Player Video Guides AO mod created YT ch that answers common questions
August 5th - Guild Spotlight: Victi Omnes Interview with a guild
August 5th - First Look: The Rogue Adventurer Bundle Promotion for a new cash shop outfit and mount set
August 6th - Watch the Crystal League Finals on AlbionTV Guild season is coming to an end
August 7th - The Offseason Crystal Tournament is Coming Tournament announcement

Archeage

August 6th - ArcheAge: Discounted Garden of the Gods Packages Cash shop sale on Garden of the Gods packs
August 7th - Up, Up and Away We Go! Cash shop update

Ashes of Creation

August 2nd - Ashes of Creation Coloring Book Downloadable coloring book
August 3rd - BOONS OF THE WAVEBORN Cash shop promotion

Black Desert Online

August 5th - Loyal Attendance Rewards Refreshed Daily attendance rewards have been changed
August 5th - Pearl Shop Update: Enhancement Pack Cash shop update + new cash shop outfit available
August 5th - Patch Notes - 5th August 2020 Bug fixes, events and class balancing
August 5th - Great Summer Festival Summer event

Blade & Soul

August 3rd - August Hongmoon Store Update Cash shop update

Bless Unleashed

August 4th - WEEKLY EVENT AUGUST 3 - 10 2X drop rate, and mount taming success event

Corepunk

No new updates from August 2nd - August 8th

Crowfall

August 7th - Crowfall Beta is Coming August 11 - Prepare for Battle! Signup now for a chance to access a closed beta test

Destiny 2

August 4th - DESTINY 2 HOTFIX 2.9.1.2 Minor bug fixes August 6th - THIS WEEK AT BUNGIE - 8/06/20 Weekly recap
August 7th - COMMUNITY FOCUS: DREXIS Interview with Drexis

Dofus

August 5th - SUMMER SALES: FINAL MARK-DOWN! Merch store discount
August 5th - ANKAMA LAUNCHER: NEW INTERFACE FOR ALL YOUR GAMES! Revamped game launcher is available
August 7th - ANKAMA LIVE: DOFUS RETRO SPECIAL EDITION Livestream and in-game event details
August 7th - THE RETURN OF GROZILLA AND GRASMERA Monster hunt event
August 7th - [CONTEST] INTERNATIONAL BOW MEOW DAY! International cat day event - screenshot contest

Dungeon Fighter Online

August 4th - DFO Content Creator Guidelines Guidelines for content creators

Dungeon and Dragons Online

August 3rd - DDO Screenshot of the Week #475 Weekly screenshot highlight

Elder Scrolls Online

August 3rd - CROWN STORE SHOWCASE—AUGUST 2020 Cash shop sale
August 6th - ANNOUNCING ESO’S NEXT-GEN SUPPORT PS5 and Xbox SX will be supported
August 6th - SAVE UP TO 50% AND PLAY FREE DURING QUAKECON AT HOME Free play week and discount on cash shop currency

EVE Online

August 4th - METALIMINAL STORMS - NEW UPDATE Spacestorms will appear at random in nullsec space
August 6th - SLICE OF LIFE Upcoming stream promotion and PvP event details
August 7th - FOUNDATION DAY EVENT IS LIVE Login, get free stuff
August 7th - NEW ABYSSAL PROVING GROUNDS EVENT PvP event details
August 7th - UPCOMING ABYSSAL PROVING GROUNDS EVENTS Upcoming PvP event details

EverQuest

No new updates from August 2nd - August 8th

EverQuest 2

No new updates from August 2nd - August 8th

Final Fantasy XI

August 3rd - Unveiling The Voracious Resurgence Special Website! Special site is up for a new storyline in the world of Vana’diel
August 5th - The Sunbreeze Festival Summer event is back
August 7th - Discount Campaign Get the game along with all the expansions for $9.99 USD
August 7th - Return home to Vana’diel campaign Returning players event
August 7th - Presenting a New Wallpaper Commemorating The Voracious Resurgence! Download a new wallpaper by Akihiro Yamada

Final Fantasy XIV

August 3rd - Watch the Latest Installment of Duty Commenced US team’s live stream.
August 3rd - FINAL FANTASY XIV Fan Kit Released! Wallpapers release for mobile and desktop
August 3rd - Letter from the Producer LIVE Part LIX Digest Released Dev talk replay available
August 5th - Changes to the FINAL FANTASY XIV Starter Edition Heavensward added to the starter edition
August 5th - Changes to A Realm Reborn Main Scenario Quest Requirements Store progression in the base game has been updated
August 6th - Patch 5.3─Reflections in Crystal Site Update Teaser site updated
August 7th - Patch 5.3 Notes (Preliminary) Patch notes for upcoming 5.3 patch

Gloria Victis

No new updates from August 2nd - August 8th

Guild Wars 2

August 4th - Festival of the Four Winds 2020 Begins Next Week Annual summer event returns
August 4th - Cool Off under Your Ice Reaver Cape Cash shop update
August 7th - World vs. World Weeklong Bonus Returns August 14 PvP channel event

MapleStory

August 3rd - [Updated] Nexon Merch Store is Back! Get MS merchandise on Amazon
August 5th - Cash Shop Update for August 5 Cash shop sale/new item rotation

Mabinogi

August 3rd - Community Livestream - 'P.E.T. Part 2' Update Preview Livestream that shows off the PET Part 2 update
August 4th - Art Corner - 2nd Edition Fan art highlight

Neverwinter

August 5th - 2x Underdark Campaign Currency! Double currency drop event
August 6th - Limited Time Magnificent Keyring! Lootbox promotion
August 7th - Updated Roadmap Q&A Stream - August 11, 2020 Roadmap Q&A Stream on Aug 11th

Path of Exile

August 3rd - Our 3.12 Expansion Timeline Dates for upcoming content
August 3rd - Afterlife cat pet New cash shop pet available
August 4th - Harvest fan art competition highlights Featured fan art from ongoing competition
August 4th - Undead outcast helmet skin New cash shop item
August 5th - Harvest statistics: crafts, lifeforce and the avatar of the grove Stats on the most used crafts
August 5th - Doomcrow wings New cash shop item
August 6th - Community Organized Event - 8 Day Racing Gauntlet Starts on August 22nd! Racing event
August 6th - Automation lightning armour set New cash shop outfit
August 7th - Community showcase Fan art highlight
August 7th - New Skill Effects and Super Stash Sale New cash shop cosmetics

Pantheon: Rise of the Fallen

No new updates from August 2nd - August 8th

Phantasy Star Online 2

August 3rd - FUN SCRATCH TICKET: AUGUST 2020 - PART 1 Lootbox promotion August 3rd - MISSION PASS: SEASON 6 Monthly achievement system rewards
August 3rd - AC SCRATCH TICKET: MAESTRO SUMMONER Lootbox promotion
August 4th - PSO2 ON STEAM: BONUS LOGIN REWARDS! Bonuses for logging in through steam
August 4th - CAMPAIGN: JOIN AN ALLIANCE! (8/5) Join an alliance, get rewards
August 4th - CHALLENGE OTHERS IN THE BATTLE ARENA! New PvP content
August 4th - LEVEL UP FASTER WITH BONUS QUESTS! Leveling event
August 4th - CAMPAIGN: WELCOME BACK TO PSO2! Returning player event
August 5th - URGENT QUESTS & CONCERTS: AUGUST 2020 - PART 1 Event
August 5th - NEW URGENT QUEST: BEACH WARS! Summer event
August 5th - BEACH WARS BEACH-WEAR! Summer cash shop promotion
August 5th - NEW REWARDS BUNDLE FOR XBOX GAME PASS ULTIMATE MEMBERS! Xbox game pass ultimate members will get rewards
August 5th - NEW EPISODE 4 LAUNCH BUNDLES! Cash shop bundles
August 5th - SUMMER IN PSO2! Summer event details
August 5th - PSO2: STEAM LAUNCH REWARDS Rewards for playing through steam
August 5th - CASINO BOOSTS & BONUSES! (8/8) Casino promotion

Project Gorgon

No new updates from August 2nd - August 8th

Realm of the Mad God

August 4th - AuguST ST STreak - x1.5 XP and droprates! Discord Q&A! Janus is there too. 1.5x event
August 5th - Patch Notes 1.0.1.0 - Oryx changes, Discord Nitro Boosting Rewards and more Patch notes... duh

RuneScape

August 3rd - THIS WEEK IN RUNESCAPE Weekly digest
August 7th - Double XP LIVE has begun! 2x exp event

Skyforge

August 4th - Ready Player Sun: Free Gift & 30% Off Sale! Freebies and 30% off on the cash shop
August 5th - Sale: Hall of Trophies - August 5, 2020 Trophy sale

Star Trek Online

August 3rd - Free Lower Decks Duty Officers! Get officers from the new show to join your crew
August 3rd - PC and Console Patch Notes for 8/4/20 Events, balancing and minor fixes
August 5th - PC Patch Notes for 8/6/20 bug fixes

Star Wars: The Old Republic

August 3rd - SWTOR In-Game Events for August New events

Star Citizen

August 3rd - August 3rd - This Week in Star Citizen Weekly insight
August 4th - Portfolio: Otoni Group Lore
August 4th - DISCOVER THE SPEED, POWER, AND UTILITY OF NEW & REWORKED VEHICLES Overpriced vehicles for sale
August 5th - ALPHA 3.10 FLIGHT & FIGHT Patch highlights
August 6th - Star Citizen Monthly Report: July 2020 Monthly update on development
August 7th - TRANSMISSION Inside star citizen stream PTU
August 7th - TRANSMISSION Weapons creation process
August 7th - Roadmap Roundup - August 7th, 2020 Dev decision insights

Tera: The Exiled Realm of Arborea

August 3rd - Get ready for TERA in 64-bit! 64bit tera client coming soon
August 3rd - Get Ready to Mask Up! Buy digital masks and support real doctors
August 6th - TERA Battle Arena Update: Gameplay Patch preview

The Lord of the Rings Online

August 4th - UPDATE 27.2 RELEASE NOTES Content update
August 7th - The LTRO Beacon Issue 170 Community spotlight

Tibia

No new updates from August 2nd - August 8th

Tree of Savior

August 3rd - Medeina's FLEX BOX Do content, get boxes, open for loot
August 3rd - Summer TOSventure Event Summer event
August 4th - Like & Comment Event: ToS Task Force is back with Second Event! Facebook event
August 4th - World Map Reorganization World map update preview
August 4th - Update Plans for the Second Half of 2020 Update plans
August 5th - New Original Sound Tracks Available - August OST Video

Trove

August 4th - Take the Lunar Plunge until August 18 Event
August 4th - Dive into Deals for Lunar Plunge until August 18 Cash shop promotion
August 7th - Luxion’s First Arrival in August – Lasts until Aug. 10 Luxion’s store refresh

Vindictus

No new updates from August 2nd - August 8th

Wakfu

August 5th - SUMMER SALES: FINAL MARK-DOWN! Merch store discount
August 5th - ANKAMA LAUNCHER: NEW INTERFACE FOR ALL YOUR GAMES! New game launcher
August 6th - SHELLS AND CRUSTACEANS PACK Cash shop promotion

Warframe

No new updates from August 2nd - August 8th

World of Warcraft

August 3rd - WoW Classic Ahn’Qiraj: The Scarab Lords are Rising! Join the war effort
August 4th - The Pet Battle Bonus Event Has Begun! Pet PvP event
August 4th - Jump Into This Week’s PvP Brawl: Hotmogu Weekly PvP rotation
August 4th - Explore the Temple of Ahn’Qiraj and Ruins of Ahn’Qiraj Raid content available
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CasinoLuck 20 gratis spins + 100 free spins + €500 bonus

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Slots

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Video Poker

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Blackjack

As blackjack is, without a doubt, one of the most popular card games of all times, the casino has complied with the needs of the game's fans and has included five top-notch variants on its list. These include Double Exposure, Single Deck, Classic Blackjack and Pontoon. There's the option to play the Multi-Hand version of the game, where bet limits range between $1 and $100 and six decks of cards are used.

Baccarat

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Roulette

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Poker

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Arcades

Some players are simply not interested in slots, video poker, and table games. If you are one of them, you should definitely consider paying a visit to the site's “Other Games” section. Sure, we've seen greater versatility as the category comprises of eight options only. Despite that these are well worth your while as their quality is tough to match. Some of the most popular arcade games are present on the list, including two variants of Keno, Super Bonus Bingo, Pharaoh's Gems, Germinator and Enchanted Woods.

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CasinoLuck Payment Methods

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CasinoLuck Customer Support

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To cater to the needs of its diverse, multinational gaming community, the online casino is available in 12 different languages, namely: English, German, Norwegian, Swedish, Finnish and Danish.

Licensing and Restricted Countries

In operation for over 15 years now, the website has successfully established a reputation for being among the most reliable, secure and fair online gaming destinations in the world. This, however, does not come as a surprise as the casino is completely legitimate and praised by players for the transparency it demonstrates.
The casino is owned and maintained by the prestigious company Minotauro Media Ltd. which is responsible for the operation and management of a number of other well-known casino brands in the industry; its website, however, is based in Malta.
CasinoLuck holds a valid license from the authorities of Curacao. The casino has been also granted a permission to operate from two of the strictest and most respected regulatory bodies in the industry – the Malta Gaming Authority and the UK Gambling Commission – a fact that serves as a sufficient guarantee for its reliability.
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Mobile Games, some thoughts on FF All the Bravest and Dissidia FF Opera Omnia

Mobile Games, some thoughts on FF All the Bravest and Dissidia FF Opera Omnia
So I downloaded every free FF mobile game I could find on the Android store. Talking about the actual mobile games, not PS1 games that were ported or whatever. The Dimensions games will have to wait for another time. And I'm really sad Mobius has been removed. Oh well. Last two! All the Bravest and Opera Omnia, let's go.
For my thoughts on FFXV: A New Empire and FF: Record Keeper, have a look here:
https://www.reddit.com/FinalFantasy/comments/i15qxq/mobile_games_some_thoughts_on_ffxv_a_new_empire/?utm_source=share&utm_medium=web2x
For my thoughts on FF: Brave Exvius and War of the Visions: FF Brave Exvius, have a look here:
https://www.reddit.com/FinalFantasy/comments/i7or3z/mobile_games_some_thoughts_on_ff_brave_exvius_and/?utm_source=share&utm_medium=web2x
FF All the Bravest
Final Fantasy: All the Bravest. Released in 2013 and developed by Kyoto based software and game developer BitGroove. Some of these folks worked on Kingdom Hearts Chains of Memories, and later on the KH Union χ mobile game. And apparently worked on UI design for Kingdom Hearts III!
It's cute. This is more of a toy really. Something to fiddle with for a bit. I don't mind it.
There's no story, aside from some vague intro text about world merging, darkness, and heroes coming to fight it. Anyway, you travel from section to section of a world map, each themed after one main line Final Fantasy game. You fight four battles from that game, and then move on. One battle against random enemies, a boss fight against the likes of Gilgamesh or the Four Fiends, then another battle of random enemies, then the bossfight agains the main antagonist of that game. Kefka, Golbez, etc. And then you move on.
The sounds design is a horrible cacophony of attack sounds with classic FF music in the background and the graphics are very basic old school sprite stuff. I was hoping the game would go into the 3D games as well and do cute sprite art for them like Record Keeper did. But nope, it's just FFI-VI for the first six areas. And then they reuse three of those old games for the last three areas. They do have FFVII, X and XIII areas, but you gotta buy them. There's also 35 jobs/characters from later FF games you can pay to unlock.
What makes this game unique is that they basically took the turn based battle system; four characters with timers before they get to attack. And used the extra vertical screen space of the phone to just add way more characters below that. It's a silly idea, it looks silly, it's cute and funny. The game's title screen is that iconic shot from Final Fantasy I, of the four warriors of light on the hill overlooking the castle. Except it's a dozen warriors now. I giggled.
So yeah. The battle system is super simple, it's barely a battle system. You tap a unit, it attacks. No other controls besides that. So to order your entire mass of units to attack, you tap them all, or just swipe accross them. And then you swipe some more. And swipe. Keep swiping. Yeah, rub that screen squeaky clean! Each time one of your units is hit, they die. And get replaced after three minutes of real time waiting. In between battles all your units are healed up. But on a big boss fight, you might find yourself wiping halfway. Just wait an hour and you can continue fighting with a fresh batch of cannon fodder. Rub some more. Clean that screen. And win.
Your army slowly grows, your units get better weapons, and you unlock more jobs. But it's all random and there's no control or management or anything like that. Just keep swiping the screen, watch the little dudes and ladies attack, watch your party grow and move on to the next fight.
It reminds me of the era of mobile phone games where they were more like toys, and any interaction with the phone screen at all was exciting. It's a simpler game than any of the other gacha gambling hall mobile games I've looked at so far.
There's microtransactions, to buy some of the more popular characters or unlock some locations. And you can buy an hourglass that revives your full party instantly. The game also gives you ten of those hourglasses for free. So you get to see quite a chunk of the game before it all slows down and you're either paying, or waiting. But again, I was done playing with it by that point and didn't mind just waiting a bit before I could play more.
That's it really, I already spend more words on this one then I expected. It's fine and inoffensive and cute. My phone screen was so shiny after I was done playing.
Dissidia FF Opera Omnia
Dissidia Final Fantasy Opera Omnia, released in 2017, developed by Square Enix and Team Ninja/Koei Tecmo (Woah! These are game studios I actually know!).
A spin off of the Dissidia fighting games. You don't really need to know any of the story of Dissidia though. Two gods, Materia and Spiritus, are pitting familiar heroes and villains from across the Final Fantasy games against each other. All that fighting is tiring. So Materia created a peaceful world for the heroes to chill in. That's where the game takes place. But oh no! Dark portals are opening and evil monsters are coming through to ruin the vacation world! Materia sends her moogle helper out to gather up heroes, fight back and figure out what why etc.
So you travel around hex based areas, similar to Dissidia's dungeons. You gather up allies. Watch cutscenes of cute interactions between the heroes, and evil shenanigans by the baddies. And you fight turn based battles, using a system that's similar to the one used in the actual Dissidia games.
All the character are aware of what happened in their own games, and they get plucked from various points in their respective stories. Cecil is still the grim dark knight he is early in his game, but Zidane and Vivi seem to be fully aware of who Kuja is and what he did. So as a fan of the series you get to play the guessing game of "where in the story did this character come from?"
And man, the writers in this game really know their Final Fantasy. There's so many subtle character traits, more overt behaviours and catch phrases that show that they really really understand the characters they're writing. It's lovely and really cute. Yuna having to explain what a summoner is to the Type 0 characters, because summoners aren't a thing in that world. Zidane is flirty with every girl, but in just the right way that fits his character perfectly. The moment Bartz joins up, he immediately looks at everyone's outfits to figure out their jobs. It's also nice that they include characters from the sequels and spin off games like Crystal Chronicles or XIII-2.
The writing and party interactions are the big selling point of this game for me. The bigger story seems to be fairly shallow, straightforward. Skipping ahead to act 2 for a bit, it does look like the plot has some twists. But nothing too shocking. And don't expect drama and tragedy from the characters either, it's all lighthearted and cute. Like Zidane, Vaan and Yuffie discussing their motivations for thieving.
The battle system is great fun too. Based around the same push-and-pull bravery system the fighting games have. But turn based this time. So each character has HP and Bravery. You build up your Bravery, while lowering the enemy's Bravery, with special attacks. The number of Bravery points you have determines the damage you will do when you unleach an HP attack. At max Bravery you can slice away half the enemy's HP easily. At zero Bravery your character will be staggered. This goes for the enemy as well. It's similar to the stagger mechanic in FFXIII and FFVIIR as well. So yeah, it's all about finding the right balance between the two types of attack, and switching at just the right moment. There's also status effects, buffs, summons, friends you can call in. It's a well fleshed out system, and fun to play with. Or just turn it to auto battle if you want to grind away at the story or level up some new character you just got.
It's cleverly balanced so that even a low level character can hold their own pretty well. This helps a lot, because you'll keep getting new characters throughout the story and they all start at level 1. But the game is never too easy. I wasn't instakilling every battle.
I like that the game actually gives you new characters and money and all that just for playing the story. I know! Imagine that! You don't need to engage with the gambling aspects at all if you don't want to! And it will feel like any other single player game. Whereas in both Brave Exvius games for example, you could ignore the gambling just fine, but you would barely get any new characters for doing so. Of course Opera Omnia will still bombard you with log in bonuses and ads before you can even get to any of the main menus. Menus which are, as usual, labyrinthine and intentionally confusing. And there's ads everywhere. The world map has a permanent ad in the top left trying to lure you to temporary events and 'sales'. It has all the gacha trapping where you can get items, gear, xp boosts and characters by throwing money at Square and poking your daily roulette wheels.
This game is friendly about it though. They are less pushy than other games. Each time you boot up the game you get this message. Warning you about the gacha stuff and telling minors to ask their parents for permission to engage with it:
\"Please kindly note that while this game is free, certain items are not. We ask that minors receive permission from their parents or guardian before making any purchases\" Nice, mobile game developers with a conscience.
That's a nice thing. I also appreciate how the game warns you to back up your data regularly. It's nice to see a developer for a mobile game like this taking some social responsibility. Treating the players like human beings and not just a wallet with arms and legs. Even if it's just little things like this. It reminds me of the disclaimer FFXI always had, that tells you to go outside and see your family and friends occasionally, and not get too absorbed by the game. It's a small thing, but I respect the devs for adding it.
The art style is atrocious and the characters look horrible.
Music is great though! The original battle themes rock my socks off. And they are regularly switched up by classic FF tunes, or remixes thereof. It doesn't feel as expensive as War of the Visions did, no fancy Japanese and English voice acting on every bit of dialogue and no fancy CG opening cutscene. There are a lot of short Japanese only voice acted sentences though and battle cries for each character. It's fun to hear all their Japanese voices. This game does feel like something that would be at home on a console or handheld. A lot of effort by a lot of talented folks went into making and maintaining it. New characters with entire story chapters get added pretty regularly and there's a huuuuge backlog of old events and bonus chapters you can dive into.
Anyhoo. Yeah. That's basically it. It's a good game. I'll keep playing this and War of the Visions just because both have great battle systems, a neat story and a lot of love and effort put into their production.
If you're looking for a fun turn based battle system and hanging out with your favourite FF characters. Go play Opera Omnia! That's what surprised me the most, that the FF fanservice was not just empty husks that look like the characters, but they actually talk and feel like they dropped right out of their respective games.

The end
So yea, what did I learn after playing all these mobile games? The intrusive ads and gambling shit is bad. But you can ignore it in pretty much all these games (except A New Empire), and just play them as if it was a regular single player game. Which is good, because I don't enjoy throwing hundreds of euros at a casino and I wanted to see if these games held up compared to the console entries. And looking at them as regular single player games, War of the Visions and Opera Omnia clearly stand out as the best of these games. On par with the other spin offs like a Dissidia or Type 0 in my opinion.
I'd recommend Opera Omnia to any fan of the series. And War of the Visions to any fan of the Tactics games. For the price of free, both of these are definitely worth checking out for a few hours.
And if you enjoy those. Record Keeper and Brave Exvius are enjoyable too.
No need to check All the Bravest. And very much avoid A New Empire completely.
As it is, the money you can spend in Opera Omnia or War of the Visions is never worth what it gets you. Spending €80,- in Opera Omnia only gets you a third of the gil I already earned just by playing a few hours. And only enough space bucks to unlock maybe ten characters. If you're lucky at the roulette wheel. But the single player campaigns in these two games would definitely be worth some money in my eyes. If these games ever showed up on Steam/Switch/PS4 for like €30,- without the gambling mechanics, I would buy them. So setting that as your budget in the in-game currency store seems reasonable.
submitted by RobinOttens to FinalFantasy [link] [comments]

An extensive list of features I would like to see implemented into TC2 or any future titles.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
submitted by jxfl to The_Crew [link] [comments]

An extensive list of features I would like to see implemented in the next Forza Horizon or potentially added to FH4 as it is still receiving support.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
submitted by jxfl to forza [link] [comments]

With the next NFS in works, here is an extensive list of features I would enjoy seeing deployed into the game.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
submitted by jxfl to needforspeed [link] [comments]

As TDU3 is under development, here is an extensive list of features I would enjoy seeing and hopefully some can be implemented.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
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