Toadthemushroom
Member
Interesting analysis on Ars Technica about Forza 7's loot box system and how it affects the core design of some aspects of the game: https://arstechnica.com/gaming/2017...d-a-new-low-with-forza-7s-pay-to-earn-option/
Essentially, Forza 7 allows players to spend money opening Prize Crates, which exist in a variety of types, each costing different amounts of CR and promising different cars or cosmetics.
At launch you'll only be able to open loot boxes using CR earned in-game, but Turn10 confirmed to Ars that you'll be able to use Tokens in the future - bought with real money. I suspect Turn10 will look at player behaviour shortly after launch (each loot box roll will be sent to the servers...) and optimise the system for the best balance vs. microtransaction payments.
I'll let Ars' Sam take over here:
As expected, there's the usual assortment of cosmetics in these Prize Crates, complete with doubles:
It really does feel like publishers are going too far with this. Having loot boxes unlock modifiers that feed back in more addictive behaviour (racing more courses with a CR bonus) to encourage players to spend more time playing the game in hope of purchasing even more loot boxes sounds like it'll keep people racing for all the wrong reasons.
I'd like to see more information on how the Prize Crate contents are divided up. We know that for, say, the driver cosmetics, there are a lot of similar-looking items to mess around with the odds of getting a double when you actually want this one specific item. But are the different types of Prize Crates item-specific? That is, do Crates only ever contain one kind of item, for example driver cosmetics, or mods, or only cars? Or have Turn10 made it so every category of item is generally in one type of Prize Crate?
Regardless, it definitely feels like they are trying to maximise player engagement *shudder* with these systems, so players keep racing for more CR or buying more tokens (in the future) to keep coming back to open more loot boxes, and then maybe apply more mods to race more races and earn more CR to open more loot boxes. And undoubtedly players are going to be interested in attaining some of these items, especially anyone who isn't familiar with how these addiction-enabling mechanics affect player behaviour.
What do you make of this?
Essentially, Forza 7 allows players to spend money opening Prize Crates, which exist in a variety of types, each costing different amounts of CR and promising different cars or cosmetics.
At launch you'll only be able to open loot boxes using CR earned in-game, but Turn10 confirmed to Ars that you'll be able to use Tokens in the future - bought with real money. I suspect Turn10 will look at player behaviour shortly after launch (each loot box roll will be sent to the servers...) and optimise the system for the best balance vs. microtransaction payments.
I'll let Ars' Sam take over here:
Sam Machkovech said:But Forza 7 adds a peculiar and arguably non-essential twist to the loot boxes' random contents through a new item called a "mod." That might sound like an item that will modify a car to enhance its performance, but it actually modifies the circumstances of the next raceand, consequently, the amount of CR you can earn in that race.
Apply a "night race" mod to your car before a race, for example, and you'll turn your next race from day to nightand earn 30 percent more CR on that race. An "instability" mod turns off one of the game's "driver assist" perks in exchange for a 30-percent CR boost. Some mods don't count unless you complete an objective, like pulling off two "perfect turns" in a race. Other mods simply grant a flat CR reward boost in your next race without additional requirements.
Sam Machkovech said:Changing the difficulty or terms of a single race in exchange for a higher CR payout will sound familiar to Forza fans, because this used to simply be a standard thing you could do whenever you wanted. Players could manually add or remove certain assistslike "driving line" marks of where you should accelerate and brakeand get more CR per race for having fewer assists. That's no longer the case. You can still adjust the assists as you see fit, but you won't be rewarded for doing so... unless you have the right mod in your inventory.
Turn 10 has taken away a solid "play how you want for more CR" system in order to have a new, more marketable loot-box gimmick. But Forza 7's mods, which can only be earned in loot boxes, are primarily just another way for players to shuffle their CR coins around. The loot box system encourages players to dump their stacks of CR into the loot box economy in order to earn more CR. Spend CR to make CR! That's just good business.
As expected, there's the usual assortment of cosmetics in these Prize Crates, complete with doubles:
Sam Machkovech said:Even here, there are a few catches. First, the game at launch includes a whopping 361 costumes, but they must all be individually unlocked (with the exception of outfits unlocked by either owning prior games or by paying for the game's "deluxe" version). More than 100 of those are color-differentiation clones of the game's more generic designs, which dilutes the unlocking pool. Worst of all, you cannot individually unlock outfits with in-game currency. If you're eyeing a specific outfit, you have to hope that you open the right prize crate or find it as a random reward for leveling up via the game's "experience points" system (which can take as many as eight races to do per XP level).
It really does feel like publishers are going too far with this. Having loot boxes unlock modifiers that feed back in more addictive behaviour (racing more courses with a CR bonus) to encourage players to spend more time playing the game in hope of purchasing even more loot boxes sounds like it'll keep people racing for all the wrong reasons.
I'd like to see more information on how the Prize Crate contents are divided up. We know that for, say, the driver cosmetics, there are a lot of similar-looking items to mess around with the odds of getting a double when you actually want this one specific item. But are the different types of Prize Crates item-specific? That is, do Crates only ever contain one kind of item, for example driver cosmetics, or mods, or only cars? Or have Turn10 made it so every category of item is generally in one type of Prize Crate?
Regardless, it definitely feels like they are trying to maximise player engagement *shudder* with these systems, so players keep racing for more CR or buying more tokens (in the future) to keep coming back to open more loot boxes, and then maybe apply more mods to race more races and earn more CR to open more loot boxes. And undoubtedly players are going to be interested in attaining some of these items, especially anyone who isn't familiar with how these addiction-enabling mechanics affect player behaviour.
What do you make of this?