Which ones? I agree, a lot of the sims are half baked. I still can't play AC in SP unless I'm hotlapping, it's been a huge waste of money for me. If I was given the chance at a refund I'd take it. Same with Project CARS that is another humongous piece of shit.
For a start, I'd say we've already enjoyed at least one generation of software that could be labelled the 'Golden Age' of sim racing. And despite the shortcomings of all the current sims, this generation could also be comfortably be referred to as the 'Golden Age' too. We've never had it better.
RaceRoom - I don't think the business model itself is a problem; it just needs a bit of tweaking and better communication. I disagree with that PRC piece - I'd put their concept at the top, next to iRacing. I attribute RaceRoom's problems largely to an identity crisis in terms of presentation and physics. What we've seen since the Sector 3 switch has directly addressed this; let's see what happens. So it hasn't been successful for 4 years... well frankly, it hasn't been very good for at least 3 of them. The handling only became remotely competitive a couple of weeks ago - in that sense it's too early to call it a failure.
SCE - the writer doesn't directly offer an explanation for the lack of users online - after all he states that 'it ticks the most boxes and has the least bugs'. If it's because people are being attracted to shinier, newer sims that are failing to 'get out of beta', then that seems to counter his central point - people would prefer to play the unfinished, shiny stuff than playing the fully-resolved SCE. If it was so important to have the complete experience on one title, everybody would be playing SCE.
Project CARS - it's a fine sim. Did they deliver on all their promises? Not quite, and the odd bug remains, but it's not horrendously broken, and it delivers a unique experience. It's not going to thrill everyone but that's not necessarily a bad thing. I enjoy the variety.
iRacing - it's true there was a serious bug that affected some high profile events. But I don't think that is a reason to say iRacing isn't delivering overall - they fixed it and moved on.
rF2 and AC - I think it's a bit harsh to say these have 'let us down'. Both projects have gone beyond their initial scope, so a more positive view might even suggest that they've over-delivered. The industry is in a transition, and many consumers aren't ready to embrace the future. rF2 and AC started development expecting to release a traditional (or even boxed) product. They've moved so far away from that now, rF2 in particular. Okay, so AC is sticking with it due to a console release on the horizon, but that wouldn't have been a consideration had they released the original vision of the game in 2012 in the traditional manner. AC has benefited hugely from the staggered content and update release system.
Games have become ongoing services rather than a disc image suspended in time - easily updated, with different development processes and priorities. The traditional gaming business model makes less sense every day for sims. A newcomer looking at the update schedule for all of these sims over the past couple of years would be forgiven for thinking they were all on a subscription-based model already.
Interesting. Was this a recent iRacing exploit?
What do they mean by enter at a specific time?
Yes, it happened after they launched their dynamic track technology, although from what I can gather, it relates to an older bug, and but only had a clear effect when the new technology came in. I still don't understand it, but it had something to do with manipulating the weather and/or track state. Some people had figured out that by joining the server late, or entering and leaving and coming back, they could trigger a different state, where there was more grip. Because this 'trick' could be unintentionally activated, it was impossible to accuse people of cheating. This affected the first round of the BES qualifying, and at least one round of the iWCGPS.