The path that will make PMR profitable for years!

Dantknd

New member
The overwhelming majority of players are particularly interested in progression, the feeling of evolution within the game, whether in the single-player campaign or even in multiplayer.

I believe the best way to achieve this is by giving players a long history with the car they obtain. Having great difficulty obtaining a car and needing to constantly upgrade and maintain it is essential. Make a new car a major achievement for us, one that requires effort, and give us the option to make various improvements to our car and team, so that we can visually see the difference. We want to look at a car and remember our achievements in the game, not just another car among many options.

A system of individual progression and necessary car upgrades is very important. You can also effectively exploit this by running events to obtain a new car featured in an update.

For example: The new winter update will add the legendary Mclaren F1 GTR, and everyone can get this car for free, as long as they complete the missions to acquire it. And if you want to explore this even further, you can complete multiple missions, each unlocking a part needed to assemble the car. While you're viewing the next challenge, you'll be able to track your progress by watching the car being assembled in the workshop!

Set a time limit to complete these missions and get a new car. For those who don't finish them, you can set a paid option (I don't see a problem with that).

What will motivate many players to never miss out on these free legendary cars is precisely the difficulty/reward combination, as well as the thrill of building your own car.

I'll give you an example of a mission/reward:
Mission 1 - Finish the race in the top 3 with limited fuel (the player will face the challenge of reaching the podium in a race where they'll have to manage their fuel well).
Reward: Mclaren F1 GTR Body

Mission 2 - Finish the timed race in 1:38:200
Reward: Mclaren F1 GTR Suspension

Mission 3 - Finish the race in the top 5 without crashes (A race only with the Mclaren F1 GTR)
Reward: Mclaren F1 GTR Transmission

These are just examples of missions and rewards, with 15 to 20 missions required to obtain the car in our garage, with a limited time limit.
Besides being fun, it can be a new source of income to keep the game financially afloat. For those who can't complete the missions or don't have the time, they can invest real money to complete them.
But don't forget to reward players who complete everything without skipping any steps (for example, a car-themed medal will appear on their in-game profile indicating they've completed all the missions).
Imagine adding specific cars to each new season, motivating players to log in to complete these missions or invest money in the game. If this is a recurring feature, it will keep the game active, with an excellent financial return, and players satisfied with the challenge and reward. But please don't create impossible challenges to try to extort money from players!

*illustrative image made by AI*car4.png
car3.png
 
If you want to play a FOMO mobile game with endless microtransactions then there are already plenty of those out there. I dropped RR3 for many good reasons, please don't try to take it to PC.
 
If you want to play a FOMO mobile game with endless microtransactions then there are already plenty of those out there. I dropped RR3 for many good reasons, please don't try to take it to PC.
The focus of my suggestion is to develop a progression and reward system for those who dedicate time to the game. If you're against microtransactions, just ignore that part; you don't need to be very smart to understand that this isn't the focus. And another important point: my suggestion was simply to skip the optional free-to-play steps, not to make the game pay-to-win.
 
Heyyy, design guy here, this is something I can speak on.

We're trying to simulate real racing with PMR. So the first question to ask is... does this exist in real racing?

Race cars aren't locked behind ambiguous requirements. If you would like to buy a Ford Mustang GT3 car, here is the contact info.

Outside of F1 and maybe WRC (where factory teams bring new/improved parts to each race and there is a whole R&D department), this sort of thing doesn't happen in pro racing.

Most racing series you see today are some level of customer cars or spec cars. Let's take GT3 for example. During the off-season, the sanctioning body determines or adjusts a common rules package, the manufacturers formally submit their cars they intend to run for the season, and the sanctioning body then manually approves or rejects each, and attempts to competitively balance them. Any changes/upgrades in-season, must go through the sanctioning body and come from the manufacturer, not individual teams.

You as a race team, merely buy the GT3 car from Chevrolet and race it/repair it throughout the season. Chevy might send all teams running the C8R GT3 a different brake package later in the season, an upgrade that was pre-approved by maybe IMSA or WEC, but teams internally are not developing their own aero, their own engines, etc. The most realistic thing we could do to replicate that from a design standpoint, is a random prompt in Career mode that says "Chevy has sent you bigger brake ducts prior to the upcoming race at Sebring." Yet unless you are doing full 6-12 hour races in your career, the difference in performance might be negligible.

That's the reality for a lot of racing series. The Aussies have been dealing with it this year.

NASCAR is even tighter in that you must buy each part individually from a specific vendor, and if you are caught modifying them, you receive fines/race suspensions. This has actually caused big shakeups among staff since in-house fabricators are no longer needed to the extent they used to be, and facilitates really bad price gouging. IE, NASCAR mandates you MUST buy the body from Vendor A, they can theoretically set the price to whatever they want to extort teams knowing they MUST buy from them. This is why NASCAR Canada has been struggling btw and why some of the talented drivers are opting to run APC tour.

So for a lot of classes in PMR (all of them), this kind of R&D gameplay mechanic would be directly against the series rules.
 
Heyyy, design guy here, this is something I can speak on.

We're trying to simulate real racing with PMR. So the first question to ask is... does this exist in real racing?

Race cars aren't locked behind ambiguous requirements. If you would like to buy a Ford Mustang GT3 car, here is the contact info.

Outside of F1 and maybe WRC (where factory teams bring new/improved parts to each race and there is a whole R&D department), this sort of thing doesn't happen in pro racing.

Most racing series you see today are some level of customer cars or spec cars. Let's take GT3 for example. During the off-season, the sanctioning body determines or adjusts a common rules package, the manufacturers formally submit their cars they intend to run for the season, and the sanctioning body then manually approves or rejects each, and attempts to competitively balance them. Any changes/upgrades in-season, must go through the sanctioning body and come from the manufacturer, not individual teams.

You as a race team, merely buy the GT3 car from Chevrolet and race it/repair it throughout the season. Chevy might send all teams running the C8R GT3 a different brake package later in the season, an upgrade that was pre-approved by maybe IMSA or WEC, but teams internally are not developing their own aero, their own engines, etc. The most realistic thing we could do to replicate that from a design standpoint, is a random prompt in Career mode that says "Chevy has sent you bigger brake ducts prior to the upcoming race at Sebring." Yet unless you are doing full 6-12 hour races in your career, the difference in performance might be negligible.

That's the reality for a lot of racing series. The Aussies have been dealing with it this year.

NASCAR is even tighter in that you must buy each part individually from a specific vendor, and if you are caught modifying them, you receive fines/race suspensions. This has actually caused big shakeups among staff since in-house fabricators are no longer needed to the extent they used to be, and facilitates really bad price gouging. IE, NASCAR mandates you MUST buy the body from Vendor A, they can theoretically set the price to whatever they want to extort teams knowing they MUST buy from them. This is why NASCAR Canada has been struggling btw and why some of the talented drivers are opting to run APC tour.

So for a lot of classes in PMR (all of them), this kind of R&D gameplay mechanic would be directly against the series rules.


I understand what you meant. I thought of something creative, but maybe it doesn't make sense for our game.

I don't know how to adapt what you brought; perhaps it's not possible to have something similar.

I really love having progression, precisely to keep me focused and motivated to achieve something, and I would love to have that in PMR.

Thank you for the clarification; I'm even happy to see a developer giving me an answer
 
Progression and unlocks are really really hard to get right in a sim because everyone plays sims differently. You can kinda see this just among content creators. Some guys do nothing but shakedown laps in new DLC or mods when they come out. Some guys are exclusively online racers, some exclusively championship modes (if they exist), some exclusively in private leagues. And within these groups, everyone does different lengths of races. Some guys do 25%, 50%, 100% races, others are doing 5 laps.

So if we as devs gate something behind "play X mode to achieve Y goal," there are genuinely people who will never play that mode and won't get the content, or might not race in that way to get the content.

Then time starts factoring into it. Stuff like Halo (both classic titles and Infinite) are aimed at a very specific demographic. We have everything from teenagers with unlimited free time, to university students, to fathers with full time jobs, playing our stuff. Anything that requires a specific amount of time to unlock, ends up excluding those without the time.

Now the counter-argument is, as you brought up (and it's a good idea on paper), to sell the unlocks if a player doesn't have the time. The tricky part with paid sim unlocks is that if it's content or upgrades, you get accused of being pay to win (this is partially why our DLC plan only introduces NEW classes). If it's cosmetic items (car liveries), in sim racing this sometimes isn't enough of an incentive. Yes, a dev may dangle a cool livery in front of us to unlock, but as a sim racer, I've likely already went and hand-painted my own livery that I'm more than happy with - so what good is an unlockable livery I'll never race with? At that point as a dev you'd have to prevent people from implementing custom liveries at all, just to make the unlockable livery mean something - and that wouldn't fly in sim racing when people have been making car skins for 30 years.

So it's really, really tricky.
 
Progression and unlocks are really really hard to get right in a sim because everyone plays sims differently. You can kinda see this just among content creators. Some guys do nothing but shakedown laps in new DLC or mods when they come out. Some guys are exclusively online racers, some exclusively championship modes (if they exist), some exclusively in private leagues. And within these groups, everyone does different lengths of races. Some guys do 25%, 50%, 100% races, others are doing 5 laps.

So if we as devs gate something behind "play X mode to achieve Y goal," there are genuinely people who will never play that mode and won't get the content, or might not race in that way to get the content.

Then time starts factoring into it. Stuff like Halo (both classic titles and Infinite) are aimed at a very specific demographic. We have everything from teenagers with unlimited free time, to university students, to fathers with full time jobs, playing our stuff. Anything that requires a specific amount of time to unlock, ends up excluding those without the time.

Now the counter-argument is, as you brought up (and it's a good idea on paper), to sell the unlocks if a player doesn't have the time. The tricky part with paid sim unlocks is that if it's content or upgrades, you get accused of being pay to win (this is partially why our DLC plan only introduces NEW classes). If it's cosmetic items (car liveries), in sim racing this sometimes isn't enough of an incentive. Yes, a dev may dangle a cool livery in front of us to unlock, but as a sim racer, I've likely already went and hand-painted my own livery that I'm more than happy with - so what good is an unlockable livery I'll never race with? At that point as a dev you'd have to prevent people from implementing custom liveries at all, just to make the unlockable livery mean something - and that wouldn't fly in sim racing when people have been making car skins for 30 years.

So it's really, really tricky.
You're right, and I greatly admire your line of reasoning. I racked my brain and will present my new idea adapted to your dynamics.I was thinking of something like:

We don't evolve cars, we evolve drivers and teams.
You don't unlock power—you unlock respect.
Something like:
Team Progression System (not car progression)You manage your small team, and it evolves:

Track Engineer: Better telemetry/feedback
Mechanics: Faster & more reliable pit stop
Aerodynamics: Access to homologated kits, not magical upgrades
Public Relations: Contracts / invitations / official skins


I think a hall of fame based on driver statistics with their country's flag would be interesting.
And with that, you could develop a kind of championship system; whoever wins will have a trophy on their profile showing that the driver is a champion of a particular championship.The championship could be based on ranking (example: bronze, silver, gold, platinum, diamond).
This would create an absurd level of competitiveness among many players.

For now, these are my ideas; I hope they've helped in some way :)
 
Only the path of the first AC will allow for profitability and development. Good physics and modding support. And if PMR is superior to Corsa in every way, the entire contingent will move there.
Other racing sims followed this path, first Race07 and rFactor, then Corsa.
 
Only the path of the first AC will allow for profitability and development. Good physics and modding support. And if PMR is superior to Corsa in every way, the entire contingent will move there.
Other racing sims followed this path, first Race07 and rFactor, then Corsa.
and dedicated servers that are actually dedicated servers... Not P2P lobby openers like pCARS 2 and AMS2
 
Tenho uma dúvidas..!
O Project Motor Racing em seu modo offline terá a opção no menu de configurações da corrida para habilitar o safety car??
"Como no Automobilista2.."
Essa é minha dúvida, caso os desenvolvedores não tenham pensado nesta possibilidade para o dia do lançamento ou para uma atualização futura, essa é a minha sugestão!
 
I have a question!

Will Project Motor Racing have the option to activate the safety car in the offline race settings menu?

"Like in Automobilista 2..."

That's my question. If the developers haven't considered this possibility for the release or a future update, this is my suggestion!
 
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