
In terms of the free-to-play mechanics that are coming into it - because it came as part of a wave of Microsoft games that introduced mechanics more typically found in free-to-play games in full-price games, what's your take on that and how do you justify their inclusion?ĭan Greenawalt: So that's how you felt about Forza 4? There's how we look at it, and how others do, and both are fair. I think it comes down to how people frame the question - I'm not saying people are wrong, that they're framing it wrong. We had to rebuild everything from scratch, everything was rebuilt. But that's not how it was looked at - people were using words like cut, that we cut things. This game's bigger than Forza 2, which was a year and a half after the launch of Xbox 360. If you look at what we've done, we've made the biggest racing game at the launch of a platform ever - nothing has ever been this big before. If you're saying specifically what do I attribute to the scores being low and hight - well there's the series' heritage, and in some ways it's a bit of a lack of context. Review scores are what they are, and I appreciate that feedback, but they don't represent the diversity of who's playing, so the community and what they're doing and how they're playing is what I spend more of my time looking at. So you think some of the series' heritage hurt it a little?ĭan Greenawalt: Here's the thing, I'm not really driven by Metascore - hurt would imply damage, and I'm not damaged in this way. When I read the reviews there's a split between those that evaluate the game as not Forza Motorsport 5 but a great racing game at the launch of the Xbox One, and those that reviewed the game as the sequel to Forza Motorsport 4 as if it was on the Xbox 360. We have many scores above 90, a few around 70 and a couple in the 60s. Why do you think that was?ĭan Greenawalt: If I'm honest, I think our scores have never been so varied. In terms of its reception, Forza's had an impeccable past on Metacritic, hitting over 90 with every instalment, but this one dipped below that for the first time in the series' history. The Lotus E21 is one of Forza's most expensive cars - and in recent weeks its been gifted to certain players through the Forza Rewards scheme. I think the biggest travesty for me is how people have misread our intentions, because that's just been sad - community's the biggest thing for us, and the whole point is to get people excited about cars and excited about games, so people saying we've changed the economy for this reason and we removed this feature for that reason - I understand it, because perception's reality, and people start believing what they believe, but I know it's not the thought process we went through to make the decisions we made. I'm more disappointed in myself that I've elicited this reaction in people. I'm not disappointed in people - people feel how they feel. What's your take on the initial response, and the first reviews?ĭan Greenawalt: I have to be honest, our team takes great pride in what lights up our players, and community's the heart of what we do. It must be a relief in some way to have the game finally ship, but the reaction's been more muted than some other Forza games. Nevertheless, he kindly offered to speak about the reaction to Forza Motorsport 5, and how Turn 10 wants to address some of the key concerns.
#FORZA 5 TRACKS LIST PATCH#
What started with a blog post from Brian Ekberg acknowledging the issue carries on, with a new patch set to reduce the cumulative price of cars within the game by 45 per cent, and on average a 60 per cent rise in the amount of credits paid out per hour.ĭan Greenawalt, creative director at Turn 10, has certainly taken the criticisms to heart, and he's not putting his feet up - although, strictly speaking, he has to right now under doctor's orders, recovering as he is from surgery to address a ligament injury picked up while practising jiu-jitsu. The developer certainly hasn't been deaf to the cacophonous noise that's met certain parts of its game, and has worked to redress the balance in Forza Motorsport 5's economy. A diminished track list - a result of the challenges in creating content for the next generation of consoles - was one problem, but another that gained more traction was its embracing of mechanics more typically seen in free-to-play games, where XP boosters and microtransactions are commonplace. Turn 10's Forza Motorsport 5 perhaps wasn't the triumphant Xbox One debut many expected it to be.
