...I too am beginning to become bored with some of the tracks. Especially the ones that we've seen over and over and over again in previous renditions of Forza and in other games like Gran Turismo (Suzuka, etc...). But I feel like that's normal for a sim racing game. Do professional racers IRL get bored with certain tracks? Probably.
I'm not bored with the same thing at all; three of my favorites are driving-sim staples, two others have appeared in Gran Turismo, and the two remaining are Forza repeats. See below.
I can't speak for everyone, the I think the general consenses is the Forza offers a very good selection of tracks...
I'm picky. If you'll forgive the tall post, I can elaborate.
Tracks I like:
- Fujimi Kaido -- This is exactly what Forza needs more of, IMO. No, I'm not an Initial D kid. I'm talking about street/road courses, with or without a mountain involved.
- Infineon Raceway -- Love it. Great flow.
- Maple Valley Raceway -- This one has really grown on me. It's so old-school-Need-for-Speed.
- Nürburgring -- Must-have. Self-explanatory.
- Suzuka Circuit -- Must-have. Classic, and REALLY good flow.
- TopGear Test Track -- Great, but free roaming the airfield would have been nice.
- Tsukuba Circuit -- My go-to track for timed testing. Easy to learn, difficult to master, over in a minute (give or take).
Tracks I'll drive but rarely as a choice:
- Bernese Alps -- It would be better if it wasn't so BIG, WIDE, and BASIC. I like the hills and dips that upset the car. Great potential, wasted on what feels like a beginner's track.
- Hockenheimring -- It's okay. It's more drift-friendly than it is fun to race.
- Le Mans -- To be honest I use this for nothing but high-speed testing. It's a fine track, but I'd always rather run the Nordschleife.
- Montserrat (Camino Viejo, Iberian, Ladera) -- I like them, but overall they're sorta hit-and-miss.
- Mugello -- Wouldn't be one of my first picks, but it's pretty good.
- Positano -- Why no Costa di Amalfi? This is like having only the Nürburgring GP track.
- Road Atlanta -- Starts off good, but halfway around the track they ran out of ideas, I guess.
- Sunset Peninsula Raceway -- I actually like the infield, but I never select this one myself.
- Twin Ring Motegi -- It's tolerable, for how straight-edged it is.
Tracks I hate:
- Circuit de Catalunya -- "Complex" doesn't always mean "fun." This is more "disjointed." Multiple pile-up zones in online play.
- Indianapolis -- Wide, flat, blind, and irritating.
- Laguna Seca -- Never liked it in any game. Straight-corner-straight-corner-straight-corner-straight-corner-straight-corner-straight-worldfamouscorner-straight-corner-straight-corner-straight...
- Road America -- Like Laguna Seca, but with more time spent waiting for the next corner. Which is basically doing nothing.
- Sebring International Raceway -- Like Road America, but with more opportunities for other players/AI to ram you off-track.
- Sedona Raceway Park -- Wacky and littered with quicksand. It's better without the oval.
- Silverstone Racing Circuit -- UGH. I think this one just isn't for me. I can't explain it.
Benchmark High Speed Ring:
- Benchmark High Speed Ring -- Not much to talk about here, other than the giant parking lot area with no support for autocross layouts or anything interesting. I don't know why T10 dropped the ball on that one.
So of 24 tracks, I enjoy and actively seek to race on 7 of them. And the source I pulled the list from counts the "Montserrat" tracks as one.
...what are you using for a yardstick?
A lifetime spent growing up with street racing/driving games, and a fascination with the open road. Wide, sterile, modern racetracks are really a turn-off. I could give you a long list of games, but the only Gran Turismo clone that really nailed the sort of track I like is Enthusia Professional Racing. It had the Nordschleife, Tsukuba, and about 20 fictional street courses set in various locations around the globe, all of them creative, challenging, and interesting.
Otherwise, the map I posted last time illustrates what I desire most. An unbounded network of rural roads, twisting over hills and valleys as far as you can see. I'm mainly here for the physics and cars. The fact that I enjoy getting from A to B as quickly as possible is sort of a coincidence. I don't like driving racecars much either -- I prefer to keep my tuned FM4 cars on street rubber.
I don't know if I can agree with you on this one. I think the "primary" reason the GT series has such a long shelf-life is because of the amount of cars. Not for me, but for those that like to collect and drive many varieties of cars.
But no one "wants" a thousand or even a couple hundred cars. The real purpose of a large car list, as I see it, is to ensure most players get to drive their favorites. From there, the replay value is in the ability to drive only cars you like all the time, and several of them. It's not that different from what you're saying, but the total inventory of cars isn't what most people are after.
The point we were making is that track variety has a stronger and more lasting effect. I can only drive the entire history of BMWs on a single track for so long, but I'd spend a lifetime driving an E30 M3 on the entire history of tracks.