People are saying the game is designed around having to buy credits with real money when it's clearly not.
Developers that aren't pushing microtransactions aren't worried about their players earning enough credits to buy a McLaren F1 in under 10 hours. How much of the design focus was on microtransactions is up for debate, but there's strong evidence that it's a pretty big part of their economy.
The low earning rate offline.
The incredibly low earning rate online.
The limited amount of races to use to earn in, meaning earning money is boring.
The high cost of tuning parts.
The high cost of the most desirable cars.
The limited time to purchase the most desirable cars.
The unknown availability of the most desirable cars.
The inability to sell cars. (Edit: Thanks
@Tornado )
The credit cap to encourage spending instead of saving.
The online only saves to ensure people can't go offline and mod their own games (and thereby avoid MTXs).
The really high MTX prices designed to extract the maximum profit from whales.
The variable credits-per-dollar to encourage higher spending. (Edit: Thanks
@Scaff )
The limited credit pack values encouraging buying more credits than you need. (Edit: Thanks
@Scaff )
The numerous reminders and links to buy MTX. (Edit: Thanks
@Lomic )
The reducing rewards in an update in response to players grinding (relatively) high paying races. (Edit: Thanks
@NICKname )
A few of these things could be incidental. The combination of all of them paints a picture in which the developer thought carefully about how to best incorporate microtransactions into the game and to use the other game systems to encourage spending.
It's really unlikely that a AAA developer in 2022 just happened to build a game system that looks exactly like it's designed to push microtransactions. It would require not only massive coincidence, but total incompetence and ignorance from dozens of designers and testers.
The alternative is that it's exactly what it looks like and they made it that way on purpose. Like every other game.
I haven't felt any need to buy anything, nor have I found the option to buy credits shoved in my face. I've barely noticed it. It's there as an option and that's fine.
Good for you. Your personal experience doesn't mean anything compared to the objective facts about how we can see the game systems have been put together.
Not all people are the same, and you're clearly not the psychological target that they're going after. You should read up on "whales" with regards to microtransactions. I think you'll be surprised at just how much people are willing to spend on this stuff, and how small a proportion of players can result in big profits for a developer.
Of course they don't need to put a cap on how many credits people can buy. They're not responsible for peoples spending habits.
Right. They
intend to let people do what they want with regards to purchasing microtransactions. If they want to buy 10, they
intend to let them.
You know, I think you're starting to get it.