Maybe thats why stuff like the engine swaps and special parts are hidden behind tickets,pd think we will play everyday in case we get lucky with an engine reward,but imo people will only do that for so long before they get fed up with it.
Not sure I agree, I mean, I would if there were ways to get more than 1 ticket per day or if Menu Books were repeatable to any extent. As it currently stands, logically speaking, Roulette is far too inaccessible to be a legitimate factor in player retention. So what if I get an engine? So what if I get a Brand Central invitation? I get to watch this damn thing spin only once a day. It's overwhelmingly not enough.
"Ah, yes, let's have chunks of content fully locked behind a random reward, and have this content be accessible only if you are
extremely lucky, and only once per day." ~a board meeting at Polyphony, probably. Year unknown.
Like, mate, say that again but slowly.
It makes no sense to fully flesh out a system that is there to be used only once per real world day when this once-per-day limit doesn't even serve the purpose of balancing out its rewards, like daily or weekly activities that give you weapon upgrade materials in many live service games.
Roulette is a useless feature that Gran Turismo 7 would be just fine without. I genuinely don't know why it's a part of the game.
It isn't engaging in the least.
It doesn't help with player retention.
It requires no real effort to take your daily shot.
It isn't even monetized. PD get
nothing out of it.
It serves literally no purpose in this game.
A similar system is a thing in Forza Horizon and in my opinion it's done very well; the amount of effort needed to get additional tickets is perfect. Not difficult at all but also not thrown left and right. But eh, why look at what your competitors are doing, right?
Like, what happened there? It's staggering to think that we're talking about feature in a game made by a first party PlayStation studio with nearly three decades of experience in making video games.
Can you imagine that, I don't know, Stardew Valley was made in 4 years by just one person? How is it that a AAA game made by a studio of 200+ professionals completely fails to do a single thing better than a top-down pixel-styled farming life sim game made by one passionate dude with a dream?