Here's the thing though, I don't think you've played the PS1/PS2 GT games if you don't realize it literally created the CAR-RPG collectathon game design 20 years ago which required grinding to get all cars and actually drew in fans with that design. Some people like progression in their games instead of having everything unlocked from the start. GTS isn't designed around microtransactions, it's actually easier to obtain most of the cars in this game compared to the old Gran Turismos where microtransactions never even existed. You literally get a free prize car every day in GTS just for driving around a length of 1.5 Nurburgring laps. The only cars in the game that most agree on being too excessive in price are the 20 million credit cars, in which case you can't even buy those with microtransactions.
Honest question, I'm curious did you complain about GTS's (or any old GT) game progression design and how it's anti-consumer before MTX was even introduced in this update? The game economy and design hasn't changed since the game launched.
The issue — for lack of a better term — is that GT Sport is billed as the “new era” of GT. So what came before doesn’t necessarily inform what does now. Of course, we’ve seen a lot of walk back since launch on that front. A more traditional single player campaign was added. Most of the post-launch cars are road cars.
It’s true, the 20M cars are the main source of frustration for some, and they are excluded from the new MT program. They’re a great example of the split-personality that is GTS though: they’re so far into grind territory that they may actually be the hardest cars to acquire from a time standpoint since... GT5 maybe?
I also think we may be conflating the collectathon CARPG approach with grinding. The big draw back in GT1-GT3 times, at least for me, was a combination of everyday cars and the steady march upward in terms of car performance via purchases and upgrades. The zero-to-hero model, if you will.
GT Sport just can’t do that on the same level. I’m not too bothered by that (not as much as I thought I’d be), but I’m guessing that’s largely due to changed priorities over 20 years!
But back in GT1 days, you could afford any car within about an hour of play. A dozen hours or more for one car is a huge jump, compounded by the somewhat bizarre choice of making Sport Mode payouts/XP so minuscule.
No. You're wrong
This is all my personal opinion, it's diferent than yours
The outcome in the end was to have all content available outside career mode, but have some stuff locked behind certain events within the career itself - which I thought was a reasonable compromise.
It’s a similar case in the Forza Motorsport games (though not Horizon). In FM7, you can drive any car in-game as a "Rental", in Arcade or Career. In Career, you don't earn any XP/credits with a rental, though.
Saying this I think once you finish all the SP misions you should have all the content at hand from game progress view right?
Sort of. I'd love to get properly nerdy and figure out how much "grind" (as in, repeating events multiple times) is in the old GT games. From my admittedly foggy memory, it all really kicked off with GT4. There were too many cars in that game for even the massive career to cover in terms of prize money. GT5 made it worse with the 20M cars (and no way to go over that amount in the bank).
For comparison, I just recently hit 700 cars owned in FM7. That's practically the entire list at launch, but with all DLC, I'm missing a few dozen of the original list (and, like GTS, they're mostly the most expensive cars). I haven't even done all of the career events yet, though I have run a few dozen online races, and do collect Forza Rewards (500k/week), if I remember to redeem on the website.
In GT Sport, I own one of the 20M cars thanks to a lucky daily prize spin. I own around 200 cars at last count, though it'd be higher if not for two things: one, I remove any duplicates from my garage (unless I really want two different colours); two, I've also removed any <1M car and bought it instead to work towards the in-game Achievement. The exception to that is the Vision GT cars; I keep prize versions of those since I don't want to waste the credits on them.
Four of the cars in GT Sport cost 75 million credits combined. The next 63 cars cost 77.46 million credits combined (31M of which is Gr.X Vision GTs). The remainder of the lineup (171 cars)? 42,064,290 Cr. Written a different way, each 20M car is roughly 10% of the entire lineup's worth right now. That's undoubtedly contributing to the frustration some players face; you can buy 200 of the game's cheapest cars, or one of the most expensive.
On the plus side, and tying it all back to a comment at the top of this post, Sport is a "new era" GT game. You don't "need" those 20M cars, at least not for the main thrust of the game (the Sport Mode). I don't believe they've shown up one-make races there, unless PD provided the car. But with BOP, at least in theory, you can hop into all of the main Gr. classes for a few million credits — and the game positively chucks Gr.3 cars at you via Circuit Experience.
Then again, you don't "need" a lot of cars in the CARPG style of game. But some of us just want to drive as many of them as possible!
A lot of people (looking at you The American) are missing the fact here that Gran Turismo hasn't be made a grind to introduce transactions. The game has been a grind since December 23, 1997.
See above: you could buy any car in GT1 after barely over an hour. The handful of cars you couldn't buy? Either a maximum of two hours or so (GV Enduro), or be insanely quick (the Gold license prizes).