Simulators. A lot of simulators.
It's very easy to put into GT too.
Press start > select: A-Spec - single player mode with credits, Free mode - single player and online mode based around user creativity.
A lot of simulators do it for couple of different reasons. First of all there is almost no players who would want a career mode. People buy simulators mainly to drive and secondly to drive online. Secondly the game developer doesn't have the code or the resources to create a career mode. Lack of resources combined with nobody even wanting such game mode clearly makes it a nobrainer to not put any developer resources into coding that kind of thing.
For gt game I don't think it is just as simple to just put a free mode into the game with access to all content. I don't have any facts about if people buy gt games for the career mode but I'd like to think that is one of the key reasons why people buy and play gt games. Of course it could be just that the career mode is a relic from the late 90s when every racing game had to have a career mode to unlock the content. And we now just have to suffer through it in every early part of every gt game. I don't think I was suffering though, I usually don't play if I'm not having fun.
Maybe we play gt differently. I'd never want a career mode in my pc racing simulators I play. But for me one of the attractions in a gran turismo game is the career mode.
I see the opposite. Progression is a way to artificially extend the life of a game that is practically worthless. This doesn't mean that a game with progression is bad (GT5 was fun despite A-Spec), but if a game isn't fun without progression, it's probably a bad game. Afterall I always think that gameplay is the core of a game right?
Imho progression
is the game. A game is a journey going through the road the developer has laid out. You learn, develop and branch out as you go and the deeper you go the more you unlock. It is not just the unlocking aspect that keeps you going but the journey itself. It is or should be fun to do it. I think progression adds to the experience, it makes the game deeper, more rewarding and more engaging to play. Of course it is not an absolutely mandatory part of a game. Card games for example work just fine without there being any kind of progression. Or racing sims.
Gameplay is of course the core but gameplay in gt5 was many things for many people. I don't want to imply that gt5 did a good job with the career mode but it was still very central aspect of the gameplay. Just like driving, photomode, car collecting and event completion was for others. And despite the obvious pitfalls of the career mode in gt5 I'm not really sure the game would automatically become better without it.
Maybe the credit based career mode is a relic from the past. Something that was a good idea back in the late 90s when everybody was doing it - maybe it doesn't provide the enjoyment in the game for the majority of the players who play gt games today? But it still has its place for offline use which is central aspect of gt5. I don't really see a fully open free for all game mode as a replacement for it. Nor I really see those two even being able to co-exist in one game because their goals are so contradictory.
In the end I just have hard time trying to imagine a gt game with engaging offline mode that has all content available. How to do it?
I wouldn't say GT Mode is carefully laid out of challenging. You can break open pretty much any GT game fairly easily. And GT5 didn't even make sense, "congrats on leveling up, you didn't get anything for, grind this race 6 times to unlock the next one"
I agree.
You can only say this because it's common. And people will agree with you because it's common. But RPG/adventure/whatever games don't need progression. And if they aren't fun without it then what happens at the end? Do you throw the game out?
The problem is imho that an rpg/adventure games without progression are static. Maybe I'm just old school but I've never seen progression in those type of games as something that makes the game less fun. Of course it is possible to make it badly, make it grindy and horribly repetitive experience. I'm a big fan of the old fallout and arcanum games. I think that without a doubt the progression in those games added to the experience and as a whole made the game better. And I also think without progression those games would be less fun...
What rpg doesn't have progression? How does it exactly work out? Maybe I'm missing something here.