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I'll have to break the rule somewhat, as I'll make my top 5 improvement wishlists on at least five aspects such as:
Cars
Tracks
Physics
Single player
Online
(WARNING: very long post)
Cars
Tracks
Physics
Single player
Online
(WARNING: very long post)
1. Car count and quality - Turn Ten have been doing a great job with restoring older vehicles into modern-day graphic quality, as seen with the later titles, and the new ones are surely one to look forward to (even the leaked stuff). Horizon 4 seems to be bringing back a lot of cars from the Xbox 360 days, restoring them to modern-day graphics, which gives hopes that something above 1,000+ cars is very likely indeed. I have a feeling Turn Ten are also hard at work restoring many missing cars just as much as they are adding new ones. Added bonus: the re-introduction of Toyota and Lexus starting from Horizon 4, with maybe even the return of Scion as well, and hopefully in Motorsport 8, the Forza debut of Daihatsu. I also kind of want to see some Porsche vs. RUF battles as well.
Motorsport 8 is also likely going to be an Xbox One game, and like all other modern Forza titles since Horizon 3, also on PC, but enhanced for the Series X (as the new console won't have exclusives for a year or two from now), so there wouldn't be a need to drastically reduce the car and track count, just keep adding more and polishing the quality to the highest possible standards, so that the same mistakes as Motorsport 5 won't repeat itself and make it look like a rushed game that is lacking in content.
Hopefully Motorsport 8 will also continue the tradition of adding plenty of new road and race cars from the past and present, especially new types of motorsports (such as an abundance of rally cars). Stuff like Super GT, JGTC and DTM badly need to return as well with more abundance. May I mention, I would also like to see Japanese kei cars in Motorsport 8 as well.
With the new physics, we can finally see use of these cars that require a complex physics system (e.g. Morgan 3-Wheeler, Reliant Robin, Peel P50/Trident, etc.)
2. Adjustment of divisions - The divisions system in Motorsport 7 was kind of very bothersome for me, as some cars just don't fit some categories, and that this really needs some overhauling, especially where either new divisions have to be created, and that a lot of cars should be re-adjusted to a different division. Why would you have GT4 or Super GT GT500-class cars (roughly the equivalent of Gr. 4 and Gr. 2) into the Forza GT division (Forza's take on Gr. 3), where they feel very mis-matched?
3. Tire branding - This isn't particularly present in many race cars for some odd reason (except the NASCARs, some "GT Racing Reborn" cars and the BMW M8 GTE - barely even, to name a few examples that have them), which makes the race cars feel like there's one thing that's missing that gives them their appeal. The actual tire branding that came with these cars should be present somehow in Motorsport 8. Another is that in Horizon 4, the Bugatti Divo even lacks the blue walls on its tires.
4. Sounds - Starting with Motorsport 7, and more prominently, in Horizon 4, it's said that the Forza sound design has gone downhill, not surprising when Gran Turismo, once known for horrid engine sounds from their inception until GT6, now has some great-sounding cars in GT Sport, thanks to the overhaul of the sound design, and that a former Forza sound engineer was hired to work for Polyphony.
That being said, there are a lot of horrible-sounding cars in Forza nowadays (e.g. the Porsche 718 Cayman GTS, many Hondas, especially the Civics, and possibly more that are too many to list here). Now that the tables have turned, Turn Ten can take a lot of notes from Polyphony when it comes to their sounds, like idle sounds, exhaust notes, transmission whines, pops and crackles in between, and one thing missing from Forza's past: the realistic-sounding tire sounds from Motorsport 4.
5. More depth of customization - I've noticed that in the Motorsport games, the depth of performance customization is not as much as the Horizon games (e.g. making a 1500+hp Lamborghini Aventador in Horizon, but not in Motorsport). Another is that back then, a Nissan R34 Skyline in Motorsport 4 can go up to 1,002hp when fully tuned, but that isn't possible in the later games.
Because these cars have the potential to be very powerful when tuned to such an extent, it should somehow reflect these possibilities like in either the older Motorsport games or the Horizon titles. This function might have been reduced likely because of most cars being able to use engine swaps from outside their respective manufacturers.
Another is that if you'll install a race weight reduction upgrade, your car should have a fully-specced race car interior to reflect these changes.
Motorsport 8 is also likely going to be an Xbox One game, and like all other modern Forza titles since Horizon 3, also on PC, but enhanced for the Series X (as the new console won't have exclusives for a year or two from now), so there wouldn't be a need to drastically reduce the car and track count, just keep adding more and polishing the quality to the highest possible standards, so that the same mistakes as Motorsport 5 won't repeat itself and make it look like a rushed game that is lacking in content.
Hopefully Motorsport 8 will also continue the tradition of adding plenty of new road and race cars from the past and present, especially new types of motorsports (such as an abundance of rally cars). Stuff like Super GT, JGTC and DTM badly need to return as well with more abundance. May I mention, I would also like to see Japanese kei cars in Motorsport 8 as well.
With the new physics, we can finally see use of these cars that require a complex physics system (e.g. Morgan 3-Wheeler, Reliant Robin, Peel P50/Trident, etc.)
2. Adjustment of divisions - The divisions system in Motorsport 7 was kind of very bothersome for me, as some cars just don't fit some categories, and that this really needs some overhauling, especially where either new divisions have to be created, and that a lot of cars should be re-adjusted to a different division. Why would you have GT4 or Super GT GT500-class cars (roughly the equivalent of Gr. 4 and Gr. 2) into the Forza GT division (Forza's take on Gr. 3), where they feel very mis-matched?
3. Tire branding - This isn't particularly present in many race cars for some odd reason (except the NASCARs, some "GT Racing Reborn" cars and the BMW M8 GTE - barely even, to name a few examples that have them), which makes the race cars feel like there's one thing that's missing that gives them their appeal. The actual tire branding that came with these cars should be present somehow in Motorsport 8. Another is that in Horizon 4, the Bugatti Divo even lacks the blue walls on its tires.
4. Sounds - Starting with Motorsport 7, and more prominently, in Horizon 4, it's said that the Forza sound design has gone downhill, not surprising when Gran Turismo, once known for horrid engine sounds from their inception until GT6, now has some great-sounding cars in GT Sport, thanks to the overhaul of the sound design, and that a former Forza sound engineer was hired to work for Polyphony.
That being said, there are a lot of horrible-sounding cars in Forza nowadays (e.g. the Porsche 718 Cayman GTS, many Hondas, especially the Civics, and possibly more that are too many to list here). Now that the tables have turned, Turn Ten can take a lot of notes from Polyphony when it comes to their sounds, like idle sounds, exhaust notes, transmission whines, pops and crackles in between, and one thing missing from Forza's past: the realistic-sounding tire sounds from Motorsport 4.
5. More depth of customization - I've noticed that in the Motorsport games, the depth of performance customization is not as much as the Horizon games (e.g. making a 1500+hp Lamborghini Aventador in Horizon, but not in Motorsport). Another is that back then, a Nissan R34 Skyline in Motorsport 4 can go up to 1,002hp when fully tuned, but that isn't possible in the later games.
Because these cars have the potential to be very powerful when tuned to such an extent, it should somehow reflect these possibilities like in either the older Motorsport games or the Horizon titles. This function might have been reduced likely because of most cars being able to use engine swaps from outside their respective manufacturers.
Another is that if you'll install a race weight reduction upgrade, your car should have a fully-specced race car interior to reflect these changes.
1. Track count - Without having to fall into the same demise as Motorsport 5, Motorsport 8 can feature every existing track from Motorsport 7 and just keep adding new ones while polishing the quality and optimizing it for use. somewhere around the lines of more than 40+ or 50+ tracks for Motorsport 8 (given the possible rise in new real-world and fictional tracks) would be possible, and maybe even accommodating the rumors of offroad/rally racing that is yet to come.
2. Fully dynamic 24-hour time of day on all tracks - Motorsport 7 sort of had dynamic time of day, it's just that we didn't have complete control over changing it, and that its progression was fixed. In a way, we should be able to have full control over a complete 24-hour time of day in all tracks, such as choosing what time the race will be, the time progression (how fast it would be, or if it will be in real time).
Another is that to keep up with the time of day, the clocks of the cars have to adjust to the in-game time, not the Xbox's clock.
3. Dynamic weather on all tracks - Motorsport 7 executed a feature where we had dynamic weather on a number of tracks, but not all of them (a staggering 20 tracks lack dynamic weather). The dynamic weather system in Motorsport 7 is already as good as it is, it just needs to be on every track featured in Motorsport 8.
4. 3D-modeled vegetation and crowds - I noticed while playing the Xbox One-era Forza games, the trees seem to be 2D-modeled, and also the crowds, which might hamper the quality of the visuals. It is very distracting as I see these imperfections as I race, and even in the Xbox 360-era games, the vegetation and crowds seem to be 3D-modeled.
5. Modeled constellations at nighttime - This is something that GT6's tracks had, all the way back in the PS3 era. If Motorsport 8's tracks can have modeled constellations during clear night races, this can greatly improve the immersive experience whilst racing at night.
2. Fully dynamic 24-hour time of day on all tracks - Motorsport 7 sort of had dynamic time of day, it's just that we didn't have complete control over changing it, and that its progression was fixed. In a way, we should be able to have full control over a complete 24-hour time of day in all tracks, such as choosing what time the race will be, the time progression (how fast it would be, or if it will be in real time).
Another is that to keep up with the time of day, the clocks of the cars have to adjust to the in-game time, not the Xbox's clock.
3. Dynamic weather on all tracks - Motorsport 7 executed a feature where we had dynamic weather on a number of tracks, but not all of them (a staggering 20 tracks lack dynamic weather). The dynamic weather system in Motorsport 7 is already as good as it is, it just needs to be on every track featured in Motorsport 8.
4. 3D-modeled vegetation and crowds - I noticed while playing the Xbox One-era Forza games, the trees seem to be 2D-modeled, and also the crowds, which might hamper the quality of the visuals. It is very distracting as I see these imperfections as I race, and even in the Xbox 360-era games, the vegetation and crowds seem to be 3D-modeled.
5. Modeled constellations at nighttime - This is something that GT6's tracks had, all the way back in the PS3 era. If Motorsport 8's tracks can have modeled constellations during clear night races, this can greatly improve the immersive experience whilst racing at night.
1. Higher top speeds above 270mph possible - Every Forza starting with Motorsport 4 can see the cars locked to a speed of 268-270mph when fully upgraded, or if the fastest cars available can reach that kind of speed when stock. However with the arrival of the Koenigsegg Agera RS in Forza Horizon 4, expect the speed physics to accommodate even higher speeds, as this aspect really needs some work to be done.
2. Simulation of "overtaking" features (e.g. push-to-pass, KERS, nitrous, DRS) - This is lacking quite heavily with Forza's physics, as a number of cars feature unique "overtake" mechanics (e.g. push-to-pass on Formula E and IndyCars, KERS on the latest F1 cars, nitrous on some Fast and Furious vehicles and even DRS).
Through an assigned button, this can be used to the driver's advantage, hence its purpose.
3. Tire compound system - In Forza, the tires have no definite compound which makes it all seem very fixed, be it standard, street, sport, race or drag tires.
They should make it like Gran Turismo where you have soft, medium and hard compounds for each tire, which will allow for a more unpredictable race with required strategy. Another is that on races with rain, it seems as though we are not using rain-spec tires at all. Rain-spec racing tires should also be included as another compound for use in wet-weather racing.
Furthermore, given the likelihood of offroad and rally racing featuring in Motorsport 8, dirt and snow tires should also be included.
4. Ability to adjust between rich and lean fuel - Motorsport 8 should have its own take on fuel management during races with tire wear and fuel consumption on, where there would be an indicator just like in GT Sport with how much fuel you have left and how long it will last.
Using the d-pad left and right should allow you to fix the bias between rich and/or lean fuel, where the "richer" the flow of fuel, the more power will be used at the cost of fuel economy, and lean settings being the other way around. Which brings us to...
5. Massive adjustment to tire wear and fuel consumption - I've noticed that the tire wear and fuel consumption in Forza is always at a certain value, and that for example, types of cars like hypercars and prototypes are notorious for terrible fuel consumption. There should be an adjustment that will allow more flexibility depending on the race (much like in GT Sport) and that the re-adjustment should allow to remedy this problem.
2. Simulation of "overtaking" features (e.g. push-to-pass, KERS, nitrous, DRS) - This is lacking quite heavily with Forza's physics, as a number of cars feature unique "overtake" mechanics (e.g. push-to-pass on Formula E and IndyCars, KERS on the latest F1 cars, nitrous on some Fast and Furious vehicles and even DRS).
Through an assigned button, this can be used to the driver's advantage, hence its purpose.
3. Tire compound system - In Forza, the tires have no definite compound which makes it all seem very fixed, be it standard, street, sport, race or drag tires.
They should make it like Gran Turismo where you have soft, medium and hard compounds for each tire, which will allow for a more unpredictable race with required strategy. Another is that on races with rain, it seems as though we are not using rain-spec tires at all. Rain-spec racing tires should also be included as another compound for use in wet-weather racing.
Furthermore, given the likelihood of offroad and rally racing featuring in Motorsport 8, dirt and snow tires should also be included.
4. Ability to adjust between rich and lean fuel - Motorsport 8 should have its own take on fuel management during races with tire wear and fuel consumption on, where there would be an indicator just like in GT Sport with how much fuel you have left and how long it will last.
Using the d-pad left and right should allow you to fix the bias between rich and/or lean fuel, where the "richer" the flow of fuel, the more power will be used at the cost of fuel economy, and lean settings being the other way around. Which brings us to...
5. Massive adjustment to tire wear and fuel consumption - I've noticed that the tire wear and fuel consumption in Forza is always at a certain value, and that for example, types of cars like hypercars and prototypes are notorious for terrible fuel consumption. There should be an adjustment that will allow more flexibility depending on the race (much like in GT Sport) and that the re-adjustment should allow to remedy this problem.
1. "Motorsport Blueprint" - The Motorsport equivalent of "Horizon Blueprint" which allows you to create custom championships. Make it similar to Assetto Corsa's championship mode which even allows you to select the opponents' cars (and even rename your opponents' names as well), complete with the ability to adjust the points system, and everything as you would in a custom race in Free Play.
2. Forza race regulations in Free Play and career - The number one solution to remedy the frustrating problem of wild and reckless Drivatars, by utilizing a development of the penalty system in the online modes. But in the mean time, throughout Motorsport 8's development, I'm pretty sure they're working hard on fixing up the Forza race regulations system all throughout.
I just hope that the penalty system is not as chaotic and flawed as that of GT Sport, which is often notorious for giving penalties for all the wrong reasons (even as far as being a victim of a small ram would penalize you!)
3. Qualifying and practice modes in Free Play and career - To add to how a real race weekend experience works, practice and qualifying should be added as an optional feature for use in Free Play and Career modes (where in the career, this will be an incentive to boost your rewards as you aim for pole position. In Free Play this can be used purely for fun).
4. Ability to select factory colors, tune the basic set-ups and change the tire compound on rental cars in Free Play - This feature was lacking in the Xbox One-era Forza games, where back then from the start of the series, from the original Xbox, as you use a car in Free Play, you can select the color of the car from a wide variety of its official factory colors.
Another is that you can tune the set-up of the car with parameters that are available, depending on the car. In the later games, they mistake this as being part of upgrading.
Given the new tire model, there should be a mechanic similar to the Gran Turismo games that allow you to choose which tire type and compound you want before the race (e.g. standard, street, sport, race, drag, dirt, snow, rain), with a combination of hard, medium or soft.
5. "Hire driver" mode returning - Forza's equivalent of B-Spec from the older Gran Turismo games, but can only be used in the career where using this feature will allow an AI opponent to take over, but is entitled to a percentage of your prize money. This should also be included in Free Play as well just for the sake of it.
2. Forza race regulations in Free Play and career - The number one solution to remedy the frustrating problem of wild and reckless Drivatars, by utilizing a development of the penalty system in the online modes. But in the mean time, throughout Motorsport 8's development, I'm pretty sure they're working hard on fixing up the Forza race regulations system all throughout.
I just hope that the penalty system is not as chaotic and flawed as that of GT Sport, which is often notorious for giving penalties for all the wrong reasons (even as far as being a victim of a small ram would penalize you!)
3. Qualifying and practice modes in Free Play and career - To add to how a real race weekend experience works, practice and qualifying should be added as an optional feature for use in Free Play and Career modes (where in the career, this will be an incentive to boost your rewards as you aim for pole position. In Free Play this can be used purely for fun).
4. Ability to select factory colors, tune the basic set-ups and change the tire compound on rental cars in Free Play - This feature was lacking in the Xbox One-era Forza games, where back then from the start of the series, from the original Xbox, as you use a car in Free Play, you can select the color of the car from a wide variety of its official factory colors.
Another is that you can tune the set-up of the car with parameters that are available, depending on the car. In the later games, they mistake this as being part of upgrading.
Given the new tire model, there should be a mechanic similar to the Gran Turismo games that allow you to choose which tire type and compound you want before the race (e.g. standard, street, sport, race, drag, dirt, snow, rain), with a combination of hard, medium or soft.
5. "Hire driver" mode returning - Forza's equivalent of B-Spec from the older Gran Turismo games, but can only be used in the career where using this feature will allow an AI opponent to take over, but is entitled to a percentage of your prize money. This should also be included in Free Play as well just for the sake of it.
1. Leaderboards - I have noticed that in the Xbox 360-era Forza titles, you will usually see leaderboards for a specific track, likely regarding the best times. In the sense of Motorsport 8, it shouldn't be limited to that, but also including best drift scores as well.
2. Custom public lobbies - A lot of people have been mentioning something like this, where there should be a lobby host in charge of all the rules and regulations, as well as managing players inside the lobby. Heck, even a non-racing title, like for example, Fortnite, has something like this.
3. Driver and sportsmanship ratings, just like in Gran Turismo - Online racing in Forza is often stereotyped as being extremely violent and chaotic with drivers trying to bully their way into each other just for the sake of trying to win. This is why Forza needs to introduce their own take on GT Sport's DR/SR rating systems, where proper, sportsman-like drivers are rewarded, and chaotic drivers are punished, which bring us to...
4. Option for skill-based matchmaking - The perfect solution to improve Forza's online racing image, which separates the purists from the morons, and will probably clean up a lot of lobbies.
5. Split-screen option for online - A unique feature that I think, a lot of fans would want, is for two-player split-screen to be integrated into online multiplayer, so that two players can play on one system, against many others from around the world. However this will come with a caveat where you will need two Xbox Live accounts with Xbox Live Gold.
2. Custom public lobbies - A lot of people have been mentioning something like this, where there should be a lobby host in charge of all the rules and regulations, as well as managing players inside the lobby. Heck, even a non-racing title, like for example, Fortnite, has something like this.
3. Driver and sportsmanship ratings, just like in Gran Turismo - Online racing in Forza is often stereotyped as being extremely violent and chaotic with drivers trying to bully their way into each other just for the sake of trying to win. This is why Forza needs to introduce their own take on GT Sport's DR/SR rating systems, where proper, sportsman-like drivers are rewarded, and chaotic drivers are punished, which bring us to...
4. Option for skill-based matchmaking - The perfect solution to improve Forza's online racing image, which separates the purists from the morons, and will probably clean up a lot of lobbies.
5. Split-screen option for online - A unique feature that I think, a lot of fans would want, is for two-player split-screen to be integrated into online multiplayer, so that two players can play on one system, against many others from around the world. However this will come with a caveat where you will need two Xbox Live accounts with Xbox Live Gold.
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