Delivery Driver with a Pipe Dream

There’s running a Twitch channel, and giving viewers the option to donate a pound or two towards your endeavor if they feel inclined to give back in some fashion for the hours of entertainment you’ve provided them, and then there’s outright asking your audience for the funding to purchase a full-fledged race car. When we last profiled iRacing Twitch personality Jason Jacoby here on PRC, the 27-year old Domino’s Pizza delivery driver from Georgia had revealed his one-of-a-kind sim racing cockpit to the world based upon an actual late model stock car chassis provided by a local race team – though his efforts were overshadowed by just how he’d acquired the funding to build such a monstrosity; payday loans and credit cards. Approximately eight months and 1,700 subscribers later, Jacoby is back in the iRacing community spotlight, this time asking for $13,000 to jump-start his real world racing career. With a GoFundMe page entitled “A Pizza Delivery Boy’s Big Dream”, Jacoby is now openly accepting donations from fellow sim racers in the hopes of acquiring a Legends car to campaign at short tracks across the eastern portion of the United States.

The roadsters are a pricey entry level stock car racing class, though they can be configured to run road courses and dirt ovals as well, which makes them so alluring for sportsman competitors – they can be raced practically everywhere.

The description of the campaign, which I encourage all of you to read in full, is nothing short of preposterous for someone approaching their thirties. Embarking on a long-winded life story, Jacoby details his time spent in a private NASCAR Racing 2003 Season online league as Dale Earnhardt Jr’s personal backup for one event, before outlining his experience driving street stocks many seasons ago in which his car constantly suffered from mechanical issues. This is actually the most reasonable part of the entire crowdfunding pitch, as it appears Jason does possess limited real-world experience and merely wants to get back into the sport, however he fails to provide photographs or results sheets from online transponder websites such as myLaps to provide a sense of validity to his claims – which is usually standard for when drivers are trying to secure funding for the upcoming season.

While technical failures are a part of real world racing, companies want to know that at the very least, you won’t be a rolling safety hazard to your competitors, nor be upside down and on-fire. Jason hasn’t provided tangible evidence of that.

He’s also failed to provide evidence that your money will be used in a wise fashion, which is rule number one when creating a crowdfunding campaign and asking strangers for money. In a video uploaded just a few short days ago, Jason proudly shows off a brand new Chevrolet SS ARCA Series show car he plans to turn into another elaborate sim rig, obtained for the low price of just $2,000.

As someone who participates in grassroots racing myself during off-weeks from our big car, I find this to be the most particularly insulting portion of this crowdfunding campaign so far; it costs significantly less to build and campaign a hornet or mini-stock at NASCAR-sanctioned tracks – the proper steps for Jason to take in order to pursue his dream of becoming a race car driver – than to purchase a show car and turn it into a proper in-house simulator setup. Pulling a page from my own personal sponsorship package I hand out in the off-season, the following are 100% authentic numbers regarding the cost of getting into a local entry level class and running a full season. I am left totally bewildered – as should others considering a contribution to this campaign – as to why he feels the need to ask sim racers for money to launch his racing career, when it was absolutely doable from the start out of his own wallet (my first season was self-funded while working at Enterprise Rent-A-Car, which pays less than Domino’s), and he instead chose to purchase an expensive toy for his bedroom, on top of the other toy he’s still in the process of paying off.

You are an absolute fool if you give this guy money, because there is zero guarantee it’ll go to the correct places.

Like last time, I once again must point the finger at the sim racing community – in particular the equally delusional iRacers – as there appears to be an abundance of grown men unable to see the situation for what it is, instead encouraging and enabling Jason to pursue this avenue to obtain funding for a drive in a real car, with the end result being nothing short of cringetacular. Wander through his YouTube channel, and there’s a shocking abundance of users in the comments section of every video who don’t seem to be all that bothered by these unconventional, nonsensical attempts to get into real world racing, nor do they seem to care about the amount of money spent for little to no gain, and in what ways this money was obtained. Buying elaborate toys with money you don’t have was traditionally a way to end up on the front page of TheDirty and earn yourself a pretty shitty reputation across Scottsdale, Arizona, but in the sim racing community it’s instead somehow a way to attain acceptance and praise from your peers. How not one responsible adult has stepped into the fray to inject some common sense into this trainwreck speaks volumes about the iRacing community.

It’s also pretty wild that none of these supposedly mature sim racers willing to spend an arm and a leg on iRacing have notified Jason that live streaming himself on pizza deliveries is actually in violation of Georgia’s recording laws. If a customer complained, this guy at the very least has the potential to lose his job, and that’s in an ideal scenario. Maybe it’s my manlet powers taking over, but if my pizza guy shows up to my door with a hidden camera and he’s streaming to his buddies on YouTube, I’m going to make sure he’s not going to be anyone’s pizza guy for much longer. This isn’t cool.

When we last ran a story on this particular iRacing Twitch personality, many of our readers criticized me for supposedly “bullying” an autistic child. Sadly, the lot of you are incorrect and need to head back to the metaphorical drawing board. Jason is three years older than yours truly, and he’s putting himself out there as a public sim racing personality. These aren’t private streams for a few close friends to goof off with; these are open broadcasts that anyone can watch – and now donate to.

I’m in a unique situation in that I’m essentially on the career path Jason aspires to be on, and I’m pretty disgusted by what I’m seeing. Do you want sim racers to look like man-children attempting to indulge in some boyhood fantasy? Because this is precisely how you do it.

Grassroots racing is easily affordable for anyone with a full-time job, regardless of how little their workplace pays. I was employed at Enterprise for just over three years, and had absolutely no trouble campaigning an entry-level car out of my own pocket without the use of payday loans, credit cards, or other miscellaneous shady adventures. Granted, I didn’t have an elaborate simulator setup to pay off, but that’s a choice I made ahead of time – I thought it would be more reasonable to head out to my local track and risk sucking major ass in the hopes of chasing a childhood fantasy, than to blow all my disposable income and then some on a fake cockpit inside my bedroom. Financially, it was also the cheaper option of the two. So for me to see this guy drop upwards of an estimated $23,000 to play computer games in the hopes of launching a real racing career, when he could have gone out and actually launched a racing career at his local track for a fraction of that amount – without the long-term financial problems – I’m about a step or two below having a full-blown anuerysm at this point.

Then there’s the crowdfunding campaign. Look, everyone has their own way of asking for sponsorship funds in the off-season, but coming to the sim racing community and essentially asking them not just for sponsorship, but to buy you a brand new race car – after they’ve been made aware that you’ve already blown through a significantly large amount on a fake race car – with zero credentials other than “I raced a long time ago and my Grandpa said I was good but our car sucked” is some next-level shit. It would be one thing if this guy had a season or two under his belt and could point to statistics online that proved he was decent, because then it’s just a sim racer trying to leapfrog a few classes and acquire a more serious batch of sponsors (which there’s nothing wrong with, it’s actually smart), but that isn’t the case here. You essentially have a computer geek begging for hand-outs, when there is absolutely no reason he couldn’t have funded an amateur ride himself… Save for that useless ARCA show car he blew his money on instead.

When you’re on YouTube as a twenty seven year old man having your mom conduct fake post-race interviews with you, it’s hard to believe this is anything other than a delusional iRacer surrounded by an equally delusional crowd of online friends, unable to tell him he’d crossed the line. Do not contribute to this crowdfunding campaign.

Advertisements

The Changing Landscape of Simulation News

There’s traditional summer vacation periods, and then there’s what’s happening – or the distinct lack thereof – on VirtualR.net as of late. Once known as the definitive blog to visit for automotive simulation news, always making readers aware of brand new community mods or upcoming releases from full-time developers, day-to-day operations have seen a pretty drastic shift over the past couple of months. No longer allowed to discuss non-official Formula One content, and staying far away from controversy despite the website breaking some genuinely interesting stories in the past when deviating from the standard strand of news, the popular website recently turned into a metaphorical dumping ground of generic press releases before embarking on an extended period of silence that still has yet to end. For three straight weeks, sim racing’s most trusted publication has remained oddly silent with not so much as a peep to inform loyal readers as to what’s happened, a sign of the changing landscape in simulation news at the very least.

Though we’re technically co-workers, I don’t actually know what’s going on at VirtualR; speculation the only option at this point, placing me in the same boat as the average sim racer – questioning how a website that’s fairly important to our hobby could just turn into a ghost town unannounced – but at the same time, I understand. Sim racing as a genre is a very strange minefield to navigate, and those who refuse to dive into opinionated topics and ruffle feathers will often find themselves out of subjects to write about for days on end because things simply don’t progress as fast as other, significantly more popular video games. In this situation, prolonged breaks from any type of coverage whatsoever are pretty understandable; unless you’re willing to voice an opinion on something that’s come to mind, there’s just not a lot to talk about.

However, what I do know, is that everyone in this hobby involved in the content creation side of things – or mostly everyone – do so on their own free time, and sometimes life gets in the way. Though I do my best to post a new piece every couple of days, there are races to attend, cars to haul, promo girls to take out to dinner, parts to buy, and other miscellaneous gatherings to show up at. While it’s obviously intriguing as to why there’s been no new content on VirtualR for three weeks, it’s perfectly reasonable at the same time: people have lives, and sometimes pretend race cars can wait.

Yet at the same time, VirtualR’s complete stoppage in activity points to a larger overarching theme: there has indeed been a change in how sim racers are consuming media surrounding their favorite hobby, and maybe it’s okay if VirtualR is indeed in the process of shutting down, as sim racers no longer resonate with this kind of coverage. Take a quick look around the community, and it’s easy to see that things certainly aren’t how they used to be – and maybe there isn’t much of a use for a traditional, politically correct news wire anymore.

The first evidence of this, would be in none other than Jimmy Broadbent’s streams. Now I know a lot of you guys reading PRC aren’t big fans of him, but here we have a pretty prominent sim racing personality reeling in hundreds upon hundreds of viewers – in some cases more live viewers than iRacing’s own eSports World Championship events, featuring the best sim racers on the planet – to either climb aboard for a nostalgia trip, or check out a new piece of content in one of the many modern simulators. I can’t say I agree with the copious donations to watch someone else play racing simulators while simultaneously complaining the cost of iRacing is too high – these guys are making it statistically accurate to call sim racers a bunch of paying cucks – but this isn’t entirely Jimmy’s fault; this has been considered customary for a while on live streams, and the sheer numbers have spoken – sim racers dig this sort of thing, and want more of it.

RaceDepartment have also climbed aboard the audience participation bandwagon, with many news stories no longer being news stories at all, but instead little blurbs to generate discussion among active members. Sure, there are the traditional announcements of new simulation content, but they are now far outnumbered by screenshot competitions, “Have Your Say” segments, posts openly asking for opinions, and real-world motor racing stories to fill otherwise days or weeks of relatively little activity. Again, the front page of RaceDepartment once acted as a traditional news wire very much in the same manner as VirtualR did, but the staff have now realized sim racers by and large no longer resonate with this way of presenting information, and they’ve now changed things up to compensate.

Professional-appearing outlets with proper anchors have also become a thing of the past, as InsideSimRacing’s own Darin Gangi has given up ownership of the company he started to pursue other ventures; the brand itself no longer the powerhouse in the genre it once was despite an objective, tangible improvement in the content ISR produces. Though Gangi’s fall from grace has been aided in part by antics displayed in the above screenshot – in which he can be seen belittling another sim racing personality from California by referring to him as an “ungrateful piece of fat shit” – the exchange highlights how working to maintain a professional on-camera persona can actually backfire given the abundance of childish shit-slinging that occurs within the community on a daily basis. It’s seemingly far easier in the long run to be open about your issues (a la Jimmy Broadbent) and willingly partake in the traditional message board debauchery as a goofy YouTube personality, than to pretend you’re some kind of semi-official ambassador for the community and be forced to exhibit impressive levels of damage control when your behavior behind closed doors is made public.

Obviously these are just three examples I was able to pull from the general public, but the way sim racers consume information about their hobby is certainly changing, and VirtualR’s sudden hiatus may not just be a prolonged personal matter Rob has to attend to, but a subtle hint that maybe the days of traditional news outlets are behind us. It will obviously be disappointing if VirtualR returns with a message that states the website will be winding down until its eventual closure, considering how much time many of us have spent there over the years, but at this point, it would be a very natural progression.

DDoS Attacks: No Longer Just a Meme?

One of the most entertaining aspects of iRacing’s damage control procedures, is their willingness to blame a server farm incapable of handling an excess load on a rogue sim racer intent on ruining people’s fun. Year after year, we see iRacing schedule these massive online automotive festivals based upon marquee real-world motorsports events, only for the userbase to be subjected to widespread outages once the green flag drops – to the point where some no longer bother signing up for them, anticipating yet another round of connection problems. Though iRacing do their best to try and convince unhappy sim racers that the technical issues were due to a direct denial of service attack – supposedly some asshole spending his afternoon trolling sim dads and home schooled kids – the sheer consistency of these outages traditionally pointed to a much more common problem: their servers simply can’t handle the load of anywhere from five hundred to three thousand connections within a period of a few minutes.

It’s a narrative that’s as fun to run with as it is comical given how much some have spent on iRacing in pursuit of the ultimate sim racing experience, but today there’s now anecdotal evidence pointing towards actual direct denial of service attacks taking place as well. In a thread that has now since been deleted on the official iRacing member forums due to a strict set of rules prohibiting these kinds of discussions in the first place, Lars Conrad, formerly of Pure Racing Team, has revealed that the European sim racing outlet have taken part in DDoS attacks towards specific users on the service; some of which have affected the outcome of some $10,000 iRacing World Championship Series events.

With the final line, “an internet disconnect in the warmup lap of a WCS race is not as coincidental as one may think”, Conrad hints at malicious acts by fellow competitors as the reason some top-tier drivers have had their evenings ended prematurely, adding later in the thread that while still anecdotal, he personally has talked with the individuals responsible, and claims that the DDoS attacks towards other users will be linked to the PRT website IP address if investigated properly. Another user, Phil Schallenberg, appears to believe this may be the reason some former team members from PRT have jumping ship to drive for other outlets in recent weeks. While Conrad has provided no hard evidence himself to back up his rather bold claims, the reactions from other sim racers contributing in the thread seem to believe this scenario is highly possible, if not par for the course in what is already a very toxic, confrontational online country club.

If true, direct denial of service attacks against other players could drastically alter the course of iRacing championship events – or postpone them altogether upon widespread usage by the rest of the competitors. iRacing’s anti-cheat software obviously polices those attempting to manipulate the software to their advantage, swinging the ban-hammer almost instantly when a user is caught altering the game via third party programs, but there is currently no possible way to adequately detect when a user is dropped due to natural connection problems, versus malicious DDoS attacks towards another driver’s computer – unless each instance is thoroughly investigated.

It is therefore theoretically possible for all competitors to gather the resources and tools required to DDoS each other prior to the scheduled start time of an event, resulting in a starting grid equivalent to that of the 2005 United States Grand Prix, and iRacing themselves would have trouble differentiating between what appeared to be an ill-timed widespread internet outage, compared to something more sinister. I’m not saying I’m wishing for this scenario to happen, but it just goes to show that these sim racers have effectively found a loophole in the rule book that iRacing will be completely unable to enforce, police, or even keep track of so long as everyone keeps their mouth shut. Conrad obviously blew things wide open with his post today, but considering he’s implied this has taken place several times already without so much as a peep in the past, it’s certainly a form of sabotage that is able to fly completely under the radar for God knows how long.

Of course, this now calls into question any disconnect that has occurred during a world championship event over the past eight years, but you knew that already, so mentioning it is a mere formality now than anything.

If these accusations are proven to be accurate, PRT will soon find themselves in a world of hurt. The European gang offer both a sim racing driving school on their official website, and are said to be supported by a few major sponsors – including a Renault dealership – and I assume those who have given PRT any sort of financial capital for either training or sponsorship will now have some sort of interesting legal case on their hands if this progresses beyond message board talk quickly squashed by the iRacing overlords.

We will have more information on this story as it becomes available.

Milestone Presents “eSports”

Well this is certainly awkward.

After praising Milestone’s efforts in both releasing a competent motocross racer – MXGP 3 – as well as their recent acquisition of the rights to an officially licensed Monster Energy AMA Supercross game in the near future, it appears to be two steps forward and one step back for the other Italian developer team whose products most customers approach with the utmost of  caution. MotoGP ’17 released just a few short weeks back, no longer bearing the namesake of Valentino Rossi but bringing with it a robust single player career mode, yet the online element has come under fire from the hardcore motorcycle userbase as of late for a laughably poor implementation of competitive head-to-head multiplayer action.

And as you can probably guess from the title of this article, dubbing this kind of gameplay experience to be “eSports” only rubs salt on an open wound. Devoid of any authentic MotoGP action, the eSports realm of MotoGP ’17 is more or less a pristine example of what happens when developers are completely apathetic towards what actually constitutes as some sort of competitive eSports environment; instead using it as a lazy buzzword to mask on-track action that is no more structured than motorcycle racing in Grand Theft Auto V.

Uploaded by two wheel enthusiast One Racer, the eight minute footage below displays everything wrong with MotoGP ’17’s eSports realm. There are quite simply no rules or penalties in effect, with the on-track product resembling a metaphorical wild west; riders cut the chicanes at Le Mans as they see fit, pile-drive each other into corners, and generally have zero intentions of putting on any sort of clean. respectful race – save for the creator of the video. Had this been a private lobby with a bunch of kids screwing around, there’s really nothing to write home about – it’s kids being kids – but this is instead what Milestone are actively advertising as some sort of hardcore eSports functionality. As a developer of strictly racing games dating back to the mid 1990’s, I’m not sure how Milestone had the balls to release an eSports feature set without any enforced rules or general mandated ettiquette whatsoever. How do you host a competition and offer an array of prizes knowing full well people can just ignore entire sections of the circuit they’re competing on?

It’s all kind of retarded, but you’ll have to see it for yourself in the video.

However, I don’t want to place the blame solely on Milestone for this abomination; I instead want to explore how this blatant example of a developer half-assing the eSports element can be used as a warningfor what’s to come. Obviously with the whole eSports craze still going strong, it’s only natural for developers to try and cash in on the festivities by any means necessary. A full year from now, I’m almost expecting every racing title on the market to feature some sort of tacked-on eSports spin-off mode, with each of them just as pointless as what Milestone have created in MotoGP ’17. And can you blame them? Well no, it’s a pretty simple way to attain sales; move the Ranked Play option to a different sub-menu and call it eSports. Done. Zero effort. Now you have guys who otherwise wouldn’t care about MotoGP buying the title out of curiosity because there’s some prize at the end, and it’ll somehow justify all the time they’ve spent in-game.

The problem which arises, is that continuing to half-ass this stuff is actually going to backfire long-term. The more developers that shamelessly try to tack on eSports implementation when they clearly don’t have the interest in making it a proper competitive format, the faster that particular portion of their audience interested in eSports stuff will turn away from these games altogether, and therefore losing customers – leading to this era of sim racing being dubbed “that awkward eSports period.” Nobody wants an entire selection of games bundled with a feature set little make use of, solely because it’s a waste of time. If you want a good example of this occurring with a previous feature implementation inside the world of sim racing, just look at what happened with Need for Speed’s Autolog feature from a few years back. The dynamic leaderboards were a focal part of the franchise for several iterations on the Xbox 360, but did anyone actually make use of them to the fullest extent, or did they have enough friends who also owned Need for Speed to the point wher leaderboard battles were remotely compelling? No, not by a long shot.

Now the Autolog system has been reduced to an awkward intrusion for those who fire up past Need for Speed titles.The lack of any depth to an eSports element – in some cases – can also act as a shit test for certain developers. If a team such as Milestone push out such a horrid ranked racing environment, it gives customers a reason to believe that other aspects of the game – or entirely separate products of theirs – also suffer from the same lack of vision, cohesion, structure, and compelling aspects, further reducing sales from multiple titles, because the customers were so put-off by the developer’s inability to capitalize on a wave of popularity when it mattered the most. Buzzwords and colorful language aside, it plain and simple indicates the developer team don’t care about being truly innovative with their product, and are mindlessly throwing random shit onto the game disc to see if it works or not.

And if that’s a team’s plan of action, they unfortunately reap what they sow. If their plan is to merely half-ass things and hope people are okay with it, they have no right to complain about “toxic” sim racers slamming the product in reviews and on forums, as that’s the kind of reception you’re going to receive if it’s blatantly obvious you’re just nicking stuff that’s popular in other genres to throw in your game, whether they actually contribute to the experience or not.

Either do it right, or save us the frustration and don’t do it at all.

Forza Fans Tear Turn 10 a New Asshole After Pre-Order Announcement

So unless you permanently live under a rock and cling to your Pentium III running Windows 98 as if it’s some sort of metaphorical children’s blanket or teddy bear, obviously you know that E3 2017 is in full swing, and Turn 10 Studios have taken the wraps off of Forza Motorsport 7 – which will be landing on store shelves this November. Boasting upwards of 700 cars at launch – including Porsche and Volkswagen, which were either added in much later via downloadable expansion packs, or left out entirely – as well as something like 38 unique locations, dynamic weather, and avatar customization, Forza Motorsport 7 will easily become the most anticipated racing game of the next two years.

Considering the simulation will also be available on the Windows 10 marketplace for PC owners – a first for the core Forza Motorsport franchise – a whole lot of people are looking forward to messing around with the limitless Forza experience on home computers, as the sim racing scene has traditionally been dominated by no-nonsense software that has remained virtually unchanged since the days of F1 Challenge 99-02. Offering a full career mode, car collecting meta-game, extensive upgrading system, and unique community features that even the big titles like iRacing and Project CARS have yet to scratch the surface of, there’s a lot of hype for what Forza brings to the table – even if the driving model is a bit simplistic as we touched on in our review of Forza Motorsport 6: Apex.

Yet upon revealing the pre-order options to the general public – which offer three distinct ways to purchase the game, with an increasing amount of pre-order “perks” with each tier – Turn 10 is facing an immense backlash from the Forza Motorsport community, and as the title of this post suggests, they’re basically being torn a new asshole at this point. Comments on the official Forza franchise Facebook page are overwhelmingly negative, criticizing Turn 10 for blatantly ripping off their customers with a shady downloadable content plan that puts a time limit on the season pass people are paying extra for, resulting in two waves of DLC; the latter of which is not covered by the already expensive ultimate edition.

The hostility originally stems from how the massive studio handled last years’ Forza Horizon 3 pre-order bonuses. Like what has been depicted above in the Forza 7 pre-order breakdown, Turn 10 gave fans the option of paying a premium price – upwards of $100 USD – for an “Ultimate Edition” of Forza Horizon 3, essentially paying up front for all of the game’s car packs and expansion bundles, which would then automatically be downloaded into the user’s game the moment they became available. It’s obviously a steep price to pay for the standard video game entry fee of $60, but the additional price was advertised as a convenience of sorts; users making one sole transaction ahead of of time for all downloadable content that would be released for the game.

Yet in a highly questionable display, Turn 10 put a finite end to the Ultimate Edition’s perks. Users thought they would receive all Forza Horizon 3 downloadable content for the price of the Ultimate Edition they pre-ordered as early as July of 2016, only to discover the “car pass” that came with the Ultimate Edition was only valid for the first handful of DLC releases, and better yet, did not apply to both the Blizzard Mountain and Hot Wheels expansion packs. As one user on Facebook explains, he had paid $130 up front for an alleged premium edition of Forza Horizon 3 whilist under the impression all of this content would be included in his purchase, only to be stiffed by the company and told there was a second wave of DLC the premium edition didn’t cover, which took another $68 out of his wallet.

So for those who wanted the full Forza Horizon 3 experience, they were out a whopping $190 USD. This is an absurd price to pay for any video game considering the market has soft-locked the cost of a new piece of software at $60, and you can purchase an entire used console from this generation for roughly the same price as acquiring all content in Forza Horizon 3. And this wasn’t the first time Turn 10 had pulled this stunt; it also occurred in Forza Motorsport 6 – Turn 10 sold a premium edition of Forza 6 bundled with a season pass, only to continue pushing out DLC well after the season pass had expired.

It’s blatantly nickel & diming customers far beyond what they should pay for a single piece of software.

“If you don’t like the DLC, don’t buy it” – Forza Motorsport Fanboy/Shill

This is a common argument I see across the Forza Motorsport community, and here’s why I feel it’s not valid in the slightest.

The Forza franchise is at it’s core a game that relies on mass car collecting as one of it’s main gameplay elements. People love opening up the showroom, scrolling through a list of cars, and handing over the in-game credits to call one their own and put it through it’s paces. That’s just part of the fun in car culture games like Forza or Gran Turismo; it’s not so much the racing or the driving physics or the offbeat challenges; it’s the act of opening a virtual Hot Wheels display case, and saying “that one’s mine, and I’m going to upgrade it and draw dicks all over it.”

So the principle of placing a portion of this experience that’s the life and soul of the Forza franchise behind a paywall, and then doubling said paywall by imposing a bogus expiration date on the first paywall, is a diabolical way to manipulate gamers into giving Turn 10 far more money than that experience is actually worth. Remember, this same car culture experience that we saw in Gran Turismo 4, and previous iterations of the Forza franchise, has now been inflated to $200.

People generally don’t mind forking over an additional $30 for a season pass on top of a $50 game because they know in the end it’s at least adding to an integral portion of the game – car collecting – but going a step further and metaphorically tipping these individuals upside down so all the change falls out of their pockets and they wind up spending almost the whole cost of a console for a few more virtual Hot Wheels in their collection, that’s dirty as fuck. Come on, Turn 10. You are the leading racing game developer across the entire video game landscape, and yet at the height of your popularity, with the most money the company’s ever made in your history, you respond to your financial & critical success by “thanking” the fans who helped you get there with an intrusive DLC scheme that only benefits the company’s bottom line and makes your loyal fans question how much they’ll spend this year?

Naw dude. That’s not cool.

Here’s to hoping that the public backlash Turn 10 are receiving for the Forza Motorsport 7 DLC plan will make them re-calculate their approach and go back to a more reasonable all-encompassing season pass format in time for the game’s launch this fall. If not, they only have themselves to blame for the inevitable Jewish conspiracy memes that will no doubt flood their forums once the second batch of Forza Motorsport 7 hits in the spring of 2018, angering season pass holders who were under the impression their special pre-order perks would go a lot further than just six uninspiring car packages, conveniently running out just in time for the pricey title expansions.