Playing through both older and newer Forza titles recently sparked a thought about a specific game mechanic: the current upgrade system. With its three-tiered structure for parts—or four if you count stock components—it feels somewhat dated. While functional, it lacks a certain depth that could significantly enhance the player experience, especially concerning Car Parts Naming and categorization.
In the real world, adjustability isn’t exclusive to top-tier, race-oriented parts. Many components designed for cars that see occasional track use offer adjustability. Even some factory-stock parts in certain vehicles are adjustable right out of the gate; a prime example is the Mazda RX-7 FD Bathurst R with its default adjustable suspension. This real-world nuance is precisely what I believe Forza should incorporate: a system where more car parts boast adjustable parameters, moving away from simplistic “street,” “sport,” and “race” designations.
Instead of these vague names, Forza should adopt a tiered numbering system for car parts, clearly indicating varying degrees of adjustability within each tier. Imagine “Tier 1” parts offering a basic range of adjustment, akin to the current “street” upgrades. “Tier 2,” mirroring “sport” parts, would expand this adjustability further. “Tier 3,” the equivalent of “race” components, would provide an even greater spectrum of fine-tuning. Perhaps, there could even be a “Tier 4” or higher for ultimate performance, exceeding the current “race” level.
Forza already hints at this concept with the partial adjustability offered on differentials. Why not broaden this approach across a wider range of car parts? This expanded adjustability could apply to existing features and extend to new areas. Envision turbo adjustments becoming a reality, or even current driving assists like ABS, traction control, and launch control evolving from simple on/off toggles to adjustable parameters, similar to how they are managed in real performance cars and more sophisticated simulators.
One might argue that Gran Turismo 7 already implements a similar system, and that’s a valid point. However, drawing inspiration from successful mechanics in other games isn’t detrimental; it’s a way to learn and improve. Implementing a tiered, adjustable car parts system in Forza would be far more than a cosmetic change. It would be a fundamental shift that not only looks different but fundamentally functions in a more realistic and engaging way, offering players a deeper and more nuanced car customization experience, and making car parts naming within the game more meaningful and reflective of their performance tier.