Are Economy Car Parts a Myth in Forza Motorsport? The Credit Crunch Explained

Forza Motorsport, in its latest iteration, has presented players with a significant economic shift. Initially designed with the concept of complimentary parts, the game pivoted, introducing purchasable car components with in-game credits. While this change addressed earlier criticisms regarding the upgrade system, it inadvertently created a new challenge: a strained in-game economy that makes acquiring even Economy Car Parts feel like a luxury.

The routes to accumulating credits within FM23 are limited: race winnings, progression through levels, and rewards from User Generated Content (UGC). The latter, UGC, presents an unreliable income stream for most. It operates much like a real-world marketplace where success hinges on the appeal and demand for your creations, introducing an element of chance alongside talent. For the average player, races and level-ups become the primary, and almost sole, sources of income.

Previously, when the primary credit expenditure was car acquisition—with prices reaching up to 500k credits, albeit with potential manufacturer discounts—the economic balance seemed manageable. However, the introduction of purchasable performance parts has significantly altered this balance.

My personal gameplay often revolves around enhancing vehicle platform, handling, transmission, and aerodynamics. Upgrading in these areas now feels considerably more expensive than in Forza Motorsport 7 or Forza Horizon 5. While it’s difficult to pinpoint exact price increases across the board, key upgrades like race tires stand out as particularly costly, excluding engine swaps and forced induction upgrades. More crucially, the cost of upgrades feels disproportionately high relative to the income rate in FM23. Earlier titles provided a more generous flow of credits and cars, making performance upgrades feel almost inconsequential in terms of in-game wealth. This stark contrast highlights the economic pressure players now face when seeking even basic, economy car parts to improve their vehicles.

It’s worth noting that grinding for Car Points is not a practical alternative for generating income. The community’s feedback on that system led directly to the changes we see today, underscoring its unpopularity and inefficiency.

As a player who has invested in the game and its content, the current economic model feels restrictive. It impedes the ability to fully enjoy and access the content I’ve purchased at a comfortable pace. This isn’t merely a minor inconvenience; it’s a fundamental economic imbalance that casts a shadow over the car customization and progression experience, making the pursuit of even affordable, economy car parts a surprisingly expensive endeavor.

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