Forza Motorsport, a beloved franchise for car enthusiasts and gamers alike, offers an immersive experience in car customization and performance enhancement. However, a closer look at its upgrade system, particularly the naming conventions for car parts, reveals room for improvement. Having spent considerable time comparing older and newer Forza titles, it’s clear that the current tiered system, categorizing parts as “street,” “sport,” and “race,” feels somewhat outdated. While functional, it lacks the depth and realism that true automotive aficionados crave.
In the real world, the adjustability of car parts extends far beyond top-tier, track-focused components. Many parts designed for everyday cars, even those occasionally driven on tracks, offer a degree of adjustability. Remarkably, some stock parts in production cars are inherently adjustable, a prime example being the Mazda RX-7 FD Bathurst R with its factory-adjustable suspension. This reality underscores the need for a more nuanced and realistic upgrade system in Forza, one that moves beyond simplistic part naming.
The current “street,” “sport,” and “race” designations are not only limiting but also fail to accurately represent the adjustability spectrum of car parts. Instead of relying on these generic “Parts Of Car Names,” Forza should adopt a tier-based numbering system. This system would more effectively communicate the level of adjustability offered by each part. Imagine “Tier 1” parts providing a basic range of adjustment, equivalent to the current “street” parts. “Tier 2” (akin to “sport”) would offer a moderate increase in adjustability, while “Tier 3” (similar to “race”) would expand adjustability even further. Perhaps, Forza could even introduce tiers beyond “race” for truly elite, highly customizable components.
Forza already incorporates partial adjustability in certain areas, notably the differential. Expanding this concept to other car parts would be a significant step forward. This enhanced adjustability could encompass a wider array of components that already feature it or even introduce it to new areas. Think about the potential for turbo adjustments, allowing players to fine-tune boost levels and responsiveness. Even current driving assists like ABS, traction control, and launch control, currently binary “on/off” settings since the early Motorsport titles, could evolve into adjustable parameters, offering granular control over vehicle dynamics.
While Gran Turismo 7 (GT7) has already explored similar adjustable systems, this should be seen as inspiration rather than grounds for hesitation. Incorporating a more detailed and adjustable parts system in Forza would be far from a superficial change. It would represent a fundamental shift in how players interact with car upgrades, adding layers of depth and strategic tuning possibilities that are currently missing. This evolution would not only enhance the gameplay experience but also resonate more authentically with car enthusiasts who understand the intricacies of automotive performance and the true meaning behind the names – or tiers – of car parts.