Board Thread:Game Discussion/@comment-33625305-20190806010353/@comment-28169398-20190808013149

ByronBunch wrote: Amrosa wrote: Because there is an explosion in the amount of people who are participating. With people like Lando Norris streaming virtual racing more and more people are starting to participate. That is what is changing.

You can ignore me, but that doesn't mean that it isn't what is happening. Racing games aren't going to me just for middle-aged guys anymore. You're certainly right that esports are figuring more and more in how sports-oriented car-makers think about their public presence. And it's true that there's more and more, let's say, synergy between motorsports and esports.

But RR3 has barely anything to do with that. It's not a sim. It barely has any interaction with real-life motorsports. It is modelled for a player who is young and skint. If you're looking to compete with real-life racers, you don't go to a smartphone game. It is because the asset is valuable to the game maker. Without Porsche, Ferrari, Bugatti, etc. a game like RR3 loses relevance. These cars are their lifeblood. Without them, they don't have a product.

I think what has happened is that the explosion of ESports has made manufacturers aware of the value of that asset in the virtual space and have adjusted their prices for licensing accordingly. I think that they either undervalued it previously, or like was mentioned above, the demand wasn't large to sustain them charging what the licenses were worth as the niche was too small. That has changed rapidly over the past year and they aren't going to charge EA/FM any less because they are a mobile game and not iRacing, Kunos, Polyphony, or the other PC or Console based racing platforms.