Gran Turismo 6 lets you use real money to buy virtual cars
Gran Turismo 6 will be the first game of the series to use microtransactions, offering packs of in-game "credits" that can be spent on cars or parts.
It's always been a bit of slog to buy cars in Gran Turismo. However, with Gran Turismo 6, Sony will let you buy in-game credits with real-world money.
In a post on the PlayStation EU Blog, European brand manager Penrose Tackie announced that you'll be able to buy in-game credits in various denominations: 500,000, 1 million, 2.5 million, or 7 million. You can then use those credits to buy cars or parts a la carte. The post didn't detail the price of each denomination pack. It did, however, note that for 1 million credits, you could pick up nine high-end cars, including the BMW Z4 GT3 11, Ford GT, and Tesla Model S.
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Steve Watts posted a new article, Gran Turismo 6 to use microtransaction 'credits'.
Gran Turismo 6 will be the first game of the series to use microtransactions, offering packs of in-game "credits" that can be spent on cars or parts.-
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Those were DLC cars, not "buy X amount of credits for $Y" packs. GT5 also had a good set of free DLC cars, such as the Schulze GT-R (which is Yamauchi-san's Nurburgring 24 Hours team car), as well as the Toyota 86, which was available shortly after the Tokyo Motor Show unveil of the final production version of that car.
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So I guess, the follow up question would be how is this drastically different?
To answer my own question, we should probably see how many cars are available right off the bat. If they are significantly smaller offerings especially if the bulk of the same cars offered free beforehand are now only available by purchase, then i would agree that this is bullshit.-
1196 cars on release: http://www.gran-turismo.com/local/jp/data1/products/gt6/carlist_en.html
I think the bigger question is how availability is structured, and if it's easier to earn credits by racing against AI. GT5 had a few races in each skill tier that were easily grindable and let you get plenty of XP to get decent cars. My favorite in Expert was Japanese Championship, and European Championship in Extreme. 5 laps, 30,000 credits per win, and you didn't have to have a supercar to be able to compete. I could easily stomp the competitors with a tuned Skyline GT-R in Japanese Championship, or a stock E60 M5 in European.
My ideal situation is that regular casual racing is enough, as long as you're not trying to hunt down every single supercar in the portfolio. I know a friend who plays GT5 a lot more than I do, and can buy any car he wants. Still, I'd like to at least try each of the supercars in the base game's stable, instead of just watching videos of them on YouTube so I don't have to grind out days of racing, or $10 just to find out that I hate how it handles. -
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We'll first see how fair it's structured.
I won't hold my breath but there are some games out there that do have a solid monetization model that is fair and doesn't destroy the competitive community. To think that this series or any racing game wouldn't jump into monetization is really naive. This was a long time coming. We'll have to see for ourselves just how well thought out their market is.-
Classically, Gran Turismo was very fenced off, with the license tests; GT5 was "the most open"... but it was in the face of Forza 4 letting you drive any car you wanted. GT6 is ultimately going to be Polyphony's response to Forza 4's openness, and if it ends up being overly uptight AND patronizing with currency packs, then they will have failed on that front.
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