TM_Infidel wrote:Again, if i was as cool as jlv i would have a creator or two on the payroll either full or part time making models (bikes/gear/lids etc..) each year keeping things up to date for all and eliminate the current void. Offering them as DLC packs for a fee which $ goes back to jlv to pay those staff seems logical while also adding the game for sale on Steam gaining huge exposure which MXBikes is currently doing.
Peeps would still create their own custom stuff for sim and that's great, at least everyone would have far more choice & the very latest stuff via DLC's which in turn would help the game and interest continue to evolve exponentially as future mx games start to gain momentum.
This. Harder to rip. Sales aren't as annoying as they are now, meaning the price can be pushed down while still generating more profit than the 100$ models. I can see 75% of the community investing 20-30$ for at least a couple of oems. I can see everyone profit from this.
Though I don't think the community is dying because of the lack of models etc. In my opinion, there are noticeably more public releases this year again than the last 2 years. Biggest problem is pay to race, and another big factor are other mx games. When Sim peaked in 2013-2014 there wasn't a lot of other stuff around. Alive released in 2011, but there were basically no tracks or geat added. We pretty much sat dry for 3 years without a major mx game. MvA Supercross and MXGP 1 released in 2014 and that's when the community started to shrink. 2016 MXGP stepped their game up and now they're releasing 2 games per year. Plus MvA released Supercross Encore and All out. If you wanted to ride the newest stuff in 2012, 13 and 14 you had one option- master the steeeeep learning curve of MX Simulator. Frustrated kids of today will just switch back to MXGP if they're tired of trying. These other major games have a much bigger influence than many users here believe.