This topic really depends on how deep the designers can go with the business side of the simulation. I think that this game is being designed to be played like a standard car company (Ford… Honda…Toyota…) where you create mainstream econo boxes, have pickups, sports cars… etc. But can we play a game where I specialize in making engines and/or cars only for Motorsport? Or maybe only delivery vehicles? Or a pure expensive luxury brand? Can you succeed in dominating only one market or by being a highly specialized manufacturer?
Following up on that… will it be possible to form partnerships with other companies? Buy/merge with them, swap technology or use common chassis/engines? Will it be possible to have a group of automakers or brands that you own?
I think seeing the potential for this game, and the features lacking from similiar games, I’m very hopeful.
Well, you question boils down to “how will success be measured in the grand campaign mode?”. An we are planning to not only make the “standard car maker” the norm for highscores, but balance it such that you can make a highly successful sports-cars-only manufacturer, or a luxury-car maker. We want to restrict the player as little as possible in that regard, if possible.
I’d really be over the moon if you could confirm the ability to produce goods vehicles such as vans and trucks. I’ve always been a fan of very basic cargo-carriers. I apologise if this has been asked once before.
In Crusader Kings 2, a bunch of influential families has been given a (pretty arbitrary, granted) score, and your final score was compared with these families.
This game could do something similar, though that would need scores for car manufacturers, and as they don’t have licences it’d be made-up car manufacturers like Fjurd, Apol, Ghaundi, Bambigini, Bombari, Nassin and Spoyoka.