The anticipation for Forza’s arrival on PC was immense, fueled by hopes of a new era for racing games on the platform, complete with the flexibility and customization PC gaming is known for. Many enthusiasts looked forward to features synonymous with PC gaming, including robust modding capabilities, perhaps even expecting something akin to a “Forza 4 Car Mod Tool” experience, allowing deep modifications to their favorite virtual cars. However, the initial foray, Forza 6 Apex, presented a different reality, setting the stage for a more controlled environment than some had envisioned.
Upon its release, Forza 6 Apex was revealed to be a curated, free introduction to the Forza franchise on PC, rather than a fully featured title. This immediately tempered expectations regarding the open modding scene many hoped for. One of the first significant pieces of news was the absence of car customization options. Features long enjoyed in the Forza console games, such as vinyl customization and extensive visual modifications, were simply not present in Apex. This limitation signaled a departure from the series’ established norms and hinted at a more restricted experience on PC, especially concerning user-generated content.
Further dampening modding enthusiasm was the revelation that Forza 6 Apex would not include multiplayer functionality. This omission, while understandable for a free introductory title, underscored its limited scope compared to full Forza releases. The focus was clearly on a solo, curated experience, which inherently reduced the demand and potential for community-driven modifications that often thrive in multiplayer environments.
The game’s progression system also deviated from the familiar Forza formula. The traditional credit system, a staple of the franchise, was replaced with a points-based system for unlocking cars. While seemingly a minor change, it further emphasized that Apex was designed as a distinct, streamlined entity, separate from the established economy and progression models of the main Forza series, potentially impacting how mods, if available, could interact with the game’s structure.
Perhaps the most crucial point for modding expectations was the nature of Microsoft’s Universal Windows Platform (UWP). While Phil Spencer had suggested UWP games would support mods, the reality for Forza 6 Apex, and potentially future titles, appeared to be far from the open modding ecosystems seen on platforms like Steam Workshop. Concerns arose that only developer-sanctioned mods would be permitted, heavily restricting the breadth and depth of community creations. Microsoft’s stringent quality control processes for their platforms, including lengthy verification times for game patches, hinted at a cautious approach to modding, prioritizing stability and control over open access. The absence of mod support even for Minecraft on the Windows 10 Store, in contrast to the mod-friendly Java version, served as a stark reminder of the potential limitations within the UWP ecosystem.
In conclusion, while the prospect of Forza on PC initially ignited dreams of extensive car modding, perhaps even echoing the desires for a comprehensive “forza 4 car mod tool” equivalent for newer titles, Forza 6 Apex presented a more controlled and restricted environment. The limitations on customization, multiplayer, and the indications regarding mod support suggested that Forza’s PC journey, at least initially, would prioritize a curated experience over the open, mod-friendly landscape many PC gamers anticipated. The future of Forza modding on PC remained uncertain, pending further developments and full game releases.