ios-personmd-notifications md-help-circle

Profile

  • Guest
    medal 0
  • Posts: 21
  • Post Likes: 3765

Notifications

  • No Unread Notifications

Strong Game / Fragile One

angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right
medal 5104
5 days ago Translate
The current direction of the game raises a structural concern.

When a level 11 manager can consistently compete with level 35–40 managers and secure top 3 finishes without spending tokens on boosts, the incentive system is clearly misaligned.  

At the same time, introducing ten driver training sessions per day shifts the competitive edge away from decision-making and toward login frequency. That doesn’t deepen management complexity. It increases routine repetition. Players with real life commitments are effectively penalized, while those who can log in constantly gain mechanical advantage.

A management game should reward strategic foresight, resource allocation, and long term planning. Not activity volume.

If progression becomes more about presence than planning, the design risks alienating long term players who value depth over daily micro maintenance.

What Differentiates a Strong Game from a Fragile One

Strong management games create advantage through Strategic vision, Timing, Meta awareness, Irreversible decisions.

Fragile games create advantage through Available time, Repetition, Constant micro-interaction

If the axis is shifting toward the latter, the risk is real.
md-quotelink
medal 5140
4 days ago Translate

Noah
At the same time, introducing ten driver training sessions per day shifts the competitive edge away from decision-making and toward login frequency. 

You can do a 10x training just with one click, I don't see it that problematic. However, I see the whole concept of atrophy very unnecessary.


Noah
A management game should reward strategic foresight, resource allocation, and long term planning. Not activity volume.

If progression becomes more about presence than planning, the design risks alienating long term players who value depth over daily micro maintenance.

The thing with the daily micro maintenance in this game is that is fairly simple: train your drivers, do the setups, plan the correct reserarch and DP invesment, improve your buildings ... These are the kind of things that make great teams, companies in real life. iGP Manager at is core has been always about keeping these little details between races up to date.




md-quotelink
medal 5104
4 days ago
Eduardo
You can do a 10x training just with one click, I don't see it that problematic. However, I see the whole concept of atrophy very unnecessary.

 
That's awesome and I already do that. 1 click and done.
I understand that a management game requires logging in daily. Training drivers and mechanics, managing research, developing headquarters. That’s normal for the genre.
But if optimal progression now requires logging in ten times a day, then I’m no longer playing when I want to. I’m playing when the system demands it.
That shifts the experience from management to obligation.
So the core question remains: does the game reward better decisions, or simply more daily presence? Management game or IDLE ONE?
Because those are two very different design directions.

md-quotelink
medal 5005 Moderator
4 days ago (Last edited by Frank Thomas 4 days ago)
To get max training it's logging in twice a day, with at least 4 hours in between, that's how it was for at least a decade. What was changed with the 2026 update, and now in the process to be refined, is before this update it was all pure skill training progress while now a large part is fighting atrophy, so the second login becomes essential, at least with daily racing, as harvesting those otherwise wasted extra 20% health gained by doing 2 more training sessions (at least if a 5 star doctor gets back to 10% health/session) is now both a big part of the actual progress training up a new driver and regaining that lost pace in races. But what is logging in 10 times a day supposed to do?
md-quotelink
medal 5104
4 days ago
I just won a race, with a level 12 team, after only 19 races.

It’s way too easy for a newcomer to be competitive, but for me that’s extremely frustrating, because in a manager style game this is inconceivable.

Unless the game isn’t really manager style anymore.
md-quotelink
angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right

You must be logged in to post a reply.