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Why is it so rare for racing game developers to take an approach similar to BeamNG.drive?
Isn't one of the biggest reasons BeamNG has built such a massive player base and remained popular for so many years the sheer amount of freedom it offers? The physics are incredible, sure, but I honestly don't think they're the main selling point. I think it's the endless possibilities that come with customization, modding, and user-created content.
And that's what I don't understand. Why do so few racing game developers prioritize freedom of customization (beyond just visual modifications) and user-generated content as core features?
Developers spend years creating detailed maps, elaborate storylines, carefully balanced progression systems, and limited, supposedly realistic upgrade options (which, honestly, can be pretty restrictive). I get that they're trying to stand out by offering a polished experience or doing something different from the competition. But why invest so much time and money into creating a largely predetermined experience when they could focus on giving players the tools to create their own?
Think about it: instead of constantly developing new official content to keep players interested? It would save so much time and effort. Why not build a game around the freedom to modify almost anything, experiment with different setups, create vehicles, design maps, and share content with the community? If the game is polished enough, players themselves could keep the game alive for years by continuously expanding what's possible without the need for developer intervention.
BeamNG.drive is the standing proof that there's a huge audience for this kind of experience. It's the one game that's actually optimized fully for that and it has sold millions of copies, and many players have put thousands of hours into it without running out of things to do. Storyline clearly isn't important here, because where's the story in BeamNG? And where's the incredible map and graphics? It doesn't really have that, and there are games that specialize in that already. The combination of its physics, sandbox freedom, and thriving modding community is what gives it a level of replayability.
So why hasn't this approach become more common? Is it a matter of development costs, technical limitations, licensing issues, business models, or simply the fact that most studios don't see this kind of freedom as a priority?
Genuinely, I'd love to understand why more racing games don't follow this philosophy. From a player's perspective, it seems like one of the most effective ways to create a game that stays fun, relevant, and endlessly replayable for years.