To put it bluntly a game that is intended to be developed only before release can survive with just income from game sales. Because after it is released it is done. But with any kind of on going development you need some kind of on going income. Either you just use your savings or you try to sell something in addition to the base game. Or you just forget your sim racers and start selling products and service to the real race teams and whoever is your business (which has its own risks too). But as time goes on I'd imagine more of your income will come from the products you sell in addition to the base game. Rf2 is not a new game by any means anymore so to fund development it can't just expect to sell enough copies of the base game to survive. Another thing to remember that the qualities of the business practises of whoever is developing rf2 are separate from the qualities of rf2 as a sim. What I mean by this is that even rf2 is/was the best sim racing product out there it doesn't mean it had the best development, best sales strategies and business practises. Similarly if people criticize rf2 business decisions that does not mean they are criticizing the sim as well. I'm not saying things are totally unlinked but in a way it is a logical fallacy to take one quality of a game and expect the same adjective to describe everything else. So if I say rf2 made a mistake by trying to sell online passes I'm not saying rf2 was a bad simulator. Just to make that perfectly clear. Earlier on I mentioned that you need income to keep developing a game. When rf2 launched it tried to get that income from online passes. Now that the online passes have gone away (good riddance!) there needs to be another form of income. Which is dlc. So with rf2 what we are seeing now is a transition phase. Not just from dx9 to dx11. But overall the way the game is being sold is changing as well. So in my mind it makes just perfect sense that one type of income is changed to other type. From online passes to paid dlc. I can't see this being a surprise to anyone. Sure it sucks if you bought lifetime pass the day before the online fee went away but other than I don't know how do you expect 397 to keep developing the game. I mean, there are ways but we already have info what works and what doesn't. And we know what rf2 did have did not work. Paid mods were also mentioned although that to me feels more like a bad carryover idea from isi era than an idea from 397 but it could be another source of income as well. I think paid modding is going to be massive disaster but dlc is a proven method of doing business. It is a business model that seems to work. There are of course other examples of working business models in racing games. There is the iracing's service style approach. You pay for what you want to use. And it is a true service in that it offers a clear thing for the monthly fee instead of just being a basic feature ripped off from the base game to be sold as separate item. Or you can sell your whole game in stages. Like live for speed does. Basically each stage is a big dlc but you release them rarely to prevent fragmentation. As for failed business models you have simraceway and raceroom. Both of which have been through bankcruptsy at least once. In that business model you try to sell content at high price in drips and drops while trying to hide the real costs behind some kind of virtual currency. Clearly not a route for rf2 in the future. But what works is paid dlc. Everybody are doing it. It allows continuous development and it creates nice peaks in player numbers and publicity when the new stuff is out. Seems like a no-brainer for me where to go. Iracing approach won't work for rf2 because the game needs to be designed ground to work as a service. Simraceway approach won't work because it ends in bankcrutsy. I was fully expecting dlcs to come to rf2 as soon as the online pass went away. I'm glad it is like this. I was already positively suprised that the radical was free. So it is not going to be that all future content is going to be paid dlc. As much was already clearly confirmed in this roadmap update. I think at this point my only concern is that the mclaren gt3 competition car is a paid addon. Rf2 is by far the smallest of the games included in that competition and while the financial motives for making the car paid addon are probably lucrative for 397 (new people coming in and buying the game AND the dlc... and a modern mclaren gt3 is always going to outsell the radical sr3) you also have to ask could it make people drop rf2 out of the games in that competition and focus on the other ones? The way I see competitions is a bit like playerbase in free2play games. Tons and tons of people participate but only one percent drives more than one lap. Now with the car being paid addon those numbers will shrink. Maybe larger percentage of the people driving the car do more than one lap (because the car price is an entry fee) but overall the numbers might decrease massively which can hurt rf2 public opinion. Rf2 already has really small userbase and if the other games in the competition get 100 times more players it might make rf2 tougher to get into any future competitions like this. That being said my only concerns about future dlcs are all about that competition car being a paid dlc. It is not that I'm against it. It is a bit weird is all I am saying.