Store

Overview

Contributions: Systems Design, Seasonal Content Design, Monetization, Tools

Forza Motorsport’s in-game Store, like much of the title, was built to be dynamic and adaptable to support a live service game with continually shipping new content.

Design Goals

  • Dynamic Storefront - An in-game storefront where players can jump into the Store and see the offers that our Marketing team wanted them to see first, while ensuring we surfaced any un-owned content first.

  • Flexible Configuration - The team wanted to build a storefront that could be built around a schedule and special events, so that we could adjust the ordering of items in the store to reflect sales across different platforms, and do so without requiring players to download a whole new game update. We also wanted to support multiple sizes of tiles in order to help prioritize/de-prioritize different offers, as needed.

  • Keep Players In-game - As with all In-Game Storefronts, the goal is to keep players in the game, rather than sending them outside of the game to make a purchase, allow players to purchase content directly from within the game

Seasonal Content Authoring

Our in-game Store was updated each month, in sync with our Seasonal Content Updates, to appropriately reflect any new DLC offers, as well as adjustments to the presentation based on marketing beats or partnerships. Similar to all of our other seasonal content, the Store was configured entirely via our proprietary CMS tool, meaning that the Store could be updated at any time, on-the-fly, without requiring a new CU or download on behalf of the player.

Altogether we launched 6 separate Premium Paid DLC Car Packs containing over 50 unique cars.