Almost everything we say here makes sense as to why LFS got out of the Simracing news?
But to return to the topic (and possibly find remedies), it is not enough to look at (and even less to judge) the evolution of LFS over 20 years. We must also consider what has evolved in the context of simracing over the same period.
Small nostalgic throwbacks to the games that marked the beginning of the millennium are useful. They remind us that at the time enthusiasts had little choice, that they were on the lookout for novelty and the slightest evolution; that they invented modding (in part) because they weren't satisfied with the games; that they practised DIY because gaming peripherals were still non-existent or too expensive.
Today, the market has gone from a niche market to a true mainstream industry. This market is dominated by big titles whose business is licensing. These games sell the illusion that simracing is the hyperrealistic digital reproduction of reality and that everyone can experience a global career as a virtual driver. But that requires racing computers, monthly subscriptions, a great connection, letting shit run in the background while you play, all overpriced pro gear. Under the influence of Iracing, simracing has become a simple money pump in less than 15 years.
Modding too has become flatly reproductive. There is no longer much room for tinkering, fun and creativity.
Without playing the reactionary old fools
, with regard to this evolution, the (relative) conceptual stability of LFS seems to me to be an asset. There are few titles left on this model.
Is LFS already (or will it soon be?) the last bastion of freedom in simracing? That is to say, a simulation game (in the broad sense) without frills, which sticks to the essentials, and which allows everyone to live the immersive and enjoyable experience of which they dream. Including being creative (which does not spoil anything
).
I think today it is the big question.