Zwift – What Next? This is basically a list of refinements rather than revolution. It’s not blue sky stuff, but in my opinion it would make the product robust prior to further expansion.
Worlds / Roads
No new worlds needed for a while (with Tokyo also ready). Instead focus on:
- Expanding existing worlds – Watopia and France are especially open to development, but New York also has half-created roads. Put meat on to the bones of these worlds
- Add in mountain bike and gravel tracks that interweave with existing tracks – for multiple additional route options that give reason to use the mountain and gravel bikes
- Improve assets and fix graphical errors throughout existing worlds – continuous improvement
- *Velodrome would still be an awesome addition, but is reliant on significant other changes
New UI is incoming so won’t list things which will inevitably be fixed, but:
- Clearer gradient profile and position on route
- Distance left on route
- Route builder – design your own route. E.g. I could design a 90km time trial route through Watopia. These could even be shared in the community and the best ones incorporated in to the core game.
- Customisable HUD – chose the elements that matter. e.g. Power/speed may not be necessary to you if you use the companion app.
Additional race formats which are supported by the UI and require no 3rd party service:
- Elimination races – cull the lowest X% each lap – show you if you are at risk coming up to the lap banner
- Points races – show points totals and highlight where the Primes are
- Chase races
- Category structure (auto-assigned) – work up through categories. Use the big data of power profiles to make races as fair as possible. Results at the end of a race are valid without relying on 3rd party services
- Allow event organisers finer control – e.g. no zPower riders
- Post-event all riders should enter a ‘clubhouse’ or coffee shop, where you can analyse the results and chat with the people you rode with, give ride ons etc.
- Accuracy – server winner should correlate with visual winner. This looks terrible in pro races when the winner is not the one that everybody saw cross the line first
- Increase the draft to allow for realistic recovery, but reduce speed of larger packs to make realistic
- Remove sticky draft
- Cornering – slow down through corners like RGT
- Downhill – pack speeds are unrealistic and stop attacks over the top being effective. Limit pack speed downhill, and slow through corners. The bigger the pack the slower it should move through tight corners. 80km/h through a hairpin is silly.
- Clubs – arrange meetups (which can include race formats). Use a generator for a club kit (clubs above 30 members?)
- Wider range of avatars and kit (bikes, helmets) – make it simple for brands to get their kit in game
- Levels above 50
- More challenges and badges
- Companion app – access to everything other than riding. Badges, garage, drop shop etc.