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SCS Software's New Journey: An Analysis of Euro Truck Simulator 2 Buses and American Truck Simulator's Road Trip |
They reflect several goals: to make the most of the vast game world asset they have built, to meet the long-standing demands and modding trends of the community, and to attract a wider player base. Ultimately, this suggests that SCS Software's games are evolving into more comprehensive driving simulation platforms. It can be seen as part of a long-term vision to build a richer and more diverse virtual world through continuous technical improvements and active communication with the community.
2. The Winds of Change: Recent Trends in the SCS Universe
Recent announcements from SCS Software clearly show their intention to expand beyond the traditional boundaries of truck simulation, sparking much interest and discussion within the community. This section examines the specific details and background of these changes.2.1. Euro Truck Simulator 2: The Long-Awaited Arrival of Buses
SCS Software has officially announced that drivable buses (coaches) will be introduced to ETS2, 12 years after first mentioning the possibility in 2013. A short trailer revealed a European-style coach bus, raising expectations. This move is not a sudden decision but rather the result of over a decade of the developer's consideration and planning. Back in 2013, SCS Software hinted at the possibility of adding buses by recording sounds and taking photos of a Scania Touring HD Bus. The fact that it is only now being fully introduced could be because bus content was a low priority, there were technical difficulties in development, or they were waiting for the right market conditions and technical maturity.SCS Software describes the bus addition as "a new way to experience the world of ETS2," which means it's a fundamental expansion of the gameplay experience, not just a new vehicle. The shift from cargo transport to passenger transport requires new game mechanics and goals, and it is expected to be released as a large DLC pack.
Observant players have already noticed more detailed bus stops appearing in recent ETS2 updates, and it is known that many cities in the early game versions had coach terminal prefabs. This suggests the developer designed the game with the long-term inclusion of buses in mind. Some speculate that this was a backup plan in case ETS2's initial sales were poor. Furthermore, there is already a sizable bus driving modding community within ETS2, indicating high potential demand for official bus content. Official support can effectively meet the interest of these proven players by providing a more stable, polished, and licensed experience than mods.
From this background, a few important points can be understood. First, the fact that SCS Software postponed the introduction of buses for 12 years can be seen as a result of strategic patience, waiting until the core game of ETS2 and its world were sufficiently mature. During this time, ETS2 has built a vast and detailed environment through numerous map DLC releases and improvements to existing areas. This expanded map contributes to making bus route operations more realistic and fun. It seems the developer started official bus content development only after the map's scale, detail, and their own development tools and engine reached a certain level.
Second, the long-standing popularity of bus mods and community demand served as a form of long-term market validation for an official bus DLC. SCS Software tends to create content based on community feedback, and the continuous interest shown through the modding community and direct requests likely gave them confidence in the commercial success potential of a bus DLC. This reduced the risk associated with a significant development investment.
2.2. American Truck Simulator: "Project Road Trip" and the Journey for New Sounds
In ATS, a new plan called "Project Road Trip" has been announced. It aims to allow players to explore the game world in various types of vehicles other than the large Class 8 trucks, such as pickup trucks or sports cars. This clearly shows that ATS is expanding its scope beyond its core identity of heavy truck transport to include general road trips and new types of missions.SCS Software has stated that they have formed a dedicated team for "Project Road Trip" to ensure that the development of core truck content is not affected. This can be interpreted as a move to ease the concerns of existing truck simulation fans and to show a serious, long-term commitment to this new direction.
Particularly noteworthy is the fact that SCS Software has directly requested the community's help in recording sounds for the various vehicles needed for "Project Road Trip." They released a list of specific vehicles, from classic to modern models by Ford, Dodge, Toyota, and Nissan, and emphasized that they are looking for unmodified vehicles to capture authentic factory sounds. This shows their commitment to pursuing a high level of realism for non-truck vehicles and is an example of a development approach that involves direct collaboration with the community. The released vehicle list is an important clue as to what types of cars players might be able to drive in the future.
"Project Road Trip" is known to offer new gameplay opportunities beyond just driving new vehicles, including new types of missions and jobs, landmark discovery, and an "Exploration Journal" with a feature for collecting themed postcards. This suggests a move towards a more diverse gameplay loop that emphasizes the fun of collection and discovery, similar to elements seen in open-world racing or exploration games.
This change in ATS is analyzed to be based on the following strategic judgments. First, "Project Road Trip" is a clear strategy to maximize the value of ATS's core asset: its vast and meticulously crafted American map. Developing such a map requires enormous resources, and by providing new ways to experience the map with new vehicles like cars and pickup trucks, they can appeal to a broader audience that enjoys general driving or exploration, beyond just hardcore truck simulation fans. This is a much more efficient way to provide a new experience than building an entirely new game world.
Second, the public request for community assistance with sound recording is a strategy to directly involve the community in the development process, going beyond simple cost-saving. Through this, the developer can obtain authentic sounds of various car models, especially older or rare enthusiast-owned vehicles, while strengthening the bond with the community and instilling a sense of pride as co-developers. This is in line with past positive community interactions from SCS Software.
3. Answering "Why?": The Motivation Behind SCS Software's Diversification Strategy
SCS Software's attempt to move beyond the truck-centric experience in ETS2 and ATS is based on several strategic considerations. It is the result of a combination of factors, including maximizing the value of existing assets, accommodating long-standing community demands, attracting a new player base, and realizing a long-term vision.3.1. Utilizing the Built World: Maximizing Asset Value
SCS Software has invested heavily in creating the vast and detailed maps of ETS2 and ATS. These maps are a significant asset in themselves, and by introducing new types of vehicles and gameplay, they can generate more value from existing content. This is a much more cost-effective strategy than building entirely new games or worlds for different vehicle types. Community members also agree that SCS Software's maps are a huge asset and that adding more ways to use them is a logical step.This approach suggests that SCS Software operates its titles as continuously evolving service platforms rather than one-off products. By adding new regions, improving existing maps, and now introducing entirely new vehicle types and gameplay loops, they are encouraging long-term player engagement and repeat DLC purchases in a genre that has typically been far from the live service model. ETS2 and ATS have been supported with new content for years, and this continuous development keeps players engaged and encourages investment in new DLCs. This reflects the "Game as a Service" principle—continuous content delivery, an evolving experience, and a long-term revenue model—which is a fairly sophisticated approach for a simulation developer.
3.2. Embracing the Community's Voice and the Influence of Mods
The introduction of buses in ETS2 has been one of the long-standing requests from fans for over a decade. By directly responding to one of the community's most persistent demands, SCS Software is expected to receive a positive response from a significant portion of the player base. The drivable bus mod community in ETS2 has already formed a "considerably large" group, and in ATS, car mods exist, and SCS Software is aware that players use them.The popularity of these mods shows a clear player interest in this content. SCS Software seems to have seized the opportunity to provide these experiences in an official, more polished, and integrated form within the game system. This can also be seen as a way of "internalizing" popular mod experiences. SCS Software has listened to community feedback in the past, such as increasing the speed limit for the Special Transport DLC, and has stated that they create content based on player reactions. These new features align with SCS Software's community-friendly development philosophy.
SCS Software shows a tendency to observe successful trends within its modding community and strategically integrate them as official features. This not only meets player demand but also allows SCS to control the quality, integration, and monetization of these popular gameplay expansions. The popularity of bus and car mods is a known fact to SCS, and they are now developing official bus and car features. This pattern suggests a cycle where the modding community acts as an informal R&D and market validation arm for SCS, highlighting features with high player interest that SCS can then develop into official, polished content.
3.3. Expanding the Player Base and Strengthening Market Competitiveness
ATS's "Project Road Trip" is expected to appeal not only to existing players but also to those new to ATS. By introducing more accessible vehicle types like cars, the barrier to entry can be lowered for new players who are interested in the detailed game world but not necessarily limited to hardcore trucking.Similarly, ETS2 with the addition of a bus feature has the potential to become a strong competitor in the existing dedicated bus simulator market. ETS2 already has a stable platform, numerous vehicle licenses, and a vast map, giving it an advantage over existing bus simulators in several aspects. SCS Software can leverage its existing strengths to secure a competitive edge in adjacent simulation sub-genres and attract players from games like Fernbus or OMSI.
By integrating bus simulation into ETS2 and adding car-based exploration to ATS, SCS Software is blurring the lines between different sub-genres: truck, bus, and driving/exploration simulation. This can encourage players who typically stick to one sub-genre to try another within the familiar SCS ecosystem. ETS2, while primarily a truck simulation, will take on characteristics of a bus simulator with the addition of bus features. Similarly, ATS is absorbing features of general driving/open-world games by adding cars and exploration elements to its truck simulation base. A player who enjoys bus simulations might be attracted to ETS2 for its bus feature and then develop an interest in trucking. A player who prefers casual driving or exploration might enter the game through ATS's "Road Trip" and then try their hand at trucking. This expands the appeal of each title and the SCS brand as a whole.
3.4. Long-Term Vision: Beyond a Pure Truck Simulator?
SCS Software has shared its ambition to expand the ways players interact with the game world, allowing them to use various types of vehicles and experiences beyond just driving trucks and transporting cargo. This indicates a direct intention to evolve their games. In the community, there is speculation about running a truck company and a bus company in the same save file, and even the possibility of taxis, trains, and planes appearing in the future. This reaction reflects that players are open to and even excited about SCS Software's games evolving into a broader "transport simulator" or "world simulator."Pavel Sebor, CEO of SCS Software, has mentioned that the vehicle team "voiced ambitions" to create vehicles other than trucks and that pre-production efforts for buses were "waking up." This suggests that discussions and aspirations to explore this direction have existed within SCS Software for some time.
These moves, combined with the existing World of Trucks platform, could be the initial steps toward a more interconnected "SCS Driving Universe" where players can engage in various vehicle activities in a vast, shared (or at least stylistically similar) game world. In the long run, the possibility of shared progression or identity between titles cannot be ruled out. ETS2 and ATS are expanding their domains with new vehicle types—buses and cars, respectively—and both games share a core engine and development philosophy. World of Trucks already provides a meta-layer for community and events across both games. Technical advancements like asynchronous loading and potential "portal" technology could support a more diverse and seamlessly integrated environment. Therefore, the introduction of non-truck vehicles and gameplay heralds a future where a player's "career" can expand beyond being just a trucker to a broader transport professional or vehicle enthusiast within the SCS world.
4. "What Changes are Being Prepared?": Analyzing the Future Trajectory
SCS Software's new endeavors signal significant changes in both gameplay and technology. The introduction of buses in ETS2 and "Project Road Trip" in ATS will each present unique gameplay loops and mechanics, and technological advancements are expected to accompany them.4.1. New Gameplay Loops and Mechanics: From Passenger Transport to Exploration
ETS2 Buses: The bus content in ETS2 is expected to offer a new gameplay experience different from existing cargo transport. Key features are expected to include operating routes with multiple stops and adhering to fixed schedules and timetables, which will likely be different from standard cargo deliveries. There is also high community expectation for passenger-related mechanics and realistic terminal implementations. Forum users have even envisioned detailed systems like creating their own routes, managing passenger demand, and handling profits. Some speculate it could be a "hard mode" with stricter schedules and heavy penalties for violations. This could demand a new level of challenge and skill different from truck driving.ATS Road Trip: ATS's "Project Road Trip" is set to feature gameplay centered around new types of missions and jobs, discovering landmarks, enjoying scenic views, and an "Exploration Journal" with a feature for collecting themed postcards. This points towards less structured, discovery-oriented gameplay, which could include photography, finding collectibles, or simple delivery jobs suitable for smaller vehicles (e.g., "hotshot deliveries" or "vehicle transport" speculations). Some players hope for more side roads to be added, not just truck routes, to make exploring cities by car more enjoyable. This would require significant map adjustments to make urban exploration with cars more engaging.
Both games are expanding beyond trucking, but the nature of these expansions (buses with a focus on scheduled transport in ETS2, cars with a focus on free-form exploration/light jobs in ATS) suggests potentially different evolutionary paths tailored to each game's thematic setting. ETS2 is introducing buses, a common mode of intercity travel in Europe, and gameplay speculation focuses on routes and schedules. On the other hand, ATS is introducing a "road trip" with cars, which resonates with American road trip culture, and gameplay speculation centers on exploration and freedom. These choices appear consistent with the cultural context of each game's setting. This means that while the underlying technology and overall vision may converge (an SCS Driving Universe), the specific gameplay offerings within each title may remain distinct and thematically appropriate.
4.2. Technological Evolution: Engine Capabilities and Development Tools
To effectively support new vehicle types and gameplay, advancements in engine capabilities and development tools are essential. SCS Software is currently working on or planning technical improvements in various areas, including sound, vehicle modeling, map technology, loading systems, and the physics engine.Sound: The community request for help in recording sounds of specific car models for ATS's "Project Road Trip" demonstrates a commitment to implementing high-quality, realistic sound. SCS Software has been using the FMOD sound engine, which is expected to enhance the immersion for new vehicle types. Some community members have criticized SCS's in-house sounds as being inferior to those created by modders, so this community collaboration and use of the FMOD engine can be seen as an effort to improve this aspect.
Vehicle Modeling: SCS Software has shifted to a CAD-based vehicle modeling approach, enabling more precise and detailed vehicle implementation. This will play a crucial role in accurately representing the newly added buses and cars.
Map Technology and Loading: On the SCS forums, there has been discussion about "seamless portals" or sub-maps to handle dense urban environments, especially for the US East Coast in ATS or city centers for buses/cars. This could be an extension of the existing cutplane or view blocker technology. Additionally, SCS Software is experimentally beta-testing an asynchronous loading system in ETS2 to reduce stuttering and improve overall smoothness. This is a key technical improvement for background asset loading, which will become more important as more assets (new vehicles, POIs, etc.) are added. These improvements are being made step by step.
Physics Engine: The PhysX physics engine has been introduced through ETS2's Driving Academy, providing more precise collision detection and robust physics responses. The improved physics engine will play a vital role in realistically simulating the different driving characteristics of buses and cars compared to large trucks.
These recent and ongoing technical upgrades (asynchronous loading, PhysX, potential portal systems, improved sound engine) are not just individual improvements but are essential foundational work that enables SCS Software to realize its broader vision of more diverse vehicles and a richer game world. These backend changes are important prerequisites for the new frontend experiences. As SCS introduces new vehicle types (buses, cars) and potentially more detailed environments (cities), it will put more strain on the game engine. The introduction of asynchronous loading and the PhysX physics engine, along with exploring solutions for handling dense areas, are strategically timed technical enhancements to successfully implement and support these new content and gameplay features.
4.3. Synergy Between Games and the Possibility of an Integrated "SCS Driving Universe"
The addition of buses to ETS2 and cars/pickup trucks to ATS not only shows the independent development direction of each game but also holds the potential for creating technical and planning synergies between the two. For example, the experience gained from developing a multi-drop-off point system for buses could be applied to other vehicle types, such as small delivery trucks.The presence of the "Driving Academy" feature in both ETS2 and ATS suggests a common approach to tutorials and skill development. This shared feature could be expanded in the future to include training for buses and the new road trip vehicles. Furthermore, the World of Trucks (WoTR) platform already serves as a community hub and event platform across both games. WoTR could be further developed to integrate these new experiences, perhaps through a shared profile or achievement system that spans various vehicle types and activities.
The current expansions in ETS2 and ATS are different, but they represent incremental steps within a larger, long-term strategy. By developing and testing new vehicle classes and gameplay mechanics within their existing franchises, SCS can gather data, refine systems, and build technical capabilities. This has the potential to eventually be integrated into a more unified or interconnected multi-vehicle simulation platform. SCS prefers an iterative development approach, and introducing buses to ETS2 and cars to ATS are significant but controlled expansions. Lessons learned from developing bus mechanics in ETS2 (e.g., passenger AI, multi-stop routes) could inform future non-truck additions in ATS, and vice versa for car physics or exploration mechanics. The World of Trucks platform already connects the two games at a meta-level. This suggests a careful, step-by-step approach to broadening their scope, rather than a risky leap to a new IP or a sudden merger of existing ones. Each step validates a concept and builds capacity for the next.
5. Community Reaction: A Mix of Expectation and Concern
The community's reaction to SCS Software's new announcements shows a mix of expectation and concern. While many are positive that long-held wishes of fans are coming true, there are also worries about changes to the game's identity and technical implementation.5.1. Enthusiasm and Expectation
The news of buses being added to ETS2 has been warmly welcomed, especially by players who have been using bus mods or waiting for this feature for years. This shows that there is a clear potential demand and positive anticipation among a significant portion of the community. ATS's "Project Road Trip" is also highly anticipated, with players looking forward to exploring the map by car, enjoying new activities, and experiencing a different, faster-paced style of play. Some have described it as a "dream come true." This indicates that it is appealing to players who enjoy exploration or want more variety than just truck driving. Overall, players are positive about SCS Software trying new things and expanding gameplay, suggesting an open attitude towards an evolution beyond the original game concept.5.2. Concerns and Skepticism
On the other hand, some ETS2 players have expressed disappointment that buses are not being released as a separate, dedicated simulation game, or they interpret these changes as SCS Software "giving up on trucks" or the game "losing its direction." This reflects the perspective of purist players who are concerned that the core "truck simulator" identity will be diluted. Regarding ATS's "Project Road Trip," some players also feel that cars are a "distraction" from the essence of the game and have stated they would prefer more truck-focused content or improvements. This indicates similar concerns about focus and brand identity. SCS Software is trying to alleviate these concerns by stating that a dedicated team is working on the road trip so that truck development will not be affected.There are also technical concerns about how well the game engine, originally designed for trucks, will adapt to cars. The technical polish will be key to convincing skeptics, with the expectation that an official implementation will be superior to mods that are constrained by the truck physics engine. It has also been pointed out that systems like "portals" for urban areas could cause a negative reaction if not implemented seamlessly. For simulation fans, immersion is paramount, and technical workarounds that feel artificial can harm the game experience. Lastly, questions have been raised about the revenue model, especially for the car content in "Project Road Trip"—whether it will be sold as vehicle packs or individual DLCs, and whether charging for cars is a new step. Players are always sensitive to new monetization models.
SCS Software faces the delicate challenge of balancing the evolution of their games to attract a wider audience while maintaining the loyalty of their core "truck simulator" fanbase. The "Truck Simulator" brand itself might become a point of contention if the games come to include a significant amount of non-truck content. Despite the game names ETS2 and ATS, the addition of buses and cars has some core fans worried that this dilutes the brand or focus. SCS will need careful messaging and continued strengthening of core truck content to attract new players with diverse vehicle experiences without alienating its existing fanbase. This could even lead to discussions about the game titles themselves if non-truck content becomes very significant in the long term.
Furthermore, while many are looking forward to official versions of mod-like content such as cars and buses, SCS faces the challenge of delivering an experience that is far superior to popular mods, especially considering past community criticism on aspects like vanilla sound quality. Bus and car mods are already popular, and players expect the official content to be better than the mods. Therefore, the new official bus and car implementations will be closely scrutinized against both existing mods and the general expectations for a paid, official product. Success here will be crucial in validating the new strategic direction.
6. Strategy Analysis and Conclusion: The Evolving Identity of SCS Simulations
The introduction of buses in ETS2 and various vehicles through "Project Road Trip" in ATS is not a simple whim but a carefully calculated strategic move by SCS Software. Behind these changes lies a combination of factors: maximizing the value of the existing asset of a vast and detailed map, responding to long-standing community demands and active modding scenes, expanding the market by attracting new player segments, and ultimately, a long-term vision of evolving into a more comprehensive driving and transport simulation platform.These changes suggest that ETS2 and ATS are evolving from pure "truck simulators" to broader "driving simulators" or a "transport universe." The World of Trucks platform, in particular, could function as a potential integration layer for this expansion. Continuous technological advancements, such as asynchronous loading, a new physics engine, sound recording efforts, and potential new map technologies, are essential drivers for realizing this expanded vision and can be seen as a foundational investment for future growth.
SCS Software takes an iterative and often cautious development approach, using community feedback as a crucial element. Running experimental beta tests, requesting community help for sound recording, and incorporating DLC feedback are approaches that help reduce the risks of large-scale projects.
However, this expansion strategy also comes with challenges. They must manage the "Truck Simulator" brand identity, meet high community expectations for official content, especially compared to popular existing mods, and ensure that the core trucking experience continues to be developed and improved to retain their loyal fanbase. SCS Software is attempting to address these challenges by forming dedicated teams.
In conclusion, SCS Software is undergoing a strategic expansion to build a richer, more diverse, and engaging simulation experience. While "trucks" will still play a central role, the road ahead is clearly widening to accommodate many other types of journeys, transforming their flagship titles into something much broader than their names suggest. This is undoubtedly an exciting and complex period of evolution for SCS Software and their dedicated community.
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