Contrary to earlier reports DriveClub will include microtransactions, but they'll be limited to instant car unlocks rather than consumable currencies, game director Paul Rustchynsky has revealed.
"[Microtransactions have] been a hot topic of late inside gaming, and we've been very keen to take on board the feedback from gamers and make sure we don't upset anyone," he told IGN. "So, in DriveClub, what we've done is make sure that the progression system is really straightforward, really simple and gives you access to a lot of content really quickly.
"In DriveClub you earn Fame, and as you earn Fame, you level up. Every time you level up, we give you another car. There's no double gating or anything along those lines, you're given the car straight away without having to do anything else. The only thing we do have is a couple of shortcuts.
"If you want to unlock a car immediately, you can pay to unlock that car straight away but it's not a consumable microtransaction. We don't let people buy Fame, for example and spend lots and lots. The idea is if you want to shortcut things you can do - it's identical to what we did in Motorstorm RC. So if you played that, you know what we're doing here."
DriveClub's implementation of microtransactions appears to be slightly different to those featured in Sony's other AAA racer Gran Turismo 6 which allowed users to purchase in-game Credits using real world money. Credits could then be used to purchase in-game cars.
DriveClub launches on October 10 exclusively on PlayStation 4.