Take the formula of the original TrackMania games, which started off with a niche but dedicated community but turned into a global phenomenon played by millions of players in a couple years. Why wouldn't it be a tremendous success? It's got an arcade yet extremely skill-based driving model, it's fast as hell, the official track designs are bonkers with loops, jumps, turbos and all kinds of crazy ideas, and of course there's a powerful and comfortable track editor, where people uploaded all kind of fascinating creations for years, turning the game into an unlimited experience in terms of variety and replayability.
After the worldwide success of TrackMania Nations and the cult following TrackMania United got (a game which combined all ccontent from prior games, making it the quintessential TM experience), the franchise was surprisingly stagnant. The post-launch support for all games has been stellar, but when Ubisoft bought Nadeo, the studio behind the games, plans became more ambitious than ever on one hand, and much more grounded on the other. Whereas a typical TrackMania game would usually launch with 3 full-blown environments, the studio started releasing single environments from time to time, in separated games that didn't feel enough value thanks to United having a whopping 7 already. The studio was also getting kinda thin as the ambition I mentioned earlier was not only a further move to push eSports, but most importantly the creation of ManiaPlanet, which was this hub where we got ShootMania shortly after (a build your own arena shooter game) and where QuestMania was supposed to happen one day (a make your own RPG thing with the same model as the other Mania games).
These projects were just... not as exciting for fans, as games would play it safe, the devs wouldn't support the games as well as they did in the past (the updates the first TrackMania got for years were crazy, and this was before the popular GAAS models of our days), and in general United was a game with a better gameplay and variety. So when Ubisoft announced they are releasing TrackMania Turbo, something changed. This was to be a mix of the previous "solo" games' environments along with brand new stuff, crafted together in a brilliant package of 4 wildly different environments, the editor everyone loved, an insane amount of game modes including split screen, online, minigames and whatnot, and most importantly it was also launching on consoles for the first time ever (bar some limited DS and Wii ports of the first game which had a fraction of the content the PC versions had).
It was published by Ubisoft, it was bound to have a great post-launch support because Nadeo and Ubisoft are both known for that, it was gonna be the second biggest TrackMania game ever in terms of environment and the biggest one in terms of variety out the box - and all this at a reduced price, launching at 40 bucks instead of full price. So what happened? Why isn't this game a massive phenomenon, why did it become one of those titles that you barely find in physical copies anymore and are frequently thrown around for a couple bucks at sales?
- The game simply didn't get marketed enough. Despite launching fairly early in the generation with most arcade franchises still nowhere to be seen (Ridge Racer, Burnout, etc.) or being kinda disappointing (the new Need For Speed games were nothing stellar, The Crew sold well but failed to make a lasting impression, etc.), people weren't really aware of a TrackMania game launching on console (or on PC, for that matter, where the game bombed spectacularly). The quality was there, reviews were good, but all in all even with discounts the game may not have reached a million copies sold.
- Uncomfortable editor. This was the game's biggest flaw to me, ultimately. The comfortable and intuitive editor of the legendary PC games gave room to an editor that simply wasn't fun to use. It was built to be "smart" both on mouse+keyboard and controller, but ultimately it was bad on both. This meant that, incredibly, the community wasn't really bothering with building fun tracks, but was busy playing the 200 official tracks instead.
- No post-launch support. Perhaps due to the low sales, Nadeo and Ubisoft pretty much abandoned the game. Yeah there were a couple patches, and the PS4 and PC versions for VR support after some time. But it was not enough. The original TrackMania got dozens of new track elements, it changed its graphics engine during the game's post-launch cycle, it received major community attention with the creation of websites, communities, tournaments and whatnot. TrackMania Turbo failed to make a lasting impression, so Nadeo quickly went back onto their "solo" games in the TrackMania 2 universe, which already weren't that impressive or appreciated by the community.
- One annoying glitch. On multilap races, for some reason the game freezes for like half a second when crossing the line on almost every occasion: but the game does not stop, so you effectively teleport away a tiny bit if you keep on accelerating. This was annoying as hell and made certain tracks a pain in the arse to compete on. In a game that demands absolute precision and dedication, such a little mistake was a major blow. Since this was seen from the beta and demo as well, I have no doubt some people were turned off by it. The game had good graphics and was otherwise smooth in terms of performance, but this one thing was really annoying.
A big and ambitious yet cheap TrackMania game launching simultaneously on PC, Xbox One and PS4 launching early in the generation with less competition: it should have been an enormous success. And while the game had its flaws, it was fantastic out of the gate, with enormous variety for single player, for local co-op and competitive gaming, for online gamers, but also for trackbuilders. There were global, country-based and region-based leaderboards. Dozens of game modes inspired from coin-based arcade games. 4 fun and exciting environments that were just a joy to play on. Randomly generated levels alongside the powerful editor. A fantastic driving model. A smooth gameplay. Everything was there to be a global phenomenon, but the game just faded away into obscurity in no time thanks to bad marketing, lack of proper post-launch support, a couple weird design decisions and, ultimately, a community that failed to stick around.
What an enormous wasted opportunity to turn TrackMania into a multiplatform phenomenon instead of just a PC series. And with Turbo burning a lot of people and the other Mania games just not being that exciting nowadays, Nadeo and Ubisoft failed to follow-up on the success of United and Nations, which are probably more active on Steam to this day than Turbo is between all platforms. In a changed market, maybe they should try to come up with a free-to-play model (with cosmetic MTXs) or a game launching at a reduced price but day 1 on services like Game Pass, PS Plus and Stadia's sub, making sure to have a healthy playerbase from the get go and build from there. Because even at its worst, TrackMania is an extremely polished and fun arcade racer that already proved to have mainstream appeal. But Turbo, as good as it was, did not manage to become successful.