Forza does not suck. We talked to him and his team about how the game came to be.

The Beginning

The Forza franchise has its roots in the beginning of the Xbox, and it was essentially the first Microsoft game to be developed in-house in Seattle. The Xbox was launched in 2001 with a handful of flagship titles, one of which was the Microsoft-published, arcade-oriented Project Gotham Racing. Greenawalt worked on Gotham, and the experience prompted him to pitch Forza — and an in-house studio team to produce it — to his bosses in 2002. They bit, and Turn 10 Studios was born. The original team was composed of just ten people. "We had really well-laid long-term plans [for the game]," Greenawalt says. "We haven't stuck to them at all."

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