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Re: To clarify | |
Posted By: Leviathan <levihoffmeier@gmail.com> | Date: 4/15/12 11:49 p.m. |
In Response To: Re: To clarify (Cody Miller) : You're not getting it. In a single player game, that is a necessary : consequence of the single player model. The game is set up as a challenge, : which you progress. Of course you have to progress through one challenge : then move on to the next: we are not timeless beings existing in the past : present and future all at once. The single player for sonic 2 is set up as : a series of challenges in a specific order, so the laws of space-time : dictate you must take them on in a linear fashion. : There is no reason whatsoever that requires hiding the challenge maps
: Do you see the difference? : Fun for whom? Again, explain how making challenge maps unlockable by solving
: Person B: Enjoys doing the riddles BUT NOT the challenge maps. He will solve
: Person C: Does not enjoy the riddle, but DOES enjoy the challenge maps. He
: Person D: Doesn't like either. This person simply doesn't play the game. : With unlockables, persons A and B have good experiences, persons C and D do
: Without Unlockables : Person A plays the riddles and the challenge maps. Is happy. : Person B plays the riddles. Is happy. : Person C plays the challenge maps. Is happy. : Person D doesn't play the game. : NO PLAYER IS BETTER OFF WITH UNLOCKABLES! If the unlockables are fun, make
: Do you get why unlockables are bad yet? Why not unlock all levels of a game as soon as you press start then? Creating simple rewards and level progressions allow for players to be exposed to different elements of gameplay that they might not have tried upon initial impressions. If Sonic 2 had a level select, I would have played nothing but the casino level, and I would have missed out on other fun levels that didn't seem like such upon first investigation. Having to complete four or so levels before getting to my favorite, I eventually came to appreciate them, and all the fun nuances of the slight variants of gameplay each level introduced. I'm not saying unlockables make a game better - I'm saying if implemented well, they become seamless with the rest of the game experience, like my examples as posted before. For another example: the challenge maps in Arkham City reuse gameplay pieces from the normal game, so in a sense, it's just unlocking a slightly different mode on the same areas. It's not keeping you from enjoying all of the game - it's adding a small incentive to play the game a different way than you usually might. Knowing that riddles unlocked those challenge maps (and more importantly concept art) in Arkham Asylum, I reluctantly started this fetch quest - and then realized that these riddles were actually intelligently designed and required cunning problem-solving. It was blast. If that initial incentive wasn't there, I never would have tried. Hunting down Ultima Weapon to acquire the Ultimate Weapon for Cloud in FFVII was fun - but it was never something I would have tried without knowing that there was such a big reward for it. Giving an incentive like that can tip the scale so that players try out a new way to play the game, one that they not might usually try. It's a tool that, if used smartly and in moderation, can help introduce players to different elements of a game. That's how I'm hoping Spartan Ops will be implemented - requiring reasonable challenges that give incentive to explore the different ways to game. If it ends up being a huge, significant experience, and does require you to force yourself to play the game for hours in a way you don't want to - 'grinding' as you all seem to be calling it (I thought that's what you called the humping at all these kids' dances), that WILL be dumb. I'm just saying the idea of unlockables is not inherently bad, and in fact is often a part of the normal single player experience, just with different terms.
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