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Re: To clarify | |
Posted By: Cody Miller | Date: 4/16/12 12:39 a.m. |
In Response To: Re: To clarify (Leviathan) : Why not unlock all levels of a game as soon as you press start then? Because that undermines the challenge of single player, being 'beat this game from beginning to end'. Many shooters have a practice mode, which let you select whatever level you want to play, all available the moment you put your disc in. But this is PRACTICE MODE. We're talkin' bout practice. : Creating simple rewards and level progressions allow for players to be
: I'm not saying unlockables make a game better - I'm saying if implemented
If you run a race of 100 meters, you are not unlocking meter 20 by passing meter 10 and so forth. It is one challenge: run 100 meters. Likewise Playing Sonic 2 is one challenge: Finish all the levels. As you have just said, it is fun and satisfying. BTW, there is a level select code for Sonic 2. : For another example: the challenge maps in Arkham City reuse gameplay pieces
In Vanquish (mentioned in the OP), the challenge maps function the same way if I read you correctly, except that they are available right away. Map 6 is unlocked by beating maps 1-5, and yeah that kind of sucks. : Knowing that riddles unlocked those challenge maps (and more importantly
You would not have attempted a riddle to see if it was fun? How close minded. : Hunting down Ultima Weapon to acquire the Ultimate Weapon for Cloud in FFVII
JPRGs are a whole different long post. :-p : That's how I'm hoping Spartan Ops will be implemented - requiring reasonable
: If it ends up being a huge, significant experience, and does require you to
: I'm just saying the idea of unlockables is not inherently bad, and in fact is
They ARE inherently bad. Again, no player in my table was better off with unlocks being included. Not one. As for your 'incentives', I've written about that before.: So why is this bad? You say "But Cody, I am having fun getting these achievements and buying things in the armory, why does it matter?". The answer is twofold. On one hand, developers are treating your time as a commodity to be manipulated through the illusion of progression. Rather than merely creating a game, and leaving it up to you to choose when to spend your time playing, they are manipulating you to spend as much time as possible, not for your benefit, but for theirs. It's not for your benefit, since such systems should not be necessary - players play as long as they are having fun, so any effort to artificially extend that is an effort to get you playing beyond when you would stop having fun.
Incentives are put in place to get people to do something they don't want to. Want to watch TV? Eat your vegetables. Don't want to mop the floor? Here, have some money. Do you see what incentives in games are? They are there to make you play things you wouldn't otherwise want play. If you DID want to play, it, you'd play WITHOUT the incentives. The whole point of playing a video game which YOU control, is for you to generate your own goals and achieve them how you wish. That's like, why you are in control. Of course, as I explain in this post, unlocks give players an illusionary sense of satisfaction, which is the preferred reward due to our entitlements as gamers. Do you see why unlocks are bad yet?
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