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Re: To clarify | |
Posted By: Leviathan <levihoffmeier@gmail.com> | Date: 4/16/12 2:08 a.m. |
In Response To: Re: To clarify (Cody Miller) : 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. : If you run a race of 100 meters, you are not unlocking meter 20 by passing
(Yeah, I used it all the time, lol. And the code to create rings so you can go Super Sonic!) But I don't think it's really a fair comparison to a race, because every 20 meters you're in a different place with new kinds of running and new obstacles in the way. The race tends to evolve in a game. Like Sonic's one challenge, let's say Arkham City's one challenge is to beat the game and get every challenge map. You have to play the main game, unlocking new levels and areas as you progress. Once you beat the main game, you go back for the riddles. The unlockables act just like a new level, curtains that promise that progression behind them. The game has simply evolved, with new kinds of gameplay, and new terms of accomplishment and failure. : In Vanquish (mentioned in the OP), the challenge maps function the same way
: You would not have attempted a riddle to see if it was fun? How close minded. Heh, in the first game, they are very out of the way, practically hidden - I didn't really know of what they could involve until I actively searched for them. : JPRGs are a whole different long post. :-p : They ARE inherently bad. Again, no player in my table was better off with
I could see where this example would be true for online multiplayer games, but I honestly haven't played many except for Halo and Left 4 Dead. I haven't played a Call of Duty since 2, maybe, and I've never played an MMO. I'm more interested in single-player experiences for the most part, and I don't see where a developer benefits from trying to waste my time in that regard. I honestly think, to constantly refer back to Arkham for example, that Rocksteady just thought it would be fun to have riddles that unlock extras so that players might go exploring all these fun little mini-games once you beat the main game. : Incentives are put in place to get people to do something they don't want to.
I agree with the last sentence, but not before that. Again with the same old example - I solve Riddles in Arkham City now just because I have a blast with them, not to unlock crap. But it's the incentive that opened my eyes to something I don't normally do, since getting Riddler Trophies sounded like a fetch-quest. An incentive can be used to try and control you, to do something you don't want to do, or it can be much more positive thing - a first step that allows you see a path you hadn't seen before. Game designers can be lazy, but I don't usually see them as evil overlords trying to trick me into a sedated vegetable. : The whole point of playing a video game which YOU control, is for you to
I actually don't always want to be in complete control of a video game. Just like a storyteller guides me through a novel and a series of ideas, or an editor (:P) guides me through a documentary's thesis, I'd like the game designer to guide me through what he has envisioned to be fun or worthwile experience, and design a system that allows me to explore that experience. Sometimes I'm in the mood for GTA or Skyrim, great big sandbox games where I tell my own story, yes, but sometimes I'm in the mood to play another person's story and learn from them. I don't that's entitlement, I think that's just about seeking a specific, crafted experience, like many other works of art and entertainment try to provide. : Do you see why unlocks are bad yet? Nope. :) I've enjoyed our exchange, but I think I'm all worded out now. I do actually agree with you on some points through it all, like in your original post you quoted here, and I'll totally agree with you that 9 out of 10 games that use unlockables use it stupidly - but I simply don't take such an extremist view against the very idea of presenting a path and offering a reward if you take it, since it can lead to many beneficial things upon that path, and more paths themselves. Sometimes people need a little nudge to see something they never would have, since as humans, we're not omniscient, and we can't always see all those paths.
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