Editor's note: Christopher makes a case against
unlockable content. He notes in particular the disparities that it can create in online play. This one of his two "pro" and "con" arguments for
Michael Rousseau's On the Contrary community writing challenge. If you
like, you can find out about how to participate here. -James
For those who are short for time, gaming can be a frustrating experience -- particularly when games exclude the player from content that they have paid for. Some might even go so far as making the claim that unlockables punish people for being casual gamers.
A while back, DICE tentatively promised exclusive access to certain weapons in Battlefield: Bad Company for gamers who had completed a series of challenges (one of which was to pre-order the game at participating stores). This incensed the community: Did it mean that those who did not pay some cash up front would never have access to the content? Would these players be at a disadvantage on day one? And what were they really paying for?
But it's not just competitive online games. Players brought a similar grievance to the attention of the team at Harmonix. Some gamers couldn't understand why they had to play all of Rock Band in order to unlock all the complete playlist. What happened to plug and play? What happened to fun games for all?
Unlockable content places an indirect handicap on those bereft of a ton of free time -- particularly with regard to online gaming.
Many first-person shooters have a standard built in leveling system. The player is rewarded with better equipment, perks, and weapons as they progress. Ideally, a match-making system arranges games that pit players of same level together, but more often than not, a big divide between those who have had the time to level up and those who have not emerges.
Players may often find themselves playing with gamers who have exceptionally powerful weapons. Modern Warfare is a classic example of indirectly creating this unfair gaming arena. This, of course, leads to completely lopsided scores.
Perks are much the same. They undoubtedly give veterans an edge, and those who buy the game many months after release may find themselves re-spawning more than they would like.
In the end, such reward systems forever punish those who do not have the time to hone their skills. And this is on top of the fact that the advantage always tips toward higher level users anyway. They have more time to commit a game and thus, more time to practice manipulating its interface.
And that is where the issue lies: Should a game be completely accessible only for those who have the time to play it for hours on end?
Would it be a fruitful experiment to create a game mode that allowed online players in any game -- particularly FPSes -- access to all the options from day one?Â
Which brings us to the question -- why have unlockable content in the first place?
Sports games are a classic example of a design that creates a fair playing field. With most of these games, the skill of the player is the sole determinant of the outcome of the match -- not the unlockable content. Because of this, sports games have a high replay value (until the next season, which is another topic altogther) which lies in the drive to perfect the control mechanics. The enjoyment doesn't come from some silly quest to unlock everything hidden in the game.















