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On the Contrary: Unlockable Content Is Pointless
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Monday, January 25, 2010

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.

 
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Comments (8)
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January 25, 2010
I agree with your general premise, but not with your explanation. I don't really see why unlocking equipment, weapons, and perks in Modern Warfare 2 is such a big deal, seeing as the premade classes are more than enough to get anyone started. The First Recon class, for instance, is so good that I still use it despite the fact that I'm level 50. Between the premade classes, XP bonuses for things like payback, revenge, and coming back from a death streak, and challenges based on the most arbitrary of requirements, Infinity Ward did their fair share to balance it while still rewarding people who play a lot.

I do agree with you, however, for one case in particular - fighting games. For most people, fighting games are probably best suited for parties or just hanging out with friends. Nobody wants to grind away at the "story" mode to unlock characters or costumes when their friends are waiting around to play a game.
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January 25, 2010
I agree with you on some points and disagree on others. It can be a pain for some more party oriented games like music games or fighting games to unlock everything when all you wanna do is play with your friends.

I feel you're wrong when it comes to Modern Warfare though. You're given a decent selection of classes and weapons which are more than enough to be competitive in the game. Just because a game has a reward for playing it more doesn't mean it's punishing you for playing it less.
59583_467229896345_615671345_7027350_950079_n
January 25, 2010
The point of unlockable content is to create goals for people to strive towards. Yes, it does impede casual gamers. That's why Tekken 6 is so great. All of the fighters are unlocked at the start, so when I take it to my friend's place to show him my Bryan Fury beat down, I don't have to worry about any fighters being unavailable.
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January 25, 2010
Unlocking content can be a bitch, especially when it is game modes like in MW2's multiplayer. While I have fun leveling up and getting new weapons and perks, why is it I have to unlock Search and Destroy? I can understand that it maybe for people who are new to the series, but I don't see how it helps in the pacing of it. Imagine if Bungie decided to have CTF locked until you got x number of kills.

Still, I do enjoy the satisfaction of unlocking secrets and characters in games. If developers decide to abandon this practice I will miss it. Then again, there are always achievements and trophies to collect.
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January 25, 2010
Thanks for all the great input :D

I definitely see where everyone is coming from and hopefully when I post my counter argument it may answer some questions/concerns in this piece.

@ peter you put forward a really solid point when you said "Just because a game has a reward for playing it more doesn't mean it's punishing you for playing it less."

Again, I hope my counter argument (which I hope to post in the next 24 hours) will do justice on the other perspective.
;D
100media_imag0065
January 26, 2010
Hmmm, First off, this is a very good article and this topic is constantly running through my mind.

I am split on this subject. On on side, I completely see the benefits of unlockables. If done correctly, it is a great motivator to continue playing the game. And a great sense of satisfaction when finally unlocking that one weapon or piece of armor you have been working towards.

On the other hand, you have Battlefield: Bad Company. EA first tried selling this content, and the outrage from the community threw EA back into their caves for shelter. EA is a perfect example of how NOT to do unlockable content. As soon as they think they can profit off of unlockable content, all will go down hill.

The problem is, unlockable content is becoming less about the player and more about the company. Take for instance Pre-Order Bonuses. 99% of the time I will pre-order a game at a specific store because of promised unlockables upon purchase. The problem is, 98% of the time, everyone gets the same code and anyone who didn't pre-order it can also access the goodies. Even worse is when they make it available to everyone a few weeks later.

What was the point of my pre-order of this "Exclusive Content" is not exclusive?? Money is the point. It all comes down to money.
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January 26, 2010
@ Ed,

thank you for the comment. I definitely see your point. I never even considered the aspect of locked content moving away from the game design and more into the pockets of the big companies. I definitely see your point "Even worse is when they make it available to everyone a few weeks later.
What was the point of my pre-order of this "Exclusive Content" is not exclusive?" ;)
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January 28, 2010
This is great article and brings up some good points.I'm going to wait for you to bring up your counterpoint before I give my thoughts on the entirety of it.
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