HEY.
MEWTWO TAKING 20 HOURS OF VS. MATCHES WAS NOT "VERY WELL". That took me MONTHS to do. I remember doing a 90 minute match because I was finally close to getting him.
& no, I didn't have extra people or controllers to make it go by faster. I had to do it all by myself.
I rarely unlock the Final Story characters in BlazBlue games, because I don't really care for Aksys writing, and they're exhaustive and boring at times. I appreciate they give a DLC option to get the character, but... I spend my time in VS. Why, after playing 15 hours of VS, do I STILL not have 1 final character?
Sure, you'd still be able to cheat that system (make the game stay on for 15 hours straight or something? VS CPU All night?), but eesh.
The latest Call of Duty had campaign mission select unlocked from the start.
I don't mind it.
People know the value of CoD in MP, though. It's one of those things that'll make money no matter what they do. Commercially smaller genres generally can't afford to do such things on a first release. Notice how much fighters WILL go to "all unlocked from start" in later iterations.
I find it interesting how Rivals of Aether has it's 2 Unlock characters available as normal people while in "Early Access", but plans to lock them again once the game is out. There's going to be hundreds of hours of gameplay on Youtube with them by then, and the Early players would have played them for MONTHS. It must really be used as a tool to encourage people to go into the story and stuff they're working on now. Though I think they said they may have codes, too.
imo, more games would be better if they were Mega Man
The really would! Megaman's the original sandbox, as far as I'm concerned. And I LOVED tackling things in different orders, or finding weakness, especially when they visually affected things.
My brother and I always wonder why MMX's gimmick of previous stages completion transforming later ones, isn't used more. Beating an Ice stage frosting over the flame in the fire stage, or destroying the factory that produced a certain time of enemy, removing them from spawn in another place... it's all just so cool, and I not only appreciate it for that, but also because of how much art must go into remaking stages with updated designs for varied mutations.
To me, that's a cooler "story" element than a story mode I might play through once, and never play again, y'know?
But the point of the game is to complete the challenges presented to you. Why in the world would I buy the game to skip to right near the end.
I mean, mission select makes perfect sense after beating them, but right at the beginning feels like "oh, it's all already unlocked, what's the point now." It's the same reason why I dislike those "unlock everything for $5" "DLC".
Part of unlocking stuff is the satisfaction that you did it yourself & it's your reward for doing something. Yeah, I hated having to spend all that time getting Mewtwo in Melee, but it made me so happy when I finally unlocked him. Now granted, for tournaments & such, I can see why you want everything unlocked quickly.
*old man rant* BACK IN MY DAY, WE HAD TO EARN OUR CONTENT BY ACTUALLY PLAYING THE GAME.
Young whippersnappers don't understand PLAYING! They gots an unlock chest or some doohickey, and they get it all right when they start! I used to play games for MONTHS before I saw them all! It used to take me weeks to beat a stage, and you know what? WE LIKED IT!
I honestly do feel kinda bad for how disposable games feel now-a-days. I remember the times when having Mario Paint could keep me entertained for weeks on end, or one RPG would cover summer vacation, basically. Now, it feels like similar products only really are "fresh" for a few hours, and then they get cycled into the log of daily-plays, F2Ps, gaming-on-occasions, etc, etc.
That's an easy way to get confused. lol
What's the point of owning those things if you're not going to go through the whole product?
It always kinda saddens me the consumers don't often care about what the people who created something might want. "I bought it, let me do as I please!"... sure, but someone who makes something doesn't want you to just take a look and dismiss it.
I don't really care about sp in fighting games
I get online and I fight pretty much immediately.
When smash 3ds and wii u came out, the first thing I did in both was hit up for glory and played so long that I ended up unlocking every character, so there was no point in just not having them unlocked by default
I mean, that's ok personally. But if you want the genre to continue to be played, having something in there for new people who play (and don't know the characters, lore, or who they want to main) is very useful. Even for seasoned pros, it's good to go through each character, and see how they move, how they fight, etc.
The "for glory" example is a nice one; it worked along with what you did, and anyone who hits a mode for that long is still getting that "experience the game" experience.
Well done unlocks are basically like covers to maggazines, or leaking a small part of a script to a movie. It's a tease, that generally is