Back in the 8-bit days, certain design flaws were forgivable. Just like in the days of Snow White, when poor camera angles were forgivable, gaming was a new medium and any sort of standards had yet to evolve and solidify.
However, there are some annoying trends that I am amazed are still practiced, let alone accepted. The one I have in mind right now is unlockable content.
Oh, unlockable content. Sounds like a great feature, doesn't it? You're not just playing a game, you're unlocking things! Of course, the only way that you can unlock something is if it was locked in the first place. A more accurate term would be 'intentionally withheld content'.
Why do I have to play the campaign in Super Smash Bros. before the game will permit me to play as Marth? Why do I have to play through Career mode in Guitar Hero before the game will permit me to play every song in Quickplay?
In any game, why do I have to beat level 1 before the game will let me play level 2? Maybe level 1 is too hard, or too confusing, or maybe I just don't like level 1 that much and would rather play level 2 instead. Why am I forced to jump through hoops before I'm allowed to play the part of the game I enjoy most?
What you might have been suckered into thinking is that unlocking content adds length and replay value. Neither of these things are true.
Having the good content locked is just taking existing content, forcing some of it on the player regardless of whether it's wanted, and making some of it harder to experience. It doesn't add any additional content. The only reason having content locked would make you play the game longer is because the unlock requirement is something you don't really want to work for.
Replay value is when there's something significantly different about the campaign the second time around. If the only reason you'd play the same segment twice is to unlock something, or to use something you wanted from the beginning but couldn't because it was locked, there is no replay value.
The real reason it's there is because designers are trying to be parents. If you're playing the game in a way the designer(s) didn't intend, your playing style is obviously wrong, and you must be punished for even thinking about it. Are you trying to skip over a campaign level because you don't like it? Silly player, that's not what I expected you to do. Now drop down and give me 20.
This philosophy is borderline malevolent, and it's absurd that it is tolerated without a second thought. Imagine if after buying a ticket to see The Dark Knight, the receptionist forcefully equipped you with powerful sunglasses and earplugs because you hadn't seen Batman Begins, and threatened to kick you out of the theater if you tried to remove them. I know I personally would demand a refund and never visit that theater again.
Please, designers, stop waving the toy just above my reach. I'm just trying to enjoy the games I paid money for.
However, there are some annoying trends that I am amazed are still practiced, let alone accepted. The one I have in mind right now is unlockable content.
Oh, unlockable content. Sounds like a great feature, doesn't it? You're not just playing a game, you're unlocking things! Of course, the only way that you can unlock something is if it was locked in the first place. A more accurate term would be 'intentionally withheld content'.
Why do I have to play the campaign in Super Smash Bros. before the game will permit me to play as Marth? Why do I have to play through Career mode in Guitar Hero before the game will permit me to play every song in Quickplay?
In any game, why do I have to beat level 1 before the game will let me play level 2? Maybe level 1 is too hard, or too confusing, or maybe I just don't like level 1 that much and would rather play level 2 instead. Why am I forced to jump through hoops before I'm allowed to play the part of the game I enjoy most?
What you might have been suckered into thinking is that unlocking content adds length and replay value. Neither of these things are true.
Having the good content locked is just taking existing content, forcing some of it on the player regardless of whether it's wanted, and making some of it harder to experience. It doesn't add any additional content. The only reason having content locked would make you play the game longer is because the unlock requirement is something you don't really want to work for.
Replay value is when there's something significantly different about the campaign the second time around. If the only reason you'd play the same segment twice is to unlock something, or to use something you wanted from the beginning but couldn't because it was locked, there is no replay value.
The real reason it's there is because designers are trying to be parents. If you're playing the game in a way the designer(s) didn't intend, your playing style is obviously wrong, and you must be punished for even thinking about it. Are you trying to skip over a campaign level because you don't like it? Silly player, that's not what I expected you to do. Now drop down and give me 20.
This philosophy is borderline malevolent, and it's absurd that it is tolerated without a second thought. Imagine if after buying a ticket to see The Dark Knight, the receptionist forcefully equipped you with powerful sunglasses and earplugs because you hadn't seen Batman Begins, and threatened to kick you out of the theater if you tried to remove them. I know I personally would demand a refund and never visit that theater again.
Please, designers, stop waving the toy just above my reach. I'm just trying to enjoy the games I paid money for.