"Level-To-Unlock". Why? in Friday the 13th: The Game -- Suggestions/Feedback Posted April 19, 2017 I would suggest quoting people, even if there are a lot, for the sake of avoiding Shotgun Argumentation. I will respond to the underlined portion: I did ask for things to be locked. Why would I ask that? Again, everyone likes free stuff, right? Well, that's not true; its a common misconception that free stuff always makes things better, in fact it suggests quite the opposite. If everything in the game was free, not only will longevity be extinguished, but there would be no motivation to play the game further other than until you get bored. Locking items behind something means you have to put effort into getting what you want, and that inherently gives that item value. (1) People value their lvl 65 World of Warcraft character with extra dungeon gear and such, because they put several hundred hours of time into the game and put it onto that character. That character has inherent value because you've exchanged real time and in-game skill for a reward. (2) I used to play TimeSplitters 2. Game had TONS of content locked, and to unlock them you had to play through the whole game, complete all the challenges, and get silver - gold trophies on each. I put hundreds of hours into that game to unlock all that stuff, mostly because I suck, but after unlocking all of it that progress has inherent value. I make sure that memory card ALWAYS stays in the GameCube It'd be no fun if you got to put whatever trinkets you want on your character. Sure, the downside is that you may unlock things you won't use or won't want, but the inherent value that comes when you unlock something you really want makes that item just that much more exciting. Working to unlock Part 9 will make it far more fun to play as him and show him off than if I were to simply equip Part 9 the first time I boot up the game. Hell, many people even bought Savini Jason, not because they liked him, but because he was an exclusive Jason and they get to flaunt it about. Value at work. They spent money on a skin that will likely never ever ever EVER be sold again, and because of that their skin has value. Same with progression, except obviously not as intense. So yeah, I'd love to have items locked behind a wall of progress. I'd want nothing more than to earn what I get. Because that makes the experience, if progression is done right, just that much more entertaining and fun! And it's not like I necessarily like grinding. Hell, playing Grand Theft Auto V is a pain for me because of how grindy it is. But when good progression is accompanied by a good game, nobody minds having to go the extra mile to unlock that one skin they really want. You can see this in the real world as well. Hell, I can think of several real life examples. Making things free or common reduces their value in the real world. You value gold more than you value a dollar, but when you make both free, they are of equal value; that is to say, they are socially worthless. I hate to bring up politics, but free college is another example. Free is good! But free also makes things worthless socially. The value of Associates and Bachelor degrees have been plummeting due to how many people are getting them, and making them free to get only makes that value plummet further because they're so common. Sorry for the slight deviation into political realm, but I couldn't find a better real life example of value at work at the very second; that comparison is something people can understand easier.(3) I mean, there's a reason why Inflation exist and why the value of the dollar raises and falls. (3) What you suggest is the video game equivalent to pure, immoral anarchy. That is to say, everything is free and you do as you will. Thing is, you find that you are more content when you work for something than when you're given it. You feel like you have ownership over it. (3) Crazy couple of days, couldn't be here earlier and still can't be here for long. Anyways, I'm gonna number some of the comments (also numbered them inthe quote) that I want to - quickly - talk about. I'm really enjoying this conversation. 1) It's interesting that you would put "motivation" in these terms, meaning something that goes beyond fun, suggesting that it would keep people playing even after they stopped having fun with the game. Unless you meant it's just something extra on top of fun and that people will only play until they get bored anyway. One thing is certain for me, I don't play a game past the point where I'm not having fun it, regardless of how many unlocks/quests/whatever are still left. 2) And that was one of my earlier points, with which you - who's, apparently, on the other side of this discussion's spectrum compared to me - seem to also agree. There is certainly value in a high level character, so why not make that F13's system instead? Have characters unlocked, but give them levels. Sure, maybe you don't get the satisfaction of unlocking the character, but you still get to level it to crazy numbers withouth having to impose the frustration on those of us that don't want - and don't see value in it - to spend all that time just to get a character. Would you be ok with something like that? I still think it's a reasonable middle-ground. 3)Don't be sorry, politics is part of life. I agree with almost everything you said in regards to the value of things and how it's viewed nowadays (this being a keyword here). The argument that you seem to be bringing forward at this point is that games are "socially stratified" and should be as such, so that people can flaunt this and therefore be - help me here, which word should I use? - higher-up/cooler/admired/etc by others. If that's what people want, it's fine by me. But why would I have to take part in this? And this goes back to the middle-ground I mentioned. Levelling characters and getting to walk around in a level 100 LaChappa with a special name, tag, portrait or whatever is just fine. I'm not gonna work towards that, other people might. I just want to play my level 1 LaChappa whenever I feel like it, how is that interfering with others' fun and flaunting and prize-grabbing? I don't see how that interferes. I do see, however, how locking characters may interfere with my experience (caus I've seen it and felt it in other games). Also, I do think people can be content with what they achieved, meaning they worked towards 40 dollars and, in my view, they've earned this game. All those 40 dollars are buying, however, is the right to work towards having the full game. That's where the frustration kicks in the hardest, I think. I think some of us are into gaming to have fun, not to be part of this weird (in my view, of course) society that wants players to acknowledge just how awesome people with different stuff are. I do think that some people play the game for this aspect as well - like you seem to - and that's fine by me. But it seems that, in some aspects, it's not fine by you that I don't get to play the game the way I feel fits me better, which would be picking any character from the start, without having to grind (further) towards it. So it actually doesn't make me more content. I think the key take away here is that everyone plays games for differing reasons and enjoys different aspects of them. So there will never be a universal agreed upon opinion on what the best way to approach unlocks/progression is. With that said, just give me my sexy edgy guy plz. Yes, I think we can all agree we all play games differently and want different things from a game, so why not give people just a little bit more options, right? That can't be a bad thing. If you unlock characters but keep a level system in each of them with cool unlocks along the way and something that actually changes the way your name/portrait/character looks at the last level, I'm pretty sure more people could be happy than if there's this locked character (which, like I said earlier, is a pretty clear line in the sand for me) system. I know I'd be absolutely fine with a prestige system. So what all progress does this game have so far? 1. Unlock Perks 2. Unlock Kills 3. Unlock Jasons / Campers 4. Unlock Cosmetics 5. Pamela Tapes. That's a fair bit of unlockable content. I will be totally fine with unlocking campers and Jasons as long as the leveling goes fast enough. If leveling from 1 to Cap and unlocking all campers takes like 30-40 hours I'm okay with that. Just PLEASE don't make it a 300 hour deal... HOWEVER if theirs a lot of kills/ cosmetics/ perks that take a lot of time to get, 500-1000 hour time investment cosmetics/Secrets. Or a prestige system of some sort I would be totally fine with that. Many games have prestige systems for neat cosmetics now days and its become quite a popular feature. Even if they add it later into the multiplayer, having something to work towards long haul is generally VERY good for game health. I couldn't agree more with the last part. Prestige and cosmetics are very healthy for the game, specially cause there's the portion of players that want to get and flaunt that stuff, as evidenced earlier in this thread. There are clearly ways to please a greater number of people. I think a prestige system is one of the best for this.