If this is true, that's wonderful, and if more games became more like that again, I'd be interested in them again. Even just the fact that the reviewer mentioned this as a good thing made me smile.
If this is true, that's wonderful, and if more games became more like that again, I'd be interested in them again. Even just the fact that the reviewer mentioned this as a good thing made me smile.
That was the day that gaming went from performance to grind.
In QuakeWorld when I started a match, I had the exact same pre-conditions as Thresh, other than me sucking as a player in comparison. The same was true in Counter-Strike (any iteration), and now Dota 2, which I've played for 2000 hours.
I've stopped playing every CoD, BF, LoL and any other metagame-unlocks/progression game within 100 hours because they've replaced real progression (you getting better) with synthetic progression with account levels, unlockables, game-affecting items, (microtransactions on top of that) etc, and some strategizing on what to equip out of what you've unlocked, but that's a poor reward.
I'm glad more big studios are going against that grain.
I don't know about later games in the series, but CoD4 handled sidegrades extremely well. You only ever unlocked options, not improvements. Giving players all options up front is daunting. Giving it to them in a slow trickle is fun and helps them learn things.
In comparison, some of the Battlefield games literally give you empty slots when you start playing, which can be filled by 100% advantageous perks or whatever. Like doing more damage with no accompanying penalty. Which is ridiculous.
And I totally understands skins being fun. I've probably poured more money into Dota 2 than any other game I own, for 0 in-game advantage (only hats and tournament viewer tickets). I regret nothing :)
I think the best multiplayer I've experienced was 4v4 Left 4 Dead (1 & 2). Everyone was talking about the co-op-campaign, but versus was a hundred times more interesting.
I've been waiting for L4D3 for 7 years now. Evolve (made by the turtlerock team of L4D1) wasn't any good, unfortunately.
You can't play every champion you want but the win rates show that every champion is viable and there is no 'right' mastery setup for any champion evidenced by the wide variety you see in pro build guides.
The unlockables simply give you more options, NOT any kind of unfair advantage. Look at how many pros regurslry run new account to diamond marathons with the one rune page and 10 champions they unlocked leveling their account to 30.
However, would it be unfair to suggest that designing a game with unlocks that way takes you down one of two routes below?
* That unlocks (whether it be items or heroes) give you unfair advantage by being fundamentally different in balance and design, and having those available only to some skews the advantage towards the one with a bigger pool.
OR
* That to avoid being unfair to newer players with less unlocks, you end up balancing everything towards a lowest common denominator, that variations in function/mechanics can not exist because it would skew the advantage to only the few who has unlocked it.
In dota you can have really hard hero counters, because everyone has the entire hero pool. If you could only expect players to have 20 out of 100+ heroes, you would have to design them in such a way that at least a 1/5 heroes could play in either the exact same way, or a sufficiently equivalent way.
And at that point, what's the case for making a lot of heroes?
I get what you're saying though, and I would say most sustainably competitive games, the ones that really stick around, are ones where everyone starts every game from the same initial conditions.
With Brogue there are no experience levels. You only get stronger by finding potions of strength (which I believe are normalized distributed and somewhat guaranteed so its not completely random but close to it).
Everything else is crap you find. In fact killing monsters is not worth it unless they are in your way or keeping them alive is too dangerous.
Deciding what you do with your items and which items to improve is pretty important. Most items are disposable/consumable. The only exception (IIRC) is artifact items.
I wish more games would be like that to avoid grinding and provide interesting replay gaming.
As for the Zelda game I hope (despite nostalgia) they don't continue with the hero saves the princess trope... seriously... like when can you play as Zelda. Even Super Mario 2 (US) made that possible (even though it was just a dream apparently).
It takes some inspiration from the old zelda game and it is definitely a game where you need to get better in order to win.
You character gets a bit stronger has the game progresses : new capabilities like dash but mostly you get better at it.
It is extremely gratifying to win a tough boss fight because you have learned how to maneuver your character.
Link Between Worlds added a shop where you can rent all the items in the game and solve everything out of order.
Minish Cap has some OP sword tutor moves in it though.
That's a complete departure of the Zelda formula.
That being said, aside from Skyward Sword, Zelda has always been about falling in love with the art and lore, as well as problem solving through the dungeons.