I'm working on a rhythm game for Xbox community games, and have a question regarding unlockable content. Some people think most content should be locked for most games, and that having all content available at the start of a game takes the fun away. Some people think certain games such as rhythm games should have all…
I think unlockable content is cool, especially when it's logical to the game. For instance, in driving games, sometimes tracks are meant for more advanced players, so they shouldn't exist until you are ready... At the same point, I hate when unlockable content exists that requires you to be at some uber level to be able to…
Clear a track > Unlock a track. Boasting unlockables over actual content I dont care for though (talking reskins/aesthetics), I'd much rather have more songs than that sorta stuff, but maybe thats because im a hardcore nerd.
There's a balance to it all, I would get tired of a game if 50% of the stuff were locked from the getgo, unless unlocking it was story driven, but in a casual game, it would depend on how fun it is overall. For the most part in rythym games, don't force me to attain perfection to unlock things... achievements might be…
Locking tracks on a music game is perfectly valid. Limiting the choice at the beginning of the game allows the player to get comfortable with the tracks and master them, coming to grips with the nuances of the game and feeling like a badass. Injecting new content as they progress allows this cycle to continue, from 'oh…