Note that this rant is discluding single-player focused games like Elder Scrolls and Half-Life.
I have now ran into three otherwise great MP games in my Steam library that have a forced multiplayer progression/unlock system. I can't tell you just how pissed I'm getting. For example, I bought CoD: Black Ops for the PC. Install it, launch right into an offline multiplayer game, and then find out... Not only are custom classes and killstreaks completely blocked off but even when you DO get access to custom classes, the weapons ALL need to be purchased. Seperately.
Fuck... THAT. I was so angry when I found out there was no way at all around it that I refunded the game immediately despite the rock-solid single-player campaign, Nazi Zombies, and Dead Ops Arcade. This is made even more infuriating by the fact that in the console versions of both Black Ops AND Black Ops 2, starting an offline game will give you access to ALL the equipment, weapons, and killstreaks. Just... Why???
So, after I promptly uninstalled the game, I decided to give Chivalry: Medieval Warfare a try. Safe from progression systems. Back when a developer understood the pointlessness of... Why am I running around in FFA with no weapons? *looks online* Ohhhhhh...
So why do I hate progression/unlock systems in MP games? Well... Technically I don't. When they're not forced on me. But they usually are. See, in an MP game, it's VERY important to have everyone on the same level as you. And restricting new player's options right out of the gate is downright fucking annoying, insulting, and also conveys a lack of faith in your own game. That you don't think people will want to play it without some arbitrary progression treadmill. And even further, when a customer buys your product and plays it, they have no access over the content that they bought. Does that sound fair? Imagine if Unreal Tournament '99 was released today and you could only use the Enforcer, Impact Hammer, and the Bio-rifle to start. That's it. Does that sound fun? Does that sound fair? Imagine you're first playing Team Fortress 2 and you can only use the Scout. That's it. That sound fun? And what about everybody else? Are they going to enjoy the massive amount of Scouts always around because new people always have to start as one? How about Halo. You can't access Custom Games options or Theater until you've shot 200 people. That sounds real great, right guys?
This kind of behavior also encourages even more cheating than usual as players get frustrated by the arbitrary requirements they have to meet to get something they want and instead turn to illegitimate methods to get them. Sometimes they'll get banned for this which just adds so much more fuel to this little shitstorm as you antagonize the people who just want to enjoy the content they paid for.
TL;DR - If you're a developer/publisher and you're making a multiplayer focused game or a major multiplayer and you're going to put in a forced progression treadmill...
At LEAST making it optional. I can understand that some people actually like the progression, but for everybody else, DO NOT MAKE THEM DO WHAT THEY DON'T WANT TO DO.
I have now ran into three otherwise great MP games in my Steam library that have a forced multiplayer progression/unlock system. I can't tell you just how pissed I'm getting. For example, I bought CoD: Black Ops for the PC. Install it, launch right into an offline multiplayer game, and then find out... Not only are custom classes and killstreaks completely blocked off but even when you DO get access to custom classes, the weapons ALL need to be purchased. Seperately.
Fuck... THAT. I was so angry when I found out there was no way at all around it that I refunded the game immediately despite the rock-solid single-player campaign, Nazi Zombies, and Dead Ops Arcade. This is made even more infuriating by the fact that in the console versions of both Black Ops AND Black Ops 2, starting an offline game will give you access to ALL the equipment, weapons, and killstreaks. Just... Why???
So, after I promptly uninstalled the game, I decided to give Chivalry: Medieval Warfare a try. Safe from progression systems. Back when a developer understood the pointlessness of... Why am I running around in FFA with no weapons? *looks online* Ohhhhhh...
So why do I hate progression/unlock systems in MP games? Well... Technically I don't. When they're not forced on me. But they usually are. See, in an MP game, it's VERY important to have everyone on the same level as you. And restricting new player's options right out of the gate is downright fucking annoying, insulting, and also conveys a lack of faith in your own game. That you don't think people will want to play it without some arbitrary progression treadmill. And even further, when a customer buys your product and plays it, they have no access over the content that they bought. Does that sound fair? Imagine if Unreal Tournament '99 was released today and you could only use the Enforcer, Impact Hammer, and the Bio-rifle to start. That's it. Does that sound fun? Does that sound fair? Imagine you're first playing Team Fortress 2 and you can only use the Scout. That's it. That sound fun? And what about everybody else? Are they going to enjoy the massive amount of Scouts always around because new people always have to start as one? How about Halo. You can't access Custom Games options or Theater until you've shot 200 people. That sounds real great, right guys?
This kind of behavior also encourages even more cheating than usual as players get frustrated by the arbitrary requirements they have to meet to get something they want and instead turn to illegitimate methods to get them. Sometimes they'll get banned for this which just adds so much more fuel to this little shitstorm as you antagonize the people who just want to enjoy the content they paid for.
TL;DR - If you're a developer/publisher and you're making a multiplayer focused game or a major multiplayer and you're going to put in a forced progression treadmill...

At LEAST making it optional. I can understand that some people actually like the progression, but for everybody else, DO NOT MAKE THEM DO WHAT THEY DON'T WANT TO DO.
Andrew Friedland said:When players are picking from a pool of options, they are much happier with the decisions they make when provided all of the options simultaneously instead of sequentially.