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Musings over FPS games, Ep.1 unlocks, linearity, and player choice

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Published on Apr 3, 2012

I've noticed that due to my many bizzare turns of events in the past few months, the channel has been neglected in terms of FPS related content, so to address this I decided to, in addition to my musings over MMO's series, do a musings over FPS games series. The first primarially being about unlocks, and its various sub topics...

As for the comments regarding blocking achievement progression when you lose, this isn't a permanent solution. It's a short-term band aid because I think most games have too light a policy on boosting and cheating. People are almost never banned and instead simply have their score reset and the lack of credit if your team loses will be a good short-term fix for people who boost and don't help their team and will hold things over until a long-term solution can be found.

In short, my stance on all DLC and microtransactions are that most companies are compulsive with it. We as consumers do not trust hearing the words "DLC" or "microtransaction" because we know companies consistently go overboard and unfair with it (example, the only good camo in bad company 2 for USA team that actually filled the practical purpose of camoflage and wasn't stormtrooper bright white was a DLC for the Xbox). It would work if it were done properly and reasonably, it's a shame we can't trust companies to actually do that.

If you are curious about what weapon camo I would use, it would be a chrome and pink robot unicorn skin that fired rainbow tracer rounds, and would explode my vanquished foes into my little pony: friendship is magic memes.

For those that did not read the description, I have no pity for you when fluttershy takes you into her shed and eats your brains.

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