DukeTogo1300 said:
I think you're being intentionally dense, and in saying that I am actually throwing you a bone. I enjoy score attack, speed runs, perfect runs, all manner of self-dictated challenge types, which are absolutly arbitrary, and I still enjoy challenge-based unlocks. All these things are arbitrary, their value is in the eye of the beholder, and liking one of them does not automatically mean disregarding another. These gamers that might do that are an invention of your argument, and a pretty flippant one at that. People simply cannot have a real discussion with you about Capcom's save system if you aren't willing to step up the logic as well as the honesty.
That's funny, I feel like you're being purposefully dense too.
Your score increases because of skill. Your skill level up because of time spent playing. One is arbitrary, one isn't.
Your skill increases because you've learned a level more, gotten better at aiming, found a new strategy, etc. This can be done at different rates for different players. Different people will cap out at different scores. Progressing by increasing your score is a meaningful progression as it shows you are learning the game, and that you have done this to a greater extent than people with lower scores.
Unlocking stuff, on the other hand, is totally arbitrary, and the only thing it proves is that you were able to play for a set amount of time with a certain skill equipped, or play through the missions, which in a game like this are just steps on the way to the real point, which is the score attack aspect. This type of progression is pointless because you're just jumping through some hoops the developer set up for you that have nothing to do with gameplay.
Do you think you would enjoy Pacman better if it did have challenges and unlocks like "Get to screen 5 without dying to unlock the ability to use power pellets," and then doubled the time power pellets were active if you played with the power pellet perk equipped for an hour?
That sounds fucking horrible to me, but it's consistent with this bizarre idea that any type of progression is fun but all types of progression are arbitrary. And if this example seems like I'm exaggerating to make a point, Mercenaries basically does this exact thing. In order to give us something to unlock, there are no combos in the game's opening missions.
Which makes those missions really boring for another who doesn't have trouble grasping the game's extremely simple combo system, but hey, it's good Capcom did it so that we get that great sense of accomplishment, right?