Once you introduce this feature, there will be constant demands for it to account for more and more different scenarios. To the end user, "if you don't like what we give you, play it from the beginning" feels even worse than not having the option at all.
This is a pure slippery slope argument without evidence so far. I don't believe that the user feels like described.
You're correct with: If the catch-all is not workable for a game, don't implement a catch-all. Aim for something weaker.
Independent levels allow a very easy catch-all.
Proxima, that's not a counter-argument. If they like this reward, people will progress and unlock as designed. Using the option feels like cheating, so they won't use it.
This is simply not true. For me -- and, I suspect, for many (and this is backed up by similar discussions we have had on the DROD forums) -- the experience of playing a game is all about the counterplay of frustration and satisfaction. If a reward is available for free, achieving it the hard way is lessened. When you reach a frustrating part, if there is a way to just skip it, the temptation is always there.
I believe that you feel like so. The consequence is, you will then enjoy the game more when
other people can't use some option you wouldn't want to use.
How would you feel when the author ships two versions of the game, one with unlock-all and one without, and you choose and play the one without? That's how I treat the unlock-all option. It's not part of the game.
The satisfaction doesn't come from the reward, but from having accomplished something. You can't get that by skipping levels. I assert that this is true for most --
the reward isn't what drives people. Evidence is how people spend hours and hours on games that have unlock-all, how money is a very weak motivator for programmers, and how existing
unwatched youtube videos of rewards don't affect game enjoyment.
(Link please to the DROD discussion, so I can dissect. :->)
Using the option will not feel like cheating if it's offered as part of the game. (Does playing levels in any order in Lix feel like cheating to you?)
Skipping unrelated levels never feels like cheating to me, even if the game doesn't want me skipping. Who would I cheat in the first place when I know there's unsolved levels remaining?
I'm concerned with the resulting problems of locked content, once the game becomes a tool.
I suspect this is the root of our disagreement. I don't know what you mean by the game "becoming a tool". Can you explain this phrase? To me, a game is a game -- it's an entirely different type of experience from using a tool (or, for that matter, from reading a novel) and so you can't use analogies from those to argue about what a game should be like. (That said, I would certainly agree that there is a wide spectrum of different games, including some that are more tool-like and some that are more novel-like.)
Excellent awareness.
The game becomes a tool once you think of it as a data processor.
Most people will lose interest before coming to this stage. It's a late stage for most, it comes well after beating the game. On the other hand, some people are interested in hacking details much earlier.
When one treats the game as a tool acting on data (levels), not having the unlock-all option is a misfeature. The tool could easily work on everything, it's not a problem at all for it, but it jumps through extra programming hoops to prevent you from doing the normal thing. It prevents culture.
This is one reason for the unlock-all, not the only one. Unlock-all is valuable for the non-toolers.
I partly agree, but passwords can be good if combined with another system.
Passwort + save system is an interesting solution. I assume the password advances the save file, so it only has to be entered once to unlock stuff permanently.
-- Simon