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A bit late to notice it as I bought it already but ok the dev is cool even if I didn't played much the ninja game it was interesting to try it a bit. I have more hope for this one, I knew for ninja I wouldn't like the action thing even if it's relative.
Still mod would be neat. Mods offer options and more options is always good.
That's different need and it's kid taste gradually spreading to computer games. There's a bizarre misunderstanding about Roguelike, don't play one if you don't want restart when you lost, it's that simple.
Behind the unlocks (perhaps less in that game) there's most often a mmo like approach, find tricks to make players play more. But the gameplay fun should be enough to justify play or replay a game.
Unlocks are lire achievements something that is concrete for the player, but it's as artificial that achievements, it doesn't make a game good. At reverse it can has the perverse effect I pinpointed, have a game tuning so you can't finish it with have unlocks multiple stuff.
I have no idea where the is the balance for Inv Inc, it could be very tempered, or I'll never been able to see some features because I won't replay it enough or not at a high difficulty enough (quoted some locked stuff linked to difficulty level).
Sure require watch two time a movie before to be able to see the end. But yeah that's the point, players can't see they progress in a game and need something concrete as achievements and unlocks. A suggestion, play games because it's fun play them, not to for some fake achievement or progression. But yeah to each their own.
The motivation to play a Roguelike is because it's fun, no need more. :-)
EDIT: Really, don't play a game if it's not fun to play it. Leader-boards, MMO competition, achievements... and unlocks. If you play for them you can start wonder if you have real fun playing the game.
Fun is fun and it doesn't really matter if it come from solving puzzle itself or boosted by new fragments of puzzle unlocked.
Its turn-based puzzle with many pieces and to grasp all solutions one had to play game several times anyway. Starting set is very good for learning game mechanics and provides more specific tools 'on move'.
Guess there wouldn't be any harm if new player got 'starter' set as 'recommended' but could use all options from the beginning, but it ain't too bad the way it is. If 'lesson' was learned well first play(through likely cause Easy aint really rogue with all resets possible) will unlock plenty of stuff to pick something unseen thus deliberately getting it for new run.
I don't understand the "two time a movie part" but i disagree with the second part. Achievements i could care less about. They're just a little box saying "yay you did the thing, heres a picture and stuff". Unlocking stuff though is nice. I understand if you want to start out pciking whoever you want with whatever stuff you want but then you get bored easily, In my opinion at least, and your done quickly. Unlocking stuff though draws out the progress and also makes you learn the beginning abilities/characters better then if you just started with everything.
https://www.youtube.com/watch?v=uVs2wVEcX6c
Setting xp to 50000 seems to unlock most stuff.
I'm also gonna try setting my campaign to 240 hours.
If anyone figures out what needs to be edited for the 2 remaining experienced-unlock programs please tell us.
You can't argue for having everything locked behind progression.
It's a matter of taste.
I personally dislike when games put things behind progression. For example in Battlefield; If I want to play with the M4 why shouldn't I be able to do that from the start? Having to play for two hours to get to the stage where I feel like I'd get the optimal experience is not good.
"Oh but two hours is nothing"
True! But not everyone has a plethora of time. For those who wants to play a game for an hour or two of Battlefield why should those be spent trying to unlock something they want to use to have fun rather than using the actual object which would provide said fun?
In this case I kinda understand the system as it may or may not lock the characters due to them trying to get you "into the game"
It's a little bit difficult and having someone with advanced augments or similar may be overly difficult to a newbie who may not even know what he's choosing.
Of course with that said I do agree that it'd be nice to have a button that allows you to just pick anything right off the bat if you so choose. Choice is always good.
Progression for the sake of progression is inherently a bad game decision IMO - It simply means you don't have enough content or interesting enough content to keep people entertained. Carrot on a stick works and it keeps people invested. - Sadly it also pushes people away who cannot for whatever reason keep themselves invested.
I tried setting it to 60000 in the .lua (with Notepad++) and then retired my agents, and only gained half a level of xp. Did I do something wrong? :(
I agree on some games focusing on unlocks and achievements rather than actual gameplay value. However Invisible Inc. can't really be put in that group, can it? There are no highscores, no lists of unlockables really that attract you to play more because of the sake of unlocking (apart from team setup maybe).
Having a certain progress in your game and becoming more powerful as you rescue more people and make use of new items is a pretty good way too keep a game interesting - if not story wise.
I agree on the first paragraph I quoted here. In a game that allows you to customize plenty of settings there should be an option to unlock all characters and items from the beginning on.
Progression is justified when combined with a story though. If all agents were unlocked from the beginning on - how would you combine that with a story? What would be the goal of the game? Here you have a clear goal because of the story: Your task is rebuilding the agency.
If you leave the story away you don't even have a reason to sneek into company offices anymore because you don't have any agent left to free or any weapons left to steel.