Gaming’s Greatest Feeling Has Been Commodified

Gaming’s Greatest Feeling Has Been Commodified

Being rewarded for doing well is one of the simplest yet greatest parts of playing video games, but it seems like an art that is gradually being lost to time with the rise of juggernaut live service titles like Modern Warfare 2 and Fortnite. Of course beating a game is its own reward, but it used to be commonplace for games to grant players bonuses for their good performance. As time goes on, these unlockables have been replaced with other methods.

The concept of unlockables in video games has been around for decades, as hundreds of games have bonuses that are unavailable to the player at the start of the game. These can range from secret levels, to new items, or even new playable characters. By achieving various milestones, the player will be able to unlock them for themselves. Unlike instances like unlocking Super Mario 64‘s Metal Cap, achievement-based unlockables are not necessary to beat the game, but instead to offer more replay value. Not only is it a good way to gauge the player’s progress, but it’s also a great incentive to keep getting better at the game. Unfortunately, it’s an approach that has gotten rarer in recent games.

Unlockables Are Gaming’s Best Reward System

Gaming’s Greatest Feeling Has Been Commodified

The first perk of unlockable content in a game is obvious. As the player gets better and progresses through a game, it will reward them with more content. Unlike how a player will typically unlock each level in sequence as they go through a game, further unlockables make gaining progress feel more meaningful. When a player can keep gaining more things in-game by playing well, it provides a lot if incentive to keep playing and improving, similar to how Dark Souls‘ incredibly tough boss battles challenge the player to better themselves.

The best way that unlockable content has been used in games is when they are used as a reward for remarkable in-game achievements. For example, if a player beats a level within a certain amount of time, or scores the highest possible rating, they could be rewarded with a new item or weapon. Some games would even go as far as letting the player use an entirely new character if they reached certain achievements. Oftentimes, unlockables can be a good way to offer silly or absurd options that may clash with the game’s tone otherwise. A good recent example would be the Hitman trilogy, where unlockable options included a rubber duck weapon and a clown costume. This element alone proves why Hitman levels get better with every replay.

With these sorts of unlockables, players have plenty of reasons to invest more time in a game. When a player unlocks a new piece of content, not only does it give them something new to play with, but it acts as a reminder of their achievement and their skill at the game. It makes the player feel good while also making them want to play more, which is exactly what a game should do.

Achievements Are Nice, But No Replacement For Unlockable Content

The list of achievements from Left 4 Dead 2.

Even though unlocking new content as gameplay rewards has become less common, other ways to reward players for accomplishing milestones are still around. The biggest example is achievements, which are especially prominent on PlayStation, Xbox, and Steam. It seems that almost every game has its own set of achievements, both for general gameplay as well as more specialized feats. Some games have a lot of achievements, such as Mass Effect Legendary Edition and its 127 trophies, giving players plenty to work with. However, achievements still lack something when compared to unlockables.

For the most part, achievements are exactly what their name implies. They’re challenges for the player to complete, and that’s often all they are. They’re a list of goals, often optional, for the player to accomplish in the game, some of which are hidden until the player actually manages the feat themselves. Earning achievements has become a popular pastime, with many players dedicating themselves to earning every achievement that certain games have to offer, which can be very impressive in the case of some particularly challenging games. However, achievements are more often than not just a list of feats to accomplish. In many cases, they don’t come with an extra reward beyond simply receiving the achievement, which can be disappointing compared to a more playable reward.

Much like speedrunning Sifu without dying once, earning achievements marks a player’s skill, which is why they have become a mainstay in modern gaming. There’s nothing wrong with achievements as they are, but they are not a perfect replacement for unlockables because they don’t have as satisfying of a payoff for earning them. Hopefully more games will tie unlockable content to their achievements, making the reward for a job well done not only sweeter, but more fun as well.

DLC and Battle Passes Have Replaced Unlockables

The Season 1 Battle Pass screen from Overwatch 2.

Microtransactions are one of the most prevalent trends in gaming, and also one of the least popular. The idea of paying more for extra content after already buying the game itself sounds frustrating, but it has shown up in a lot of games in the current generation, including several major releases. One of the worst aspects of this practice is charging money for things that could have easily been unlockable for free via gameplay instead. Shark Cards wrecking GTA Online‘s economy is just one example of the negative changes that can come from excessive microtransactions, and the large amount of content that gets locked behind paywalls is another.

One area that could be seen as a crossover between microtransactions and more old-school methods of unlocking content is the battle passes that can be seen in games such as Fortnite and Dead By Daylight. However, aside from the fact that one typically has to pay for battle passes, they are also only available for a limited time. In most cases, if a player is unable to reach a milestone before the battle pass expires, the rewards for doing so become unattainable. This adds an extra element of stress compared to games that always have their unlockable content available. Overwatch 2 locking heroes behind its battle pass can be seen as a culmination of the negative side of this practice.

To be fair, Battle Passes are somewhat understandable for games such as Fortnite, which are free-to-play. However, it is when content that could have easily been unlockable via gameplay becomes locked behind a paywall that a problem arises. Earning new content as a result of skill and practice is always more satisfying than paying for it.

Being able to unlock new content by doing well in games is one of the best feelings in the medium, and thankfully it’s still seen in a few games. However, with the rise of DLC and battle passes in games like Modern Warfare 2 and Fortnite, free unlockables are becoming more scarce, which feels like a negative turn. Hopefully achievement-based unlockables will become prevalent again in the future, as it’s the best system for rewarding good gameplay.