Well, we agree as far as one point there, for sure: the best option if you are going to have unlocks is to use a combination where you cna either unlock kit through particular achievements -or- unlock any given item from the store with currency you gain as you go along, to at least give players some flexability in how they get everything unlocked.But yeah, after that, they stopped trying, for the most part. SoulCalibur IV had you just buy characters straight in creation mode, buy customization pieces, buy everything. There was a shop in SoulCalibur III, sure, and you did end up having to buy a fair amount of stuff, but having alternative means to unlock the stuff felt more special. Having everything just be bought in a store... not so much.
The last two times I corrected you on some point of arcane trivia related to the series, you ended up being right, so I'm hesitant to say this, but I think you might be wrong: I think some items you had to unlock throw the tower before ultimately having to buy them with gold too.Tower of Lost Souls being the only mode that actually unlocked things directly by any alternative means, I guess was alright, but the lack of incentive to do that, because you could just buy the stuff... devalued things a fair bit too.
Yeah, that's a particularly bad way to approach the problem.SoulCalibur V just had the vast majority of everything tied to your level, and was quite the tedious grind to get to level 99.
Ditto. Though I will say that this discussion probably provides part of the reason: some people are slow to let go of things being done the way they have traditionally been done, and the devs decide to take baby steps instead of upsetting a certain subportion of the consumer base.SoulCalibur VI's very few parts to buy with Soul Points just made me question why they bothered locking those to begin with.