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by sirbranedamuj 3394 days ago
It's funny that you cite CoD4 as an example of this because the first weapons and arguably the first perks are among the best in the game.

I don't know about later games in the series, but CoD4 handled sidegrades extremely well. You only ever unlocked options, not improvements. Giving players all options up front is daunting. Giving it to them in a slow trickle is fun and helps them learn things.

2 comments

Cod4's starting loadout was pretty good compared to some games. It was a great all-around loadout. But there were definitely powerful niches filled by unlockables.

In comparison, some of the Battlefield games literally give you empty slots when you start playing, which can be filled by 100% advantageous perks or whatever. Like doing more damage with no accompanying penalty. Which is ridiculous.

CoD4 is an example, but it is listed because it was one of the first modern games to toy with this idea. It executed the idea well enough, but it also paved the road for future games to execute the idea poorly.