Unlock Unlimited for SANDBOX MAP.

For this game's sandbox map, Frontier should UNLOCK all fences and all dinosaurs (including all dinosaurs at 100% genetically researched). It's not a 100% true Sandbox mode without unlimited items, but only unlimited money. Please provide this Update so that we don't have to spend so many hours playing through the game in an attempt to play through a like linear story to unlock fences and more dinosaurs. This feature only need to be available only for the sandbox mode map, since none of the other islands have sandbox mode capability.

Thanks for considering/reading.
 
Nothing wrong with having to unlock things. Makes you actually have to play the game.
Actually this is not completely true.

The current popular way of unlocking all sorts of things in games are extrinsic rewards instead of intrinsic rewards. Games used to have most things available at the start, and people didn't need motivation to play the games to have fun.
Having more unlocks and rewards is an artificial way to keep people engaged. But it is a very shallow engagement. Once the unlocks/rewards stop, the motivation stops as well. This is thoroughly documented in scientific literature. People will stop having fun with something because they aren't being rewarded anymore when they would have happily have fun with it without any rewards to begin with.
 
Actually this is not completely true.

The current popular way of unlocking all sorts of things in games are extrinsic rewards instead of intrinsic rewards. Games used to have most things available at the start, and people didn't need motivation to play the games to have fun.
Having more unlocks and rewards is an artificial way to keep people engaged. But it is a very shallow engagement. Once the unlocks/rewards stop, the motivation stops as well. This is thoroughly documented in scientific literature. People will stop having fun with something because they aren't being rewarded anymore when they would have happily have fun with it without any rewards to begin with.

I don't remember I've ever played a game, where all things were unlocked from the beginning. Why would the motivation stop, because everything is unlocked? I still play games where I've unlocked everything. It seems kind of contradicting, to say people lose interest when everything is unlocked, but they stay interested if there's nothing to unlock? Then what's the motivation if you can't get anything new in the game...
 
Just look up intrinsic and extrinsic motivation.

I know what it is... It's exactly what I was referring to. Not everyone is motivated to play for rewards. Hence they are intrinsic. But you're saying all players are extrinsic? That's just not true. If it was, people would purchase every game, no matter what it is. :D
 
I know what it is... It's exactly what I was referring to. Not everyone is motivated to play for rewards. Hence they are intrinsic. But you're saying all players are extrinsic? That's just not true. If it was, people would purchase every game, no matter what it is. :D
Different people are effected differently, obviously. Some may be more susceptible to extrinsic motivation than others. But the core point stands.
 
Different people are effected differently, obviously. Some may be more susceptible to extrinsic motivation than others. But the core point stands.

I don't think anyone buys a game only because they want rewards or trophies... I think they buy the game, because the story or graphics appeal to them... But that's just my opinion.
 
I don't think anyone buys a game only because they want rewards or trophies... I think they buy the game, because the story or graphics appeal to them... But that's just my opinion.
I know people that do this. But those are a minority and it's beside the point completely and thus irrelevant.
It seems you're also thinking in absolutes a lot, which isn't helpful at all.

Maybe I wasn't clear in the post where I brought it up.
Yes, generally people buy and play games because the theme gameplay, or story etc. appeals to them. In recent years games have become more reliant on unlocking things and using those methods to keep players engaged. It's not that people generally play a game to get all the achievements. But through play the player will become hooked on the rewards and achievements that are fed to them. And once this feeding of rewards stops, at that point the player will have become somewhat dependent on it and their engagement and even fun will decrease. In a scenario where you'd have mostly the same game but without the focus on feeding regular rewards/achievements and if the player found it fun to begin with. What would happen is that the player would just play for play's sake and they wouldn't be bothered by wanting the next reward. In other words their enjoyment will be less tied to extrinsic rewards while with the game that relies more on rewards and achievements the intrinsic enjoyment will morph into extrinsic enjoyment that is depended on those rewards, supplanting the intrinsic fun.
It's well known how and why these things happen. Most people don't even realise that such a thing happens. But it definitely happens (to a greater or lesser degree of course, as some may be more susceptible to such things than others.)
 
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