After that, earning Steel for more cosmetic items was seen by the developers as more of a "mid-term objective" or "end game content" that could be unlocked more slowly (and Kieken proudly noted that there are no in-game items that you have to buy with real money). In any case, Kieken says the team designed For Honor around the idea that most players would "play one to three characters" rather than trying to unlock content for all 12, adding "that's really what we see now in our game." The idea was for players to spend five hours or so unlocking the feats for their preferred character, and then a few dozen more and maxing out the stats on their gear. Unlockable content in a fighting game like For Honor is also very different from that in an MMO, where finding and completing quests for new items and abilities is the overarching point. It's interesting that Kieken compares the $60 For Honor to two genres that are usually free to play these days (or occasionally offered on a monthly subscription plan). It's the same thing in any MOBAs, you're not trying to unlock all the content for all the heroes in your game." it's like in an RPG, let's say World of Warcraft, you would never try to unlock everything for all the characters of the whole game. We applied RPG mechanics on top of the game. To Kieken, the idea of unlocking absolutely everything available in For Honor "doesn't really make any sense. The main thrust of his argument? "We never had an intention for you to unlock everything in the game." Ubisoft Montreal Game Director Damien Kieken addressed those concerns in a lengthy livestreamed video conversation. Further Reading Analysis: For Honor unlocks cost $730 (or 5,200 hours)Over the past week or so, Ubisoft's For Honor has faced criticism for the sheer amount of unlockable content it offers players, which one Reddit user calculated would cost over $700 or 5,200 gameplay hours to access.
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