What is invalid about requiring playing time to simulate the battle experience of a soldier ?
Time is the prime factor that helps a soldier gain experience
Playing time occurs across literally dozens of soldier deaths in the same session. Playing time is calculated as a meta value instead of just a lifespan quantity. You level up as a player, not as a soldier. There are no respawns in real life and hence experience does not carry over after death.
Further, as other players have pointed out....they may personally not be turned off by leveling and unlocks for rare items or even gaining abilities over time. But it is not realistic for people to have to work towards standard issue equipment like PaPaSha drum mags and bayonets because they were available to every soldier regardless of his level of combat experience.
There is nothing realistic about this model.
They are game mechanics that have proven popular in games today.
Mechanics that give the player something to strive for.
Not GRIND.
Grind is an expression of when these things have gone way way too far.
You act as if popular is some evil thing that will kill you.
You act as if copy-pasting a bunch of trendy "metagame" mechanics will make your game popular.
I have some bad news for you:
http://breachgame.com/[url]http://breachgame.com/[/URL]
"Breach" is all that remains of "8 Days in Fallujah," a sexy combat sim that got cut down by the publisher in spite of considerable curiosity from the market.
If it were a matter of copy-pasting mechanics into the game and receiving an instant million sale levelup, I would be in favor of it, if only so TW could pocket more dollars. There is no guarantee of that, and if you read this thread, none of the posters on this forum really want standard issue things as unlocks, for balance issues, and then just the fact that it's an inconvenience, and an absurd and pointless one at that.
Incidentally, I don't see what's so attractive about making players literally work towards something in a videogame
strive/strīv/Verb
1. Make great efforts to achieve or obtain something.
But I'm telling you right now, the model is a behavioral one made to force the player to play in a particular, compulsive way. It has nothing to do with fun. It has everything to do with unhealthy compulsion. I can link you more articles on behavioral science if you wish?
I laugh when words like COD are introduced to describe the game you have not played yet.
COD, in so many words, did not require you to unlock your melee attack (combat knife).