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I want to address what might be an unpopular opinion in the gaming world, particularly in the realm of tactical shooters. I want to discuss why the lack of progression or things to unlock in Ready Or Not is actually a positive aspect of the game.

In many modern games, we're often bombarded with progression systems, skill trees, and endless customization options. While these features can undoubtedly enhance a game's depth and longevity, they can also make things incredibly complex. Ready Or Not takes a step in the opposite direction by keeping things simple, and that's not necessarily a bad thing.

One of the game's selling points is its immersive and realistic tactical gameplay. And here's the beauty of it: you don't have to worry about your inventory, juggling skills, or customizing your loadout for hours. You just start a mission, and you're right in the action. This simplicity can be quite refreshing. The loadout customisation present in the game is there to better the gameplay by allowing players to take on different approaches and and face situations in different ways but without being pressing. It's there to actually space the gameplay in meaningful ways that aren't just giving you the illusion of new.

It's not uncommon in other tactical shooters to find yourself spending an inordinate amount of time in menus or inventory screens, figuring out what gear or skills to equip for a specific mission. In Ready Or Not, this isn't the case. You're presented with a mission, you choose your weapons, and you're in the thick of it. There's no need to worry about losing progress or forgetting what you had in your inventory the last time you played.

The lack of progression systems also means that everyone is on a level playing field. Nobody has an unfair advantage due to a higher level or more unlocks. You're all given the same tools and face the same challenges, creating a balanced and skill-based experience.

Furthermore, the absence of progression makes it easier for newcomers to pick up the game without feeling overwhelmed. Ready Or Not's straightforward approach is more accessible for those who might be new to tactical shooters.

Now be with me here, I am not saying that a campaign would be bad, or that having more cosmetics would hurt the game. The key here is to keep things simple and avoid going the route of many games where they bombard you with things to learn, unlock, buy or with useless flashy ranks to artificially increase the longevity of the game.

The longevity of the game can be increased naturally by perfecting a sandboxed gameplay loop made of AI, maps, obstables etc... where the player has to deal with challenges that always change based on the situation at hand, which is then endlessly replayed thanks to the infinite stream of modded content that the developers are thankfully not against, albeit with needs of improvement.

There's no need for battle passes, ranks, stores or whatever other crap games do nowadays. All that is needed is a functional game that works, that is designed well, and that isn't afraid to tell its stories and let the community chime in and do their thing to it. As far as it goes, both these things are checked or are in progress to be checked, and that's all that's needed for this, and every other game to be successful.

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7 months ago - /u/Gruntr - Direct link

We're actually adding a battle pass which will give you RoN Coins to buy skins (just kidding!)

We are aiming for some very light progression within the game that fits the narrative and gameplay loop, but it won't affect your loadouts or any kits/gear -- everything will be available from the get-go. Won't have to grind half the levels to get an optic or a new gun, night vision, or to get heavy armor. It also won't stop you from playing any mission with your friends the moment you load up 1.0.

7 months ago - /u/Gruntr - Direct link

Originally posted by interflop

While I haven't played the game yet, I do appreciate what you guys have been working hard on and bringing to the table. It's always great to see that there are still teams not looking to turn every gameplay loop into a casino for artificially inflated engagement and focusing on just making a fun game people seem to enjoy a lot.

Thanks! A lot of our goals for progression simply reinforce the purpose of our gameplay loop anyways.