A Heavy Problem
It’s been five days since Valve Software released the Heavy update for Team Fortress 2 on the PC. In that time, I’ve had the opportunity to play on most of the new maps which were released (all of which have been fantastic) as well as earn enough achievements to unlock the three new weapons that were included in this update, all being very interesting and useful in the right hands. I applaud Valve for releasing such excellent content so regularly after the launch of the game.
Although Valve has done a wonderful job of releasing said content, I do see a problem with how it is being “unlocked” within the game itself. I mentioned that I had earned enough achievements in order to unlock these three new weapons. Although I have indeed unlocked all three weapons, I didn’t necessarily earn anything. I spent 50 or so minutes on one of hundreds of “achievement” servers, working together with other players who also wanted to have access to the new items in a timely manner.
I simply don’t think I can earn many of these in normal matches, at least not within any reasonable time frame.
The very notion that there are servers with no other purpose than to help players unlock these achievements is just one of many warning signs that something isn’t right.
After thinking through this issue, I’ve come up with a number of potential solutions, some of which are not very good. The one I present is the one I think most viable for the way I want to play the game; it might not be ideal for everyone. My solution: give the weapons to everyone, day one.
The main draw of this game is the team based gameplay, hands down. It’s not the tacked on achievements that some of the gaming community seems to be so fond of. It’s not even the charming character each one of the classes displays. The game is simply a blast to play. Adding great new content to this core experience can only cause players to like it more. Why ruin all that by making some of the most attractive new content unavailable at launch and unlockable with crazy achievements?
If my solution were implemented, I would also tweak the achievement system. As far as I can tell, the over-arching goal of the achievement system for Valve is to have players play in ways they wouldn’t normally play - to think outside the box. Due to the number of achievements that are needed to make these unlockables challenging to get, many of them end up being inane goals like “Kill 100 enemies while you are both underwater”. Why not make fewer, update centric achievements? Focus on skills that are solely based on the new strategies and maneuvers players can perform with the new content. Not only is this a more organic way of earning achievements, it will actually have players learn how to best use these new weapons and even develop new ways of using them.
All that being said, I do see a further problem with Valve releasing just one class update at a time; unfortunately, this problem is very much out of their hands. With each new update - first the medic, then the pyro, now the heavy - players will see the utter proliferation of the updated class on each team. Whether these players are trying to earn achievements (with the current model of unlocking the new content) or just playing around with the new weapons (which would occur under my suggestion), there would be more of the updated class on each team than there should be.
The only solution I can think up - other than purposely limiting classes or punishing teams with too many of one class - is actually built right into the game: the natural ebb and flow of the gameplay. Teams that are more balanced will always come out victoriously, no matter what skill level is present on the other team [ed. note - this is speaking from a pub perspective, not a competitive one.]. If players want to win, they’ll have to balance out their team relative to the other team. One hopes that the team you’re on wants to win.
In any case, I’m thoroughly happy with the effort Valve is putting into each and every one of these content packs and I hope to see more soon!

