diary of an indie game developer

 

Achievement Unlocked!

Achievement Unlocked!

I was just chatting with a friend about how I’d never once consciously tried to get an “achievement”.  I’ve always been an exploration player, never a score player– I could care less if I have 600/1000 or 800/1000 for Mass Effect, or if I have all my Azeroth achievements unlocked on my Death Knight (unless it gives me a faster mount).

Days later, I stumbled across Achievement Unlocked, which turned me into a bona fide achievement whore.  I absolutely had to get every last achievement.  What’s the difference?  For starters, the achievements are all listed along the right-hand side of the screen, with obvious indicators of which ones you have and haven’t completed.  There’s no hunting for your next goal: there’s a list of ‘em right there.

Also, many of the achievements require a bit of cleverness, especially if you try to figure them out without reading the hints.  (Note: there’s one achievement you can’t get without reading the hints– namely, the achievement for reading the hints.)  So, there is gameplay in many of the achievements, even if the game is ostensibly trying to show how achievements detract from gameplay.

But what about the obviously gameplay-free ones, such as the achievement for jumping for 10 seconds?  I still completed those.  Why?  Logically, I could clearly see that jumping for 10 seconds would complete the achievement, and that that would complete my 100% achievement.  Maybe I’m not as immune to completionism as I thought.

  • I certainly agree that achievements are a good way for developers to push players into doing cool stuff they put into the game - and those are some of my favorite achievements. Off the top of my head, my other favorite achievements net you something other than points, useful or not - an extra costume, a vanity pet, a powerful or funny weapon. The last area I actually enjoy are those that can be gotten through skill, not just time - something other players would be impressed I can do, not shocked that I spent so much time doing it.

    I've actually been a bit curious if they will eventually put something in WoW that can be purchased with their points. Sure, a few of them net you an honorary title or some vanity item; but the vast majority are just something extra to spend (waste?) some time on - a good strategy for a subscription game I suppose, but people are already hooked on their game. Wouldn't it be nice if you could save up and buy something - say, a variety of non-combat pets? Or... something more than just points?
  • My favorite achievements in Achievement Unlocked actually exposed me to new functionality or gameplay. I have a real design blind spot when it comes to achievements, but I'm guessing my favorite achievements would tend to do that: encourage you to challenge yourself in ways you and your friends already made up now and then in WoW, or get you to peek over that next ridge you were kind of interested in anyway-- and are now egged on by the dev's assurance that something is there.

    If the best achievements are the developer's way of assuring you "there's something cool there", then course the worst ones will be the same thing-- but the developer will be lying.
  • I guess I would argue that the achievement list IS the game for Achievement Unlocked. What's interesting is that it turned you into an achievement whore (I mean me... there was no question as soon as I read your post that I'd have to get all the achievements).

    I'm not exactly sure what to make of the surge of achievement systems in games these days. To some extent it really works for a completionist like me - there is a clear set of goals for me to go after in any game beyond just winning it; and it gives some purpose to pushing myself through harder difficulty levels. Unfortunately it also tends to waste a lot of my time, depending on what tasks the devs came up with for their achievement list. But what benefit do achievements really give exploration or social gamers?
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