GAME PLAN // BRANDON SHEFFIELD
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MOST LIKELY TO ACHIEVE
A DISCUSSION OF WHEN AND WHY ACHIEVEMENTS MATTER
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LIKE MANY OTHERS, I SCOFFED AT
the idea of achievements when they
were introduced to the mainstream
through Xbox Live. Now, there are
times where I actually miss them
in games where they’re absent.
This is especially true of games that
are good, but need that extra push
to be great. And more than that, if
I’m going to try to suffer through
something I actively dislike, such
as DUKE NUKEM FOREVER, I at least
want my friends to be able to know
about it.
This is a strange new
relationship to have with electronic
media. In the olden days, you’d
have to send your high score in
to a magazine via a screenshot
in order to get any recognition for
doing something spectacular in a
game. Now, with achievements and
leaderboards, anyone can know that
you got the “Seriously 2.0” award in
GEARS OF WAR 2 (for killing 100,000
enemies). For many people this kind
of reward is quite compelling, and
just increasing the number of points
they have in their gamerscore can be
enough motivation to play a game.
But in my opinion, achievements
just for the sake of achievements are
not worthwhile. I like to see numbers
go up as much as anyone—but I
want to feel that I’ve earned them.
Receiving 200 points at chapter
endings doesn’t feel like something
I’ve really achieved. If I’m playing
the game through, passing a
chapter point is inevitable, if the
game is fun. So how interesting is
that, really? The more interesting
achievements are those that
encourage alternate paths or play
styles, or reward exploration. But
you have to do it right.
Recently I was playing DUNGEON
SIEGE 3, a passable dungeon
crawler with a middling story that
I continued through because it got
the loot mechanic right. Many of the
achievements, rather than being
secret, were visible to the player
if they cared to look. This is fine,
and in my case it compelled me
to try to fulfill the requirements.
But you have to be careful with
even these, especially in how you
describe them. For example, in one
DUNGEON SIEGE 3 boss encounter you
get an achievement for “defeating
50 automatons” before taking
the boss down. I counted some
120 automatons defeated before I
finished off the boss, just to be sure.
But I received no achievement. The
game was not supplying me with the
correct information or feedback, and
I felt like I was getting cheated out
of something. After jumping through
the flaming hoops, I did not get the
treat at the end of the performance.
On the other hand, getting new
rare loot was compelling enough
on its own, and I didn’t feel like I
needed an achievement at all here.
Getting a lightning-infused Spear of
Magnificence was its own reward.
Then there are games like
DRAGON AGE. In this massive
RPG, achievements encourage
exploration of alternate narrative
paths, leading players to more
content that they other wise might
not see. They are actually partially
responsible for improving (or
extending) the player’s experience.
This also serves the developers’ best
interests, because it means less of
their hard work will go unnoticed.
Now that we’re all so used
to these sorts of systems, what
happens when we aren’t provided
with them? No Nintendo console
has ever had a proper achievement
system built in, and at times,
I actually miss them. In GHOST
TRICK, for example, you’re moving
linearly through an adventure, and
achievements would necessarily
be of the “progress” type, so
achievements are unnecessary.
But in MONSTER TALE, which is a
smart beat-em-up combined with a
monster raising sim, I’ve felt their
absence. I can consistently get
over 30 hit combos, for instance,
which is somewhat difficult. It feels
like I should be rewarded for that, or
compelled to push myself further.
Likewise, there are rare forms of
monster you can raise, which I also
felt warranted an extra award. In
the case of the combos, I simply
wanted to show off. In the case of
the monster raising, the new forms
weren’t sufficiently amazing on
their own, and I felt I needed an
extra reward. It seems that while
achievements can't save a bad
game, they can give a bit of a boost
to game that's 80 percent of the
way there.
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GAME DEVELOPER | AUGUS T 2011 2