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ARE ACHIEVEMENTS A POOR WAY TO INCREASE GAME LENGTH?

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Do you thnink implementing an achievement system is a good way to increase game length, similar to the xbox's achievement system?
I personally dislike blatant Achievement systems, mainly because they cause too much of a sever to the fourth wall, whilst it doesn't add much to the gameplay itself.
Although systems akin to the Achievement systems (but more well-meshed to the game world) are indeed interesting!
Better than repetitive grinding.

In fact achievements work really well for many people. I know many who just play games for the achievements.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I know people who absolutely despise achievements and everything they represent, though I've never been entirely sure why. Personally, I like them as long as they're not things that require tons of grinding. Usually I see this in the form of achievements like "Capture every pokemon" or "Create every craftable item" or whatever. Requiring grinding for an achievement is perhaps the only thing more offensive than requiring grinding for a real reward. The OCD players are equally likely to do it either way, so at least give them something tangible for their trouble. Getting the best pokemon and the best crafted items is a meaningful challenge with a good reward, and fitting for an achievement - getting the other hundred also is just a boring, time-consuming pain in the ass.

Some games have achievements for hard tasks that you'd probably do anyway because they have their own rewards, and other games have achievements for the equivalent of wearing a traffic cone on your head. I'm okay with either style.
For me, FFTA's law system is one of the best kinds of achievement systems there are. It's engaging, and doesn't break the fourth wall at all. Some people hate it, find it to be arbitrary and unrewarding, but the judge favor (in ffta2) and judge points are pretty useful and rewarding. There are a few more examples, but I can't remember~~

The opposite end, wich I DESPISE, is when you are playing a horror game, completely enticed by the atmosphere and suddenly BAM, YOU KILLED THE 100TH ZOMBIE or something like that. I mean, come on
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
...In what way do laws in FFTA resemble achievements at all?
Well...I guess you feel an achievement for following the law during the battle. So perhaps it's a short term one.

But it's not an achievement system in the way that the topic means. They're talking about the way most modern games and consoles have that system of trophies that unlock for doing certain things and clearing certain challenges in-game.

...And now I'd have to wonder what FFTA's achievements would be like. 'FOLLOW EVERY LAW.' 'NEVER BREAK A LAW' 'FINISH BATTLE IN FIVE TURNS' ...Hah.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Achievement Unlocked: "Legend of Mana PTSD" - Obtain every rare item from town placement.
Achievement Unlocked: "Recommended: Game Over" - Win a battle against a group of monsters while adhering to the law Forbidden: Attacking Monsters without snapping your fucking game boy in half.
What I can say is that achievements in general are an easy way to increase game length.

Are your game's achievements themselves good or poor though? That depends.

An achievement that doesn't require the player to do anything particular in order to be earned (ex: Defeat the first mandatory boss) I consider bad, because it is merely a part of the bigger achievement entitled "Beat the Game."
I'd believe developers use those as catalysts for a feeling of accomplishment to boost your motivation to keep playing. The challenge you just overcame should be, in itself, enough to make you feel satisfied and accomplished, but to some the acknowledgement of said achievement and the alert pop-up is also required to generate the feeling.

I prefer when achievements require you to stray from the expected path or gameplay style the developer intended. That's what makes them special in the first place. Any kind of optional accomplishment can fall under that category. For instance: collect all the Riddler Trophies, defeat a given boss under a minute...
Speed runs records, although they usually aren't acknowledged within the game, are also a form of achievement.

I personally may care for achievements if I find their pursuit enjoyable.
I used to play BGO a lot and make achievement hunting games after the main game became boring. It was entertaining for a while, but new achievements just kept being added and I was growing tired of it, so I eventually quit.

In any case, optional stuff and achievements will only do your game good when the game itself is already fun.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
It's all in how they're implemented, really. If the game itself is fun and there's plenty of worthwhile rewards for every player at every stretch, having an achievement like "completed 20 side-quests" or "defeated 15 optional bosses" is fine, though I can't see the point in having them in the first place if it's more about the game than obsessively achieving every task no matter how mundane. Throwing in shit just for the sake of having shit, however, is a terrible practice, which I believe is at the core of most achievement systems.

You see, "back in my day", we did things not because the developers wanted to waste our time and force us to wring out every last bit of content in the game, but because we enjoyed the game and never wanted for that journey to end. You collected all Pokemon because that's just what you did. You found all the hidden secrets and got 101% completion because it was interesting. No one needed to give you a pat on the back and a handful of cookies every time you did something right. It's just the skinner box rearing its head again.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
I recall one of my first versions of Infection had achievements, such as killing X of the strongest enemy, which was optional. Or collecting dog tags from fallen soldiers.
I dunno, I personally liked it. But once I discarded the "open-ended sandbox" style for a more story driven game, I saw no place for achievements, as Joseph stated that it might be out of place or ruin the atmosphere.

If the game is fun and I just really like it, I would never think an achievement system would ruin my experience.
I don't understand how achievements can be interesting. I thought that a person going after achievements is also going after some kind of validated bragging rights. Something that can only exist in the Facebook era.

A game that is set up to reward the player can grant those rights without achievements. All that is achieved is something created by the player. Goals have always been the property of the player. Achievements are an illusion.
I think achievements is a cheap gimmick to prolong gameplay because they really don't add anything to the game. A lot of achievements force the players to repeat the same tasks multiple times such as craft 1000 times or have 1000 battles. Make note, I am not talking about side quests or in game events that will acknowledge your achievements, but achievements like steam and xbox that are there just to show people what you've done in the game and give the feeling of elitism. But I am curious why some people might think its a good game design.
If they're implemented well and are interestingly coded/designed so you either get them when you least expect it or for doing a certain task a certain way, then I think they can work well. Collect-a-thon/enemy kill achievements are done to death nowadays, but they can be alright if done in small doses.
author=LockeZ
I know people who absolutely despise achievements and everything they represent, though I've never been entirely sure why. Personally, I like them as long as they're not things that require tons of grinding. Usually I see this in the form of achievements like "Capture every pokemon" or "Create every craftable item" or whatever. Requiring grinding for an achievement is perhaps the only thing more offensive than requiring grinding for a real reward. The OCD players are equally likely to do it either way, so at least give them something tangible for their trouble. Getting the best pokemon and the best crafted items is a meaningful challenge with a good reward, and fitting for an achievement - getting the other hundred also is just a boring, time-consuming pain in the ass.

Some games have achievements for hard tasks that you'd probably do anyway because they have their own rewards, and other games have achievements for the equivalent of wearing a traffic cone on your head. I'm okay with either style.

Speaking as a player who does despise achievements and everything they stand for, I feel that perhaps I should explain my point of view here.

On the scale of OCD players, I'm pretty high up there, but definitely not at the top. I'll rarely leave an Infinity Plus One sword unacquired, a bonus boss unbeaten, or bonus dungeon unexplored. Even without material reward, I'll often create self imposed challenges which the programmers did not clearly intend to be part of the experience of the game. I like doing this, and it makes me feel pretty good, but there are limits; I'm not going to sink hundreds of hours into a game just for the sake of one final self imposed challenge when I've already experienced just about everything else the game has to offer.

Achievements fundamentally reframe the relationship between my playstyle and game completion.

Take a game like Final Fantasy Tactics. It has an interesting story worth playing for, open-ended class system which offers player huge opportunity for customization, plenty of optional content, and is difficult enough to make completing the game in an ordinary manner challenging for most players. I've played through the game a few times, beaten all of the various optional battles, gotten all the best equipment, may or may not have unlocked every skill in the game (I don't really remember anymore,) and worked out some effective class/skill combinations which allow me to win battles which I once found challenging with various self imposed limitations such as using only one character, never using items, etc. By my standards, I've pretty thoroughly completed the game, and while I might want to revisit it as some point, it probably won't be any time soon, as I've pretty well tapped what I have to get out of it.

On the other hand, there's a sizable community of players dedicated to exploring the opportunities for self imposed challenges that the game offers. There are challenges involving never mixing skills from multiple class types on a character, playing the entire game with only the main character in every allowable fight (which is most,) never using characters with unique class types, and so on and so forth. Some of them are ludicrously difficult or time consuming, many of them are mutually exclusive in a single playthrough, and frankly, they exceed the extent of my interest in finding new approaches to the game's content.

Suppose that the developers of Final Fantasy Tactics had exhibited extraordinary prescience with respect to the trends of the gaming industry, and equipped it with an Achievement system. Not only the bonus bosses and unlockable events, but also the various self imposed challenges created by the players become achievements to unlock. Now, with my currently level of time investment into the game, I can see that I've unlocked 104/188 achievements. I'm being offered a visible notification that I've left this game, which I already considered largely tapped out, substantially incomplete. Instead of the pride that I once felt in exceeding the ordinary play parameters of the game, I feel frustration at not measuring up to the obsessiveness of the most hardcore players.

This reflects my feelings about every implementation of an achievement system I've ever encountered. It removes my ability to define on my own terms what constitutes a reasonable level of accomplishment in the game. Since I derive satisfaction from going above and beyond the basic expectations of game completion, I'll always do more than the bare minimum necessary to finish a game I enjoy, but an Achievement system redefines how I perceive the expectations of completion, to a standard I can't achieve without playing the game long past the point where it's ceased to be fun.

Even if attaining the sum of all achievements in a game doesn't constitute an obscene level of time investment, if the game developers and I disagree on what constitutes interesting and worthwhile things to achieve in the course of gameplay, I don't like having their standards rubbed in my face.

I'm sure there are players for whom an achievement system substantially enhances their enjoyment, but I am one of those for whom it does the reverse. Attempting to ignore them in the games where they appear does me no more good than it would for players who like them to pretend that games that don't have them do. So, my own input is very biased, but consider for what it's worth that such a system may serve to alienate some of your players.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
For someone who's only posted twice before on RMN, that was a fantastically well thought out post. It makes perfect sense to me, and makes me wonder why the hell I do like achievements, since nothing you said sounds wrong to me at all.

I think I like achievements as long as they're very close to the amount of effort I was gonna spend anyway. Just maybe like 10-20% more. Enough that I feel like the achievements added something to the game, something presumably somewhat enjoyable that I might not have done on my own without being challenged to do so. But not enough that I end up actually falling short. That's the point of them in theory - challenge the player to do something cool. Guide them to interesting or rewarding gameplay they might have missed out on. Sadly, way too many games have way too many boring shitty achievements that only guide people to a mountain of tedious grinding, and I can understand why the whole system has left a sour taste in some people's mouths.
I really prefer to play games because they are fun and not because I want achievements. But that's a personal opinion. If you hang around gamefaqs for example you will see those massive amounts of players that want all the PS3 Trophies. It is quite popular. Up to the point where people ask for games where it's easy to get the Platinum Trophy. They don't even care for the genre! Whaaat.

Anyway, for me, hmmm, I guess it really depends on the genre for me. In RPGs I NEVER cared for achievements. Sure, I DO get them while playing. Because if you play an RPG you're bound to eventually having fought 1000 battles. And I also might do exactly 777 damage in one hit. But it's not like I'm aiming for stuff like that at all.

It's different for arcade games, though. Those are usually 30 minutes or shorter and the whole fun lies within trying to achieve something. If the game doesn't have achievements then it's usually just increasing your score or trying to 1cc the game (beating it with 1 credit). With achievements you have a variety of other challenges that can indeed be quite fun.

I guess I can imagine achievements in RPGs for minigames.

Also sometimes achievements are helpful because they tell you what you have missed in the game. This makes it very conformtable to look up the content you've missed and play it. For example there are 10 optional dungeons in the game and if you beat the boss of an optional dungeon you get an achievement. When I'm done with the game I see I have 6 achievements of 10. I check which 4 achievements I'm missing and then I can check on the internet how to get them and will easily find out where the dungeons are I missed.

Usually just finishing an RPG doesn't give you much pointers on what you've missed in it, so you'd need to read through a whole walkthrough just to find it.
I have put a simple achievement system in my game and I'd just like to explain why, and also add possbily a different reason why I think achievements can be a good thing.
Battle Royale is a fairly open-ended game, in that there are multiple ways to complete it and no linear story as such. One thing you can do is to save various classmates at different points. One of the main reasons I added achievements was so that the player could get an idea of which classmates it is possible to save. The puzzle then becomes how to do it.
I think games which use achievements well also have this kind, where you have an interesting achievement description that makes the player think about what they need to do, like a mini puzzle. I'm reminded of the gnome/space ship achievement in Half Life 2 episode 2. I much prefer this type to the grinding for hours type, which I just don't bother with.
Personally i don't know the xbox system. In today huge offer is nice to count with a "to do list" that a game can offer,If it helps me to be aware of things i missed, specially when is a game I'll want to replay.
It has been said already, but pop-ups for "you have cleared the first boss" is a NO, NO. It's insulting, shame on any developer that thinks that advancing the game in normal dificult or easy is a achievement. Unless is something like "i wanna be the guy" or a super mario hack ultra-hard kind of game where just living a second longer is a achievement itself.

For a indie game it could totally work. Since projects tend to change over time, may be a way to let players know what is new since the last time they checked the game, inside the game itself.
Well occcasionally popups on achievements for beating bosses even on easy are good if you have a global achievement system like with XBox and PS3, because player actually do care about the reward.

Maybe I should explain the systems a bit more in-detail:

XBox Achievements - There are points called "Gamer Score". Any big title is allowed to give out up to 1000 points while any smaller (XBox Live Arcade) title is allowed to give out up to 200 points in achievements. Indie titles aren't allowed to use the function unless you get the XBLA license. Score from different games are added together so for example you have a say 3800 gamer score. This gamer score is visible to everyone else if you play online and to your friends. So having a high gamer score allows you to show off.

PS3 Achievements - There are no points but instead Trophies separated in Bronze, Silver, Gold and Platinum. Every big title can only give out one Platinum trophy (and I think smaller titles not at all?). Generally here the platinum trophies are what count to "show off". Must people only care about getting those. Unfortunately in most RPGs it's almost impossible to get them because they involve stuff like "Finding every single item, fighting every single monster and seen every ending". In other games with no optional content it's often just "Beat game on highest difficulty", though I guess it's debatable which one is easier to get (assuming you don't use cheats).


Point is - it's fine that these occasionally reward the player because players actually want the reward. If someone has played through half of the game he wants at least 20% of the points or trophies. Trophies too far off the main game would just distract the players to do something "grindy" and that could actually ruining the gameplay experience. Though I guess there's nothing wrong with giving much more rewards on higher difficulties.
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