Author Topic: Achievements  (Read 2914 times)

Offline TheVampire100

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Achievements
« on: April 23, 2015, 04:03:27 pm »
I would be interested to know what you think about achievements. Some find them a selling point, sime find them annoying and some would just doom them all.
Especially I am interested to know what the developers of Arcen games think about them. Seeing the huge amounts of Achievments (AI War with over 300) I bet they are big achievment hunters and love them.
I am an achievement hunter myself and I like always a game more if htere are any achievments involved. However, the game and the achievments have to be done right, I've seen a lot of lazy achievements in games and some poorly made games use achievments as last effort to advertise their game.
« Last Edit: April 24, 2015, 04:36:15 am by TheVampire100 »

Offline Aklyon

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Re: Achievments
« Reply #1 on: April 23, 2015, 04:29:41 pm »
I'd rather have silly SP cheat codes than achievements, but they're ok.

Offline TheVampire100

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Re: Achievments
« Reply #2 on: April 23, 2015, 04:41:35 pm »
SP?

Offline Dominus Arbitrationis

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Re: Achievments
« Reply #3 on: April 23, 2015, 04:47:24 pm »
SP?
I'm guessing Single-Player.

Personally I am not a fan of achievements, but from what I can tell Arcen has them very well set up and are quite fun. They are good for planning what to do next. Hmm... I might have just changed my mind about them...
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Offline Aklyon

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Re: Achievments
« Reply #4 on: April 23, 2015, 05:34:15 pm »
Well there aren't really any multiplayer cheatcodes, after all ;)
Those are just normal cheats and lame.

Offline topper

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Re: Achievments
« Reply #5 on: April 23, 2015, 05:37:39 pm »
I think for strategy games that have a lot of options, achievements give a blueprint for ideas of what to try next. This is very true for games with a multitude of sandbox setup options (AI War) or a lack of true victory conditions (EU4, etc)

A lot of games with linear campaigns make achievements feel pretty hollow, since you either get the majority of them as you go along in a normal playthrough, or they are something super specific that you never would have done along the way unless you got lucky or looked at the achievement in advance.

Including them in a game design is pretty much a no-brainer these days since you will draw interest from the achievement hunters while the non-hunters will simply not care.

Offline mrhanman

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Re: Achievments
« Reply #6 on: April 23, 2015, 11:28:38 pm »
Like most anything else, there are good achievements and bad achievements.  Done properly, they can add a lot of enjoyment to a game.  Most just seem to be slapped on as an afterthought, unfortunately.

Offline WingedKagouti

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Re: Achievments
« Reply #7 on: April 23, 2015, 11:41:30 pm »
One thing you should realize about some companies, is that they use achievements to track how their games are played. This is usually the case if there are achievemtents like "Finished the Tutorial", "Beat the First Boss/Level", "Beat the Second Boss/Level"... "Beat the Last Boss/Level". Same thing if there are several "Found x% of the Secrets" achiements. Those companies also love it if they can get their hands on average time played data, mostly because they can then plug all the data they've gathered about how players play their games into a spreadsheet and present a report on how they can get the most money out of the least effort.

Then there are those that have the kind of achievements that make you go "Not even going to attempt that!"

Offline Misery

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Re: Achievments
« Reply #8 on: April 24, 2015, 04:31:42 am »
I think they're bloody stupid.

Most of them arent even REALLY achievements;  you just automatically get many by just playing normally through what is often a very easy game.  You didn't ACHIEVE anything at all.   I very rarely see any that are actually difficult, impressive things. 

I usually ignore them, because of that.  Just.... I really dont care. Stop clapping at me because I beat the first boss; chances are it's entire strategy was dying in my general direction.

Offline Pumpkin

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Re: Achievements
« Reply #9 on: April 24, 2015, 08:02:46 am »
Unfortunately, I'm a completionist boy. I hate that, but I can't makeup myself. Tracking achievements, listing the ones I don't have, ordering them by priority and never look at the ones I achieved...

Also, I make myself personal achievements, like climbing the 7/7, 8/8, 9/9 and maybe 10/10 difficulty on AI War, for instance.

I would be glad with games without achievements, because seeing there's a list make me want to grab them. It's a sort of arrow path to "complete the game". Sometimes I throw a game when I have completed it and grab the next. But when there is no achievement or the game is deeper than an arrow path (like AI War is), I can "get the fun out of the game" by myself.

I wish Arcen's titles have no achievements, then I would be able to explore them by myself without hunting targets. (Hunting achievements is sort of playing a metagame.) However some people are like me (completionists and/or achievement hunters) but actually love it (like TheVampire). So the fact there is achievements is fine. But I don't love Arcen's titles more for it.

Especially I am interested to know what the developers of Arcen games think about them. Seeing the huge amounts of Achievments (AI War with over 300) I bet they are big achievment hunters and love them.
I don't remember where I read it, certainly on the forum but where... Tidalis, maybe; a post related to the pointlessness of collectible items. Anyway, I think Keith and Chris don't like achievements but make some in their game and do their best to make them right.
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Offline x4000

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Re: Achievements
« Reply #10 on: April 24, 2015, 09:07:18 am »
Including them in a game design is pretty much a no-brainer these days since you will draw interest from the achievement hunters while the non-hunters will simply not care.

That pretty much sums it up neatly.

I don't remember where I read it, certainly on the forum but where... Tidalis, maybe; a post related to the pointlessness of collectible items. Anyway, I think Keith and Chris don't like achievements but make some in their game and do their best to make them right.

Yeah, Tidalis had a lot of fun poking at pointless collectibles.  You got all this stuff that ultimatley meant nothing, and that was part of the story.

I can't speak to how Keith feels, because we haven't really discussed it from a player point of view.  From a developer point of view we are both super in favor of achievements because they are a big draw for certain types of players.  We pretty much have to have them whether we want to or not.

That said, done right, I do like achievements.  To point to a recent game that I've really enjoyed that I feel like did both achievements... and even to some extent collectibles... correctly: Dying Light.

There are some achievements there just for playing through the story, sure, but I didn't mind those.  A lot of the others were more interesting, and showed me things like "wow I've run that many miles!?"  Which was more of an interesting fact to learn rather than something I was trying to do.  It's something you will only do if you are being completionist on all the side quests, but if you do the side quests you'll get that achievement, so there's never a point where you will just be running for the sake of it.

There's one, I think it's called Gabriel's Sword, that I thought was kind of pointless.  It was really easy to do, and I never bothered because it had no point.  Just put fire on a sword, I think it was.

There were some others like kill X number of infected without taking damage, or stay alive in a hunted state for 4 minutes, etc, that I really enjoyed.  I found myself deviating slightly from the norm to do those.

There are also these little written notes scattered about, and occasional zombie statues.  The notes aren't very compelling writing to me, and I have no idea what the zombie statues are for and I have no intention of going and collecting either class of thing for the sake of it.  But when I do stumble across one or the other of them, it's a little brief flash of excitement because there was something different from the usual loot in that area.  It makes an otherwise ordinary apartment suddenly have some extra meaning to me.

Of course, then I get sucked into the MUST GET THEM ALL mindset, and I see the thing about climbing the height of Mount Everest, and I think F that, because grappling hook.  So there's immediately this barrier that says "I'll never complete all of these, because that one stinks."

Eh.  But in that way, I think it also can be positive.  With AI War, having some achievements that are always out of reach makes the game seem "still alive" in some ways, if that makes sense.  I've never beaten a difficulty 9 or 10 AI, and the achievements remind me of that.  If I ever do, it would be fun to have that to show off that I did.  Also by the achievements I can remind myself which of the secondary mechanics I've played against, and which AI types I've tried.  Otherwise there's not really a good way to keep track of that info easily.  So looking at the achievements makes that easier.

I think the worst thing for a game for me is when I hit the very end and I've done absolutely everything and the game is now "dead" to me.  I know that nothing I do will ever make me see something new in that game.  FFX was actually the biggest offender in that category for me, for whatever reason.  Even games like Chrono Trigger or FF6 that I have played to 100% completion at least five or six times, I still get the feeling like I've missed some tiny something.  There's some little bits of mystery left in the world, for whatever reason, in my brain.

As an aside, that stuff they added in the DS remake of Chrono Trigger was absolute trash.  It very much is the modern sort of "let's extend gameplay by now giving you a ton of badly designed content that really has no point but to make you spend as much time as possible."  Seriously, those levels didn't even have the same feel as the rest of the actual game.  It felt like very unskilled modders had been at it, it was just bizarre.  I'm not normally that harsh on what someone else does, but that's tied for my favorite game ever and I feel pretty strongly about it.

Anyway, so my interpretation as a player is: it depends on the game.
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Offline Pumpkin

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Re: Achievements
« Reply #11 on: April 24, 2015, 10:22:05 am »
I don't remember where I read it, certainly on the forum but where... Tidalis, maybe; a post related to the pointlessness of collectible items. Anyway, I think Keith and Chris don't like achievements but make some in their game and do their best to make them right.
That said, done right, I do like achievements.
So I was wrong. Good thing you're here to correct me.

Eh.  But in that way, I think it also can be positive.  With AI War, having some achievements that are always out of reach makes the game seem "still alive" in some ways, if that makes sense.  I've never beaten a difficulty 9 or 10 AI, and the achievements remind me of that.  If I ever do, it would be fun to have that to show off that I did.  Also by the achievements I can remind myself which of the secondary mechanics I've played against, and which AI types I've tried.  Otherwise there's not really a good way to keep track of that info easily.  So looking at the achievements makes that easier.
Yep. Keeping track is a good point. (I disabledaitypes.txt'ed the AI Types I already encountered to still roll random and have new types.) However, I would like there is more "achievements" in AI War. I mean, some strange things to achieve. Look, I discussed with Red.Queen, (s)he went through a double Wrath Lance and I went through a double Teuthida, and we (at least I) feel it like a true achievement, something special and exceptional that lacks in the long list of "beat X AI type at Y difficulty". I would love to see more achievements like "you did something special/rare/amazing/out of meta"... However, once they're achievements, they can be targeted and hunted down, and they're no more specials... Maybe secret achievements would be an innovative (maybe not that innovative, but at least uncommon) way to "solve" it... I dunno. (too much "..." in this post)

Anyway, I'm full of ideas about not-checklist achievements for AI War. Maybe I'll gather them and make a mantis post, if you're open to further broadening your achievement base.

I've never beaten a difficulty 9 or 10 AI
:o
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Offline x4000

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Re: Achievements
« Reply #12 on: April 24, 2015, 10:26:18 am »
Sure, that makes sense on the achievements there.

In terms of me never beating a difficulty 9 or 10 AI, bear in mind that I created those specifically to be for players better than myself, heh.
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Offline Aklyon

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Re: Achievements
« Reply #13 on: April 24, 2015, 10:43:34 am »
Sure, that makes sense on the achievements there.

In terms of me never beating a difficulty 9 or 10 AI, bear in mind that I created those specifically to be for players better than myself, heh.
Its like that one gunpoint achievement: beat the dev's time on a level.

Offline Draco18s

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Re: Achievements
« Reply #14 on: April 24, 2015, 10:45:17 am »
I should not that I did a double-godlike, but I also used excessive lobby cheese that the achievement award system wasn't written to check for.  So a 10 planet galaxy with 8 player homeworlds.  And both AIs were turtles.

Still took me three attempts.

Anyway, achievements, yeah.
There are good ones and there are bad ones.  I watched an extra credits episode on it last night and realized that the way they described the one category: the inevitable or unavoidable achievements are the bad ones, I realized that Minecraft's achievements are that type, but they work in that situation because they act as an in-game tutorial without having to direct the player.  It gives them a light task list and a general hint of how to get the award, and leaves the player in the sandbox.

But in other game formats those really are the bad achievements that give the player no real value.  AI War has a few of them ("lose a game") but at the same time, they're the minority, and that's ok.