I was young and needed the achievement points…

Achievements in games are, depending on who you ask, the best thing ever or the direct proof that designers hate gamers.

I love love love achievements. An achievement for pressing start? I love it. An achievement for collecting 10,000 x? I love it. However, I do understand why some gamers hate (or ignore) achievements. I also think that the industry as a whole needs to do better at understanding what achievements should be.

Why gamers hate achievements:

It is possible most gamers hate achievements because many achievements are badly designed. Or the gamer’s expectation of the achievement does not match the designers expectation of an achievement. Many gamers attribute an “achievement” as something that is difficult. Pressing start? Not difficult. As a designer I view an achievement as a carrot that I apply to side or optional things to drive gameplay. Meaning that I use it as a tool, just like a pickup or any other reward, to drive the player into behaving in a certain manner.

Why designers put bad achievements in their games:

Each console has a set number of achievements. Xbox 360 requires a total of 50 achievements that total 1000 points. Designers attempt a balance of easy, medium, and hard achievements. After about 40 though, generally they start running out of ideas. It becomes a matter of the first person who suggests something that doesn’t sound stupid, goes in. Designers also tend to steal ideas from each other. So all it takes is one game having a terrible achievement, one designer thinking that achievement was a great idea, and thus the terrible cycle is perpetuated.

So what makes a bad achievement?

Any achievement that cannot be completed after a certain length of time. It seems like a great idea. Anyone who plays a game in the first two weeks, bam, an achievement. The thing is, not all gamers are equal. What if someone buys the game and then lets it sit on their coffee table for 3 weeks? What if a gamer is on a fixed income and has to wait to get the game? As a general rule, people hate being excluded. If a gamer buys the game, they deserve to have a fair shot at getting all the achievements.

Multiplayer achievements can be bad. A designer really needs to stop and consider if multiplayer achievements belong in their game. Just like everything else in game design, adding something like multiplayer achievements all depends on the game. Obviously Team Fortress 2 requires multiplayer achievements. Bioshock 2, not so much. While multiplayer was a part of Bioshock 2, they were bad achievements in that game. Unfortunately the multiplayer was only played for so long. So after some time has passed, these achievements are effectively unobtainable. (See above.)

Achievements that take an excessive amount of time doing something that could be considered “grindy”. Again, depending on the gameplay, this definition can be fluid. Excessive is a subjective word, but logically it should make sense. If the game has a play time of 10 hours, an achievement should not take 5 hours to complete unless it is one that requires playing the entire game. For example, in Lego Indiana Jones there is an achievement to kill x number of snakes. Seems simple right? Well the x number of bugs achievement dings about 3/4ths of the way through my first play through, as expected, and as a well designed achievement should. BUT the snakes one didn’t. In fact, after completing the game, then re-completing all the levels to get all the extra hidden stuff I still had not received the snakes achievement. I then spent 2 hours farming snakes to attempt to get the achievement, to no avail. Either the achievement was bugged or simply required too many kills.

Any achievements based on a random number. (See previous blog posts on random.) Achievements should always be a response to something the player has done.

What makes an achievement good?

Anything that is “clever” gameplay. If the game has a system to solve puzzles, then design takes the time to make sure this system works with a wide variety of solutions, the most clever of these solutions should be an achievement. Anything that makes a player feel like they did something nifty.

Anything that could be considered wildly amusing. In Lego Indiana Jones there is an achievement to kill Indiana using Dr. Jones Sr. It’s called That’s Blasphemy. Excellent achievement. It refers to the source material. It is completely possible to get accidentally in normal play. If a player is attempting to get it after completing the game it is very easy to do.

Anything that is considered challenging (not frustrating) within the normal gameplay. Beating the game on the hardest difficulty is a great example of this. Beating a boss without using a health potion? Beating a boss using only the standard attack? Beating a boss without taking damage? All great ideas for achievements.

True dedication to the game. Did they play every class? Did they search tons of hidden places? Break everything (within reason)? Shoot every weapon? These can be ways of rewarding the player for exhaustively trying everything in the game, but remember to keep it within the bounds of not being excessive on time to complete.

Why do I like achievements?

They give the player something to point to and say “Look what I did.” Look, I completed this game to 100%. Look, I did this really crazy thing. Look, I took out that optional boss hidden away in the corner basement. Not to mention they give me a definitive point where I can say, I experienced this game as far as the designer wanted me to.

Achievement points are here to stay. As designers we need to focus on creating fulfilling and meaningful achievements that meet player expectation. Just like everything else, achievements need to fit with the tone and style of the game.

Leave a Reply