Achievements are a rising trend in games and gaming
platforms. Every Xbox360 or PS3 games have achievements, as do a large
multitude of games released on Steam. Games outside of these platforms have
achievements as well, such as World of Warcraft and Diablo III. You can even
find them in mobile games.
Why are achievements
so popular now, and why must I achieve all of them?
Most games utilize straightforward, game-oriented
progression that directly affects the playing experience of the game, such as
levels and equipment. Achievements, however, provide an alternative form of
progression in a game, very often not even contributing to the game itself.
Since the achievements rarely ever affect the game, but are
accomplished through specific events in the game, it allows for an often fun
and humorous form of accomplishment that isn’t limited to the mood or content
of the game. After all, who would ever normally run up to a Witch in Left 4
Dead and trying to kill her in one blow? Or who would run into the battlefields
of Warhammer Online with no armor specifically to get a silly title about being
some sort of exhibitionist?
This fun and quirky approach to achievements captivates
player interest in a different way than the game itself would. Some people also
love doing achievements simply to do them all because they’re a completionist.
This keeps people coming back and doing the crazy challenges or oddities to
work toward that 100% completion in achievements. It’s also becoming more of a
social aspect as well, as some games broadcast your achievements to your friends,
though some games tend to take it too far (Diablo III anyone?).
Okay, achievements
are fun, so what’s bad about them?
The detriment achievements can bring to a game is if they
are poorly designed to the point that they begin to detract from the game and
its experience. Sure, it’s a great deal of fun trying to win a competitive
match with no equipment or without healing, but what are the consequences?
When you introduce achievements that promote normally
unintended behavior, it can cause a very frustrating experience for the player
and those they are playing with. An example previously mentioned about this is
Warhammer Online, where there are achievements which require you to take a large
amount of damage when you have no armor equipped. This often leads to people
being on your team in battlefields with nothing but a weapon on. Needless to
say, the teams with these people tend to lose the match.
While this may be fun for the person working toward the
achievement, it is frustrating for the rest of the team who would like to win
the match. It’s when the design of the achievements start to inhibit people’s
enjoyment of the game that it starts becoming a problem and detract from the
game more than it contributes.
Another example of problematic achievements is if you are
awarded for completing them with something that can alter your in-game
experience. Dragon’s Nest comes to mind where certain achievements provide you
with titles you can equip. Even though some other games reward you with titles,
the ones in Dragon’s Nest provide you with additional stats, making some achievements
less than optional if you want to be on equal footing with everyone else. An
additional problem for having rewards providing some form of power or advantage
is that the rewards become less fun in the sense of customization or
individuality. Dragon’s Nest provides a large variety of interesting titles,
such as “Thunder Swallower” or “Rodeo Star”, but since they provide additional
stats, it makes the player have to sacrifice power for amusement, which
detracts from their enjoyment of the system.
Let’s take a more
focused look.
For our focused look, let’s take League of Legends and
analyze potential, fictional choices for their hinted Achievement system. In this I will
unfortunately have to assume League of Legends terminology and gameplay is understood.
With a few examples of possible achievements for the game, we can think about
what potential consequences they will have:
My right arm is stronger
than my left arm – Play X games as Tryndamere
This is great to distinguish Tryndamere-lovers. However, if
there’s one for one champion, Riot would probably need to make one for every
single champion, otherwise players would be upset over favoritism for specific
champion achievements. If they made it only for specific champions, it would
encourage achievement-loving players to specifically play certain champions
specifically to unlock the achievement. This can skew the representation of
specific champions in games, and can often lead players to ignore picking what
is actually best for their team when they normally would, specifically because
they want to work toward their achievement.
In the case that they introduce these achievements for all
champions, then anyone striving for 100% completion would have to play a
minimum of X games per champion released. Talk about hardcore!
Suicidal – Die to an
invulnerable turret X times
Clearly encouraging the wrong behavior from players.
Needless to say, you’d find yourself in games where people are suiciding the
entire game to turrets just to unlock the achievement. Definitely not a great thing
for a competitive game.
Out of Elo Hell! –
Achieve a ranked rating of 1600 or higher
A great way to encourage people to play Ranked and to try
their very best to win their games. This encourages pretty much every bit of
behavior you want out of a teammate. The main negative behavior this may bring
is making people even more serious about their Ranked games, which can lead to
a larger amount of frustration or negative behavior.
In the end…
Overall, achievements will promote certain behavior
depending on what the achievement is. It is important to understand what sort
of behavior is desired out of the players, and how to encourage that without
ruining the fun of the game for anyone. The last thing a company wants to do is
to ruin the fun of a game for its players.
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