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Good vs. Bad Achievements

Achievements, eh? People like those. They are some okay things. But, after recovering from reading an opening that strong, GBers might wonder why I'm singling out such a perfectly benign feature of modern gaming. Well, because like any other design decision that goes into a game, there's an issue of balance; what's "good" and what's "bad". And unlike many other design decisions, achievements are still relatively new and haven't really been set a precedent yet.

So what exactly is the point of achievements? Well, I tend to liken them to the checklists you find at the back of Where's Waldo books: Ostensibly, the goal of these books is to scour a very detailed, elaborate collage of interesting characters and set-pieces, find the red-and-white striped dork and move onto the next page. The artists who put all the work into those images would suddenly think, "Hey, hang on. You found Waldo after like a minute of searching. Did you even see this dude up here running about on fire like a loon? What about this little guy down here who's about to get beaned by an anvil? Come back and look at what we did, assholes." And thus the checklists were born: A whole list of stuff to find after you'd found Waldo. Achievements work on almost the exact same principle, only replace "finding Waldo" with "beating the game" and "artists" with "game developers".

What I've thrown together here is what I call the desirability hierarchy for achievements. Now, I'll be the first to point out that these are generally subjective opinions, but I feel like I've hit the consensus with the overall list more or less. Agree or disagree at your leisure.

#1 (Most Desirable): The Unexpected

These are the achievements where the game will actually request that you try a different approach. Sometimes they're just so people will try out a new gun, a new power or a new method of getting past an obstacle. Ideally, these achievements will ping after one (or maybe 5-10) use, just so the game knows you've given a feature that they've painstakingly included and balanced a shot, which you might've ignored completely in any other circumstance. Occasionally, these achievements will ask you to do something so crazy it completely changes the game experience. These are what the achievement system were made for: To bring an extra level of creative longevity to a game after the main objective has come and gone.

Example: Bringing the Gnome with you in Half-Life Episode 1 (my mistake, Episode 2. Episode 1 was the one bullet thing). Man, that was crazy. Occasionally annoying, but it made you consider how to proceed while also in the possession of your pointy-headed companion. Hell, I got pretty attached to the thing after not too long. This might be apocryphal, but I believe Valve added this one to the 360 Orange Box version after noticing that a bunch of weirdos on the Steam servers were doing it.

#2 (These are pretty good too): Difficulty Modes and 100% Completion

Not to sound too obvious, but before the time of achievements these were the sort of things the "hardcore" completionists tended to go after. If a game has additional difficulty modes, then it stands to reason that they were the next port of call after beating a game on its Normal setting. If it was more of a large RPG or platformer or sandbox type, then there was usually some sort of percentage-based score to tell you how much of the game you had conquered. Giving players large achievement point bonuses for fulfilling the type of goals achievements replaced seems like a perfectly natural progression and the sort of thing they should still honor.

#3 (Sure, fair enough these are here): Story Progress

There really isn't a reason to give players achievements based on reaching points of the story they can't possibly miss. But what this does is mete out some minor rewards to convince players they've just passed a milestone and should keep playing for more. It's the sort of Skinner-esque behavioral reward system that shouldn't really be necessary if a player is enjoying the game - though if they aren't it might convince them to keep heading towards the end of the rat maze anyway.

#4 (Maybe not include these on your achievement lists? I mean, I guess it's fine either way.): Scavenger Hunts

Now, Scavenger Hunts are something we're all familiar with, especially in Sandbox games and occasionally First- and Third-Person Shooters. You have a task to collect a series of TACOs for backstory, or occasionally unlockables, or usually for no reason at all. That's why they're Totally Arbitrary Collectible Objects. In order to not fall into the dreaded Black Hole territory (below), a scavenger hunt needs a couple of requisites, ideally meeting both of them: A) It needs some in-game way of detecting these things, perhaps unlocked towards the end of the game. B) They need an actual in-game purpose - unlocking concept art does not count. Adding background flavor text is fine, but giving players an actual boost in health or something would be preferable.

#5 (Seriously, these kind of suck. Why are they so common?): Black Holes

Nothing escapes a black hole. Not light, not matter, not Mr Domino, not The Blob and, importantly for this article, not even time. Well, I don't know about time. I really should've read that book by that wheelchair guy. But essentially, what I mean by a Black Hole achievement is one that will suck all the free time out of your schedule if pursued. The sort of achievement that demands you kill 500 stormtroopers with Force Lightning when surely a tenth or a hundredth of that number would suffice for getting across the point that you can use Force Lightning on stormtroopers to kill them. It's asking that you play the game for 50 hours when you were done after 30 minutes. It's asking that you beat the main game ten times for whatever warped reason the achievement-makers could think of. It's beating an optional, 100-floor dungeon full of procedurally generated fun for no benefit. Any of the above achievement types can fall into this category if they're not careful, and this sort of thing needs to be stopped now before people get antsy and rise up in rebellion, murdering the entire industry with pitchforks. It happened once when E.T. came out, and it could happen again.

#6 (Oh hell, these things. I hate these things. They are not so great.): Time Trials and Undefeated Runs

Now these things are just major pains in the ass. They're the dark equivalent of the aforementioned "force players to play the game in a new way" type of achievement. The soon-to-be-very-apparent downside to these is that if you accidentally fail them, they're out of your reach until you start over. You might be playing the game, hoping for a S-Rank when suddenly your character jerks spasmodically in some ragdoll nightmare because of wizard reasons. Suddenly, you've lost access to the 100 point "don't die" achievement and need to restart the entire game if you want it. Ditto for getting to the penultimate dungeon and seeing the timer roll over to one second past You're Fucked O' Clock. Unless the timed or undefeated run is isolated to a very short sequence that you can bear repeating over and over, you'll rarely find an achievement more frustrating.

#7 (Least Desirable, or: FUCK FUCK FUCK A BUNCH OF MULTIPLAYER ACHIEVEMENTS): Multiplayer

Now this seems entirely subjective initially. If you've bought a game that's pretty much intended for multiplayer gaming, it might strike you as fair enough that most of the achievements reflect that. However, what including multiplayer achievements does to your game is instantly date it. After a point, you won't be earning those achievements because people will no longer be playing it. They'll have moved onto Shout of Obligation: Avant-Garde Combat 3: 3DS: Red World Edition and left the old and busted version you're playing completely free of all but the most hardcore of the "they changed it now it sucks" video game hipsters, who are no fun to be around at all. Other than setting up private matches between you and the few friends you have left that don't hate you yet for making them play old shit, those are some achievements that are almost always going to be closed off forever. Protip for designers: KNOCK IT OFF WITH THESE THINGS. Or at least allow you to get them with bots. Sweet, nonjudgmental bots.

So that's a blog entry I wrote. I do that sometimes. Here's the fun interactive part for you people at home: What achievements do you love/hate? Anything I've missed off the hierarchy that needs adding? Are achievements a good idea or largely pointless? When was the last time I went outside? If a tree falls in the woods and no-one is around, does it still get the achievement for falling over?

23 Comments

23 Comments

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Mento

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Edited By Mento  Moderator

Achievements, eh? People like those. They are some okay things. But, after recovering from reading an opening that strong, GBers might wonder why I'm singling out such a perfectly benign feature of modern gaming. Well, because like any other design decision that goes into a game, there's an issue of balance; what's "good" and what's "bad". And unlike many other design decisions, achievements are still relatively new and haven't really been set a precedent yet.

So what exactly is the point of achievements? Well, I tend to liken them to the checklists you find at the back of Where's Waldo books: Ostensibly, the goal of these books is to scour a very detailed, elaborate collage of interesting characters and set-pieces, find the red-and-white striped dork and move onto the next page. The artists who put all the work into those images would suddenly think, "Hey, hang on. You found Waldo after like a minute of searching. Did you even see this dude up here running about on fire like a loon? What about this little guy down here who's about to get beaned by an anvil? Come back and look at what we did, assholes." And thus the checklists were born: A whole list of stuff to find after you'd found Waldo. Achievements work on almost the exact same principle, only replace "finding Waldo" with "beating the game" and "artists" with "game developers".

What I've thrown together here is what I call the desirability hierarchy for achievements. Now, I'll be the first to point out that these are generally subjective opinions, but I feel like I've hit the consensus with the overall list more or less. Agree or disagree at your leisure.

#1 (Most Desirable): The Unexpected

These are the achievements where the game will actually request that you try a different approach. Sometimes they're just so people will try out a new gun, a new power or a new method of getting past an obstacle. Ideally, these achievements will ping after one (or maybe 5-10) use, just so the game knows you've given a feature that they've painstakingly included and balanced a shot, which you might've ignored completely in any other circumstance. Occasionally, these achievements will ask you to do something so crazy it completely changes the game experience. These are what the achievement system were made for: To bring an extra level of creative longevity to a game after the main objective has come and gone.

Example: Bringing the Gnome with you in Half-Life Episode 1 (my mistake, Episode 2. Episode 1 was the one bullet thing). Man, that was crazy. Occasionally annoying, but it made you consider how to proceed while also in the possession of your pointy-headed companion. Hell, I got pretty attached to the thing after not too long. This might be apocryphal, but I believe Valve added this one to the 360 Orange Box version after noticing that a bunch of weirdos on the Steam servers were doing it.

#2 (These are pretty good too): Difficulty Modes and 100% Completion

Not to sound too obvious, but before the time of achievements these were the sort of things the "hardcore" completionists tended to go after. If a game has additional difficulty modes, then it stands to reason that they were the next port of call after beating a game on its Normal setting. If it was more of a large RPG or platformer or sandbox type, then there was usually some sort of percentage-based score to tell you how much of the game you had conquered. Giving players large achievement point bonuses for fulfilling the type of goals achievements replaced seems like a perfectly natural progression and the sort of thing they should still honor.

#3 (Sure, fair enough these are here): Story Progress

There really isn't a reason to give players achievements based on reaching points of the story they can't possibly miss. But what this does is mete out some minor rewards to convince players they've just passed a milestone and should keep playing for more. It's the sort of Skinner-esque behavioral reward system that shouldn't really be necessary if a player is enjoying the game - though if they aren't it might convince them to keep heading towards the end of the rat maze anyway.

#4 (Maybe not include these on your achievement lists? I mean, I guess it's fine either way.): Scavenger Hunts

Now, Scavenger Hunts are something we're all familiar with, especially in Sandbox games and occasionally First- and Third-Person Shooters. You have a task to collect a series of TACOs for backstory, or occasionally unlockables, or usually for no reason at all. That's why they're Totally Arbitrary Collectible Objects. In order to not fall into the dreaded Black Hole territory (below), a scavenger hunt needs a couple of requisites, ideally meeting both of them: A) It needs some in-game way of detecting these things, perhaps unlocked towards the end of the game. B) They need an actual in-game purpose - unlocking concept art does not count. Adding background flavor text is fine, but giving players an actual boost in health or something would be preferable.

#5 (Seriously, these kind of suck. Why are they so common?): Black Holes

Nothing escapes a black hole. Not light, not matter, not Mr Domino, not The Blob and, importantly for this article, not even time. Well, I don't know about time. I really should've read that book by that wheelchair guy. But essentially, what I mean by a Black Hole achievement is one that will suck all the free time out of your schedule if pursued. The sort of achievement that demands you kill 500 stormtroopers with Force Lightning when surely a tenth or a hundredth of that number would suffice for getting across the point that you can use Force Lightning on stormtroopers to kill them. It's asking that you play the game for 50 hours when you were done after 30 minutes. It's asking that you beat the main game ten times for whatever warped reason the achievement-makers could think of. It's beating an optional, 100-floor dungeon full of procedurally generated fun for no benefit. Any of the above achievement types can fall into this category if they're not careful, and this sort of thing needs to be stopped now before people get antsy and rise up in rebellion, murdering the entire industry with pitchforks. It happened once when E.T. came out, and it could happen again.

#6 (Oh hell, these things. I hate these things. They are not so great.): Time Trials and Undefeated Runs

Now these things are just major pains in the ass. They're the dark equivalent of the aforementioned "force players to play the game in a new way" type of achievement. The soon-to-be-very-apparent downside to these is that if you accidentally fail them, they're out of your reach until you start over. You might be playing the game, hoping for a S-Rank when suddenly your character jerks spasmodically in some ragdoll nightmare because of wizard reasons. Suddenly, you've lost access to the 100 point "don't die" achievement and need to restart the entire game if you want it. Ditto for getting to the penultimate dungeon and seeing the timer roll over to one second past You're Fucked O' Clock. Unless the timed or undefeated run is isolated to a very short sequence that you can bear repeating over and over, you'll rarely find an achievement more frustrating.

#7 (Least Desirable, or: FUCK FUCK FUCK A BUNCH OF MULTIPLAYER ACHIEVEMENTS): Multiplayer

Now this seems entirely subjective initially. If you've bought a game that's pretty much intended for multiplayer gaming, it might strike you as fair enough that most of the achievements reflect that. However, what including multiplayer achievements does to your game is instantly date it. After a point, you won't be earning those achievements because people will no longer be playing it. They'll have moved onto Shout of Obligation: Avant-Garde Combat 3: 3DS: Red World Edition and left the old and busted version you're playing completely free of all but the most hardcore of the "they changed it now it sucks" video game hipsters, who are no fun to be around at all. Other than setting up private matches between you and the few friends you have left that don't hate you yet for making them play old shit, those are some achievements that are almost always going to be closed off forever. Protip for designers: KNOCK IT OFF WITH THESE THINGS. Or at least allow you to get them with bots. Sweet, nonjudgmental bots.

So that's a blog entry I wrote. I do that sometimes. Here's the fun interactive part for you people at home: What achievements do you love/hate? Anything I've missed off the hierarchy that needs adding? Are achievements a good idea or largely pointless? When was the last time I went outside? If a tree falls in the woods and no-one is around, does it still get the achievement for falling over?

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Hairy_Fish

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Edited By Hairy_Fish

Good read!

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Edited By MooseyMcMan

To be honest, I like getting Achievements for story progress. Let's me beef up my score without playing online, or doing completely stupid things that I wouldn't do otherwise. 

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Azteck

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Edited By Azteck

I fucking detest multiplayer achievements and time trials. Good read all-together. Good job.

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kestrel10mn

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Edited By kestrel10mn

I hate multiplayer achievements strictly for the fact that by the time I usually get into some games, the multiplayer has died down so much it can be tough to even play online.

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SMTDante89

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Edited By SMTDante89

Really good read and I agree with pretty much all of these.  Also, it sucks when a game has glitched achievements and a patch is never released to fix them.

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Edited By Tordah

Nice write-up. I pretty much agree with everything you said.  
 
Multiplayer achievements are easily the worst, not only are they impossible to get in most games older than 6 months, but they also tend to be "black holes" at the same time.

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Edited By Bullitus

Excellent read and I completely agree with you. Nice!

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Mystyr_E

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Edited By Mystyr_E

the gnome was Episode 2 btw

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cstrang

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Edited By cstrang

Good read, and I agree for the most part!

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Edited By ProfessorEss

Fun read that's fairly in line with my opinion of them.
 
But what I really hate is the Uncharted-style "beat this game on Extreme difficulty" where you have to play through the game on "Regular' to unlock "Hard" and then beat it on "Hard" to unlock "Extreme".
 
I'm all for "adding value" but forcing multiple playthroughs by simply locking higher difficulties is about as cheap and unimaginative as you can get.

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JTB123

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Edited By JTB123

I hate multiplayer achivements the most. They can really influcence the way people play the game.

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the_OFFICIAL_jAPanese_teaBAG

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@ProfessorEss said:
" Fun read that's fairly in line with my opinion of them.  But what I really hate is the Uncharted-style "beat this game on Extreme difficulty" where you have to play through the game on "Regular' to unlock "Hard" and then beat it on "Hard" to unlock "Extreme".  I'm all for "adding value" but forcing multiple playthroughs by simply locking higher difficulties is about as cheap and unimaginative as you can get. "
i agree, the uncharted gameplay did get stale after a while...  but at least it you could look for treasure as well while you progress through the "crushing" difficulty
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Edited By Getz

Thing is, achievements themselves are just another collectible. A meta game that has you spending your free time in a black hole with no reward for doing so (other than enjoyment). Is getting only half of the achievements in the game because the other half is impossible somehow less enjoyable than getting all of them? I dunno, not a bad article though. The jokes kinda ruined it for me though, felt forced.

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Edited By guthwulf

It's almost scary how much I agree with everything you wrote. I usually tend to be the disagreeing-type, but in this case definitely not. Great blog.
 
AND FUCK MULTIPLAYER ACHIEVEMENTS!!!!!!

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Edited By AlexW00d

The story driven achievements in Fable 2 pissed me off. 
Finish one of the three missions in this game, get 150 points. Fuck that.

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Edited By Oni

This list is only missing one type of achievement as far as I'm concerned, and it should be at the fucking bottom of the list: Difficuly achievements that DO NOT STACK. Ok, guys. I beat the game on Normal. Now you're telling me to get the achievement for beating it on Easy, I have to play through it again on Easy... even though I proved I can do better? God damn you, developer.
 
Other than that, I agree with most of this list, but I can't stand TACO's. Alan Wake, great game, but fuck those coffee thermoses. Why are they even there? At least the manuscript pages give you an incentive (and, more importantly, a FUCKING CHECKLIST) to collect them.
 
I like progress-related achievements because it makes it easy to see roughly how far other people on my friends list got into a game if they stopped playing it. I hate it when games don't have achievements for finishing the story/campaign (hi Bionic Commando Re-Armed).
 
As for multiplayer achievements, they can go die in a fire, unless they're really easy/quick to do. But 100,000 kills, no thanks. Or stupidly arbitrary/lucky ones, like "Kill an enemy with gun X while his left foot is forward and he's in mid-jump from point A to point B carrying object Y" or whatever.
 
VENT!

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Edited By JCGamer

The type of multiplayer achievement tahr really suck is "be #1 at something". Now
I usually suck at multiplayer games and thus will never, ever be at the top of any leaderboard.

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Edited By kalmis

Good list and I would agree on all points. Assasins Creed 2 had really nice spread of achievements, all except for those 100+ feathers that is.

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Edited By Jayzilla

Good ones are the ones I get for playing the game. Bad ones are the ones I don't get just from playing. I can always tell if achievements are poorly implemented in a game. If collecting 100 feathers is your idea of a good time(or way to spend your time) then more power to ya. 

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Mento

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Edited By Mento  Moderator

For posterity's sake I should mention that Secret Achievements have no business being secret unless they're story progress achievements that are concealed to hide spoilers. Wait, I should probably go back and edit that into the blog instead of writing a comment. Ah, fuck it-

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Edited By WickedFather

Good reading.  I still think achievements should be truly optional, though.  Let me hide them and their intrusive pop-ups separately from all other things.  I think that any achievement that pushes the player past a point where enjoyment ends, leads to frustration or anger or tedium - it's just bad.  It's as bad as bad game design.  I hate collectables achievements much more than multiplayer ones.
 
Chris Hecker did a lecture about them that's quite good.
 http://chrishecker.com/Achievements_Considered_Harmful%3F
 
I actually would pay more for a version of a game which had no achievements so the silent goading list isn't there.
 

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Edited By JoeyRavn

I truly, deeply loathe Multiplayer Achievements in mostly single-player games. The SpecOps Achievements in MW2, for example. Those missions are in the SP part of the game. FUCK, in PC it's even a completely different executable. Why the fuck did they have to put those Achievements there?
 
Achievements give me a sense of real completition in a game. Getting 1000/1000, 200/200 or whatever GS it has lets me say "Yeah, I paid for this game and got the most of it", regardless of whether I will continue playing the game or not. Seeing those unattainable MP Cheevos there makes me sad, makes me feel cheated. As if I paid for content I will not be able to access. I know it's not exclusively the fault of the game, but stil... 
 
Fuck MP Achievements.