A similar thing happened to me with The Binding of Isaac. It's incredibly realistic that I will unlock every other achievement in the game before I unlock the Tough achievement including any achievements that may be added in the DLC. At this rate it's going to take 35+ more hours of gameplay just to unlock Tough. Either way my death count goes up less than once per hour. That's a number I don't think is accurate as I'm almost certain there used to be a bug with starting a new game (but never choosing a ship) and quiting back to the main menu counting the run as a defeat. I have a just under 70 hours in the game and the stats list me having died 61 times. First they are rewards for bad gameplay and second they have ridiculously high cumulative totals required. However, the Tough, Resilient, Galactic Cockroach and Martyr achievements are absolutely terrible. There are a few lazy achievements awarded for doing basic things but within the context of this game and it's genre those are fine. The cumulative achievements have some pretty high goals but given the nature of the game I don't think most of them are too excessive. Some of the software combination achievements are interesting. The achievements in Stellar Interface sort of run the gamut. That would be a grind and is a poor design. For example, a game might have a level cap of 99 but it's reasonable to complete all the content at level 60. Almost any achievement that requires the player to grind for hours is bad. Achievements that are rewarded for trivial tasks are lazy. Cumulative achievements with incredibly high totals that extend far beyond normal gameplay are bad. Something like, "failed to make the first jump" or "died to the first enemy" can be entertaining.Īchievements can also be a source of frustration and annoyance. If the failure is something ridiculous and trivial, it can be a great joke achievement. They can also be used to reward bad gameplay if done very carefully. Cumulative ones, if given reasonable totals, can provide a sense of accomplishment when reached. The can be used to encourage players to experiment and try things outside what they would normally do. They can reward players for good gameplay. Full disclosure, I tend to be an achievement hunter so my thoughts are from that perspective.Īchievements - at least the good ones - are a reward of sorts. This post concerns achievements and achievement design.
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