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Achivements that actually take work to achieve


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#1
RosaAquafire

RosaAquafire
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I've played DA:O 6 times and still haven't managed to get all the achievements. Meanwhile, it's possible and even easy to get all of DA2's in one playthrough. I understand there's been a whole slow movement in the achievements community to make it easier to Platinum games by making it so only one playthrough is needed, no missable achievements, etc. Which is fine, I guess. But I really like achivements in the World of Warcraft style (which I haven't played for years so if they've also changed sorry :()), where getting all of them is nearly impossible and it's really fun to see how many you can get and how many weird things you have to do to get them.

 

Is it possible to have in-game achievements that are separate from the Playstation Trophies/Xbox Gamerscore so there's no complaining about a game being too hard to plat. Especially for those of us who play Dragon Age on PC, where there's no real overall achievement mechanic, it seems like a huge waste. A second set of challenge achivements that don't apply to gamerscore or trophy count would be so welcome. I love achivements like "max out every tree with the player character," and "complete all romances," and "get to specified points in the game without the PC dying." I like the challenge and it's neat to get a little badge to your name if you can do them.

 

I've actually had entire DA:O characters inspired by trying to plan a character who would get certain achievements :D

 

Anyways. THINK ABOUT IT. I think it would be rad.


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#2
Seb Hanlon

Seb Hanlon
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Can some please kindly tell me whats the point of having  achivements in game, just a medal that means very little and no one congratualtes you for the feet in game aways

 

 

Achievements do a couple things:

- They push players, especially new players, to touch systems they wouldn't have otherwise. This is why you see achievements for "Craft a weapon", "Sing a song at karaoke"*, "Gain a specialization", "Execute a cross class combo", etc. They work alongside tutorials and the introduction to the game as a teaching tool.

- They motivate players to spend more time exploring the game. "Kill 1000 darkspawn", "Craft a master level weapon", "Visit all the areas"

- Achievements provide a currency to reward accomplishments that is externally visible (you can show off to your Xbox Live friends!) and that doesn't necessarily have in-game rewards. As game designers, this is important: The more things feed back into in-game systems, the more challenging it can be to balance the game.

- They're a way to mark progress in the game - the achievement popup is one more piece of presentation to bookend a chapter or confirm that you've finally accomplished ____________.

 

If achievements aren't for you - well, not everyone likes everything we put in the game. We add in-game reactivity to your accomplishments where we can, but that comes with word budget, cinematics budget, and level design time (depending on how elaborate it gets) and so it gets balanced against other big chunks of the game.

 

* Karaoke may not actually be present in Dragon Age Inquisition - I've been playing a bunch of Sleeping Dogs again lately


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#3
Seb Hanlon

Seb Hanlon
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Oh...cool... never ever completed all achievements from any game... just those that happened to fall in my way of playing. 

Pointless, meaninglless, useless.  Dumb stuff like "kill 50 with that skill" or, "do this with just that" , or "played through on ultra-nightmare without dying once"... and many times they turn a fun game into a chore you have to force yourself through.  Thanks, not with me.

I don' like being treated as if i'm donkey  which follows any carrot on a stick. 

 

As in all things, your mileage may vary, past performance is not a guarantee of future results, batteries not included, de gustibus non est disputandum.

 

Yeah more achievements/trophies like this please.

 

Having an actual in-game reward for completing the requirements made subsequent play throughs much more interesting.

 

We've done in-game persistent rewards tied into achievements in the past; we may again. It does make testing and balancing the achievements (already complex due to platform-specific system tie-ins and certification requirements) more complex, and more visible to those players who want NOTHING TO DO WITH ACHIEVEMENTS (some of whom we've met in this thread!). Game development is the business of tradeoffs.

 

I should have 100% achievements for DA:O on my xbox :( It would be my only game with 100% achievements!

It saddens me that I don't because of a bug (kill 1000 darkspawn or something, which I have easily done many times over).

 

On topic: I like working for achievements but I dislike achievements for insanity play throughs etc., though I appreciate people like them. I simply find insanity too frustrating to complete.

 

I agree that having achievements for finishing a tutorial etc. seem silly.

 

As I mentioned before, we typically break down achievements into a couple categories; roughly:

  • Introduction - welcome to the game, we're glad you're here, and these achievements work alongside the content to help encourage players to keep playing. Sometimes even a little cheeky, like Dark Souls 2's "This Is Dark Souls"
  • Breadth - people who read the achievement list get hinted to try out a bunch of different game systems or areas; people who naturally explore get some achievement candy for it
  • Completion - chart your progression through the game. If you complete a playthrough of the game, you should ideally get most of these. Well done you!
  • Mastery - for players who want to be the best or biggest, these put a mark on the wall to measure against.

 

Some players don't care about achievements at all. Some players like the candy-like ding of Achievement Unlocked. Some players like trying to get all the achievements in a game, and getting all the gamer score points. There's no one right way.

 

De gustibus, etc.



#4
Seb Hanlon

Seb Hanlon
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Aren't achievements used in some capacity as a metrics tool on the developer side of things?

To some degree. They're a pretty rough instrument compared to the more detailed in-game telemetry hooks, but at a high level I think we can look at things like comparing the number of people who got the "finished prologue" achievement to the number who got the "completed game" achievement (and the milestone achievements along the way), or see over time how many people are still starting the game for the first time.


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