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Kayin
@Kayin

This seems to be the type of cranky ass old person take that cohost loves so lets go.

There are a lot of shitty things about gaming. Exploitive and predatory micro transactions, terrible DRM schemes, addictive but shallow gameplay loops to feed point 1... But most problems we have in gaming are inevitable. Not that they can't be fixed, or overcome, but no one person or company could stop these things from initially happening. Ideas born from market forces.

... But Achievements, for something so unfortunately ubiquitous now... are kinda a weird idea? That we needed a... platform specific list of arbitrary accomplishments with their own, universal sound and popup message? It's easy to imagine a world where that didn't happen and arguably, it happened the only time it could happen.

When the 360 came out, we didn't have any idea what online services should look like. What did it mean to have a profile and friends on your console? Microsoft had an idea for "Gamer Score" (which, while it is a still existing niche is... something only weirdos talk about now) and needed a way to give that relevant, but neither of these things were inevitable. Nintendo still doesn't have them (Notably actually saying 'Achievements don't actually solve any kind of problem games have') and Sony seemed to only do it since it was a point used against them in the console wars. If Microsoft never added them, as they blindly stumbled around trying to figure out early online systems, it's easy to assume that they never end up happening. Despite this. Achievements are very much in the popular consciousness. And they suck.

One of the things that make them suck is that they're on a platform level. Microsoft and Sony require them, so unlike a lot of inevitable issues, they can't really meaningfully evolve away, or significantly change. Any change has to be within the the perimeters set down by those companies. Can't be like "You know what, this doesn't work for my game, I'm gonna pass" because Sony and Microsoft will whine until you pull some undertale shit.

You can change when they pop up, but it's constraining to presentation. The thing with achievements is that they also get in the way of achievement-like systems made to fit the game. Want to have your own pop up and presentations in your own menus? You can do that, but it runs redundantly next to whatever the system forces. A nice thing I worked with once was the gamejolt API. I Wanna Be the Guy's Trophies are handled through gamejolt, but gamejolt has no system to display them. It's entirely up to the game. It was fun, and let to a lot of gags. You can do gags with normal achievements, but you lose something. Gaiden had marked positive and negative achievements and image gags. The image gags wouldn't work on a Microsoft console, and the positive/negative split doesn't fit Sony's tiered 'trophy' setup.

They also steal player attention. Many players put way too much focus on achievements, whether you want them to or not. You could have really lame achievements to try and not influence how the player plays at all but... that makes people mad. Or you could have achievements that are hard and represent real achievements... but... that makes people win. People are out there that are OCD and want to clear everything, whether it's healthy for them, so putting "level 1 no damage run, fists only" as an achievement might actually cause some people mental distress. Which like, sure, there is always going to be design patterns that hurt people, even if its fine for 99.9% of players but... these things don't meaningfully add anything that games couldn't add to their game themselves if they wanted it. People will defend achievements like "Oh but it encourages players to play games in different ways or engage with different mechanics" as if that... wasn't something... games could already do... in.... countless ways. Including this one, if they so chose.

It's just this weird, vestigial thing that can't die because just enough gamers care a little too much about them.

On Steam and pass on them? People on your steam forums are probably going to cry. A lot. Even though they're a weird nerd and no one has probably ever looked at their steam trophies outside of maybe to check if they've finished a game. Also you're giving up money because people will buy games to get easy achievements to get POINTS, which makes me feel SO WEIRD. As a game dev it's like if I baked pastries and I found out that people would buy some and throw them out, just because they wanted to collect boxes. It's... actually kinda weirdly upsetting?

So you have this... weird social system no one actually checks, but influences the single player choices people make, that has mandatory requirements that you can't really change or control, that seems to only be important because people convinced themselves it was. They're like some weird vestigial zombie thing that no one would know to miss if it was never introduced to begin with. But now it's a mind virus to the level that people add them to retrogames, which... despite being TECHNICALLY super cool and crazy impressive is... Extremely lame.

... Oh and then finally, while I think the consoles are a bit better about this now, historically, turning off that notification was a pain. I remember on sony stuff for the longest time, the only way to hide the popup was to turn off all popup notifications. Sorry, not going to see you asked me to play Street Fighter because I don't wanna see popups in some other game!

And of course I'm venting about this now cause my steam settings reset and I'm reminded that the only way to turn them off on steam is to turn off the whole overlay. Which, fine, I don't use the overlay, but... it's just wild to me this is accepted?? and if you look up threads asking how to turn them off, you just get weird people like "Why would you want to do that???"

God they suck. In fact, suck is the perfect word to describe them. Exploitive monetization doesn't suck, it's disgusting and unethical. Achievements aren't either of those things. But they suck, and they didn't have to be. They are an answer to a problem that doesn't exist.

If I went back in time and erased them... no one would probably have ever noticed the difference. We're stuck with these stupid things because microsoft accidentally clicker trained a bunch of 14 year olds almost 20 years ago.


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in reply to @Kayin's post:

I think one thing you’re missing as a reason for their persistence is that they’re a source of data for developers and publishers, who love making data-driven decisions. Before achievements, you couldn’t really KNOW what percentage of players reached X milestone, but now you can see exactly how many people beat the first level vs. finished the game vs. found such-and-such secret.

I thought about that, but my basic assumption at this point is that there are likely many more and better metrics that can be collected, with or without forward facing achievements.

(I could easily be wrong in this assumption and you'd know better than me but that's why I kinda skipped it)

yea any company that cares about analytics in that way is going to make use of one of the many dedicated frameworks for that purpose, which are going to be more granular, more flexible, and more easily ingested than looking at achievement data.

I remember bioware used to release huge detailed breakdowns of the amount of players that mad x choice about y in mass effect for things that had no achievements, so there are deffintly ways to do it that don't require a front facing thing that have been around for atleast a decade.

steam has achievement jokes, though big publishers with multiplat games obviously don't use them. i've played games with impossible ones and ones you can un-get over and over. also my perfect games list makes me look like some mega casual vn fan. i think all those things are pretty funny

also, i have proof i won 10 ranked games in a row on acr one time. that's a little satisfying to think about

it's an odd thing bc i can think of a few ps2 games with them as a fun in-game thing. in some cases they unlock things too...i thought it was really cool at the time and i actually still dig when there's like a special place in the game for stuff like that with art design and everything? i think it's the fact that it's some dumb system thing that makes it generally annoy me, that it means nothing within the game and is just some shit they had to slap on at the end

also one of the netherrealm games had a text box like

first attack
meter awarded

that looked like a trophy popup. it never stopped making me laugh

As much as I like dunking on valve, them letting you be silly with them is at least an improvement. I can be annoyed that gamerbrained nerds complain that a game doesn't have them, or they can't get all of them but... bless them for allowing it.

So glad to finally hear someone saying all this that's been bugging me about achievements so clearly. I never liked them much at all, but a few years ago I knew someone who would check achievements on games before buying them on steam, not to increase score, but because Steam tracked your achievement PERCENTAGE. Which meant if the game had too many hard achievements, they didn't want to buy the game and risk lowering that percentage. I have to imagine people buying stuff FOR the achievements is more common, but that moment made me realize just how no-win the situation with achievements had become, and how deeply they can affect how people engage with games.

The thing I hate the most about achievements is that it reinforces the completionist mindset. People now expect to be able to do and see everything and game are made to satisfy that impulse. Games keep getting bigger, but they all seem small because of this.

I want to argue against this because I personally actually really like achievements and enjoy their presence in games (though by no means do I think they should be mandated and enforced on every game ever no matter how unfitting), to the point of being one of those freaks who even loves setting up my RetroAchievements when I play in an emulator, but I can't quite figure out why I like them in any way I can articulate.

Part of it is just that I'm an extremely objective oriented person, so when I'm enjoying a game enough I decide I want to see all of it having a list of everything the devs thought was important enough to have an achievement helps me figure out when everything's actually done or in games too big to really complete prioritize what to do before I move on to something else.

Or perhaps it's their link to the fear of my own mortality. That without achievements everything I do and have done in a game exists only in fleeting memories and fragile save files, and by having them I have some at least semi-permenant record of what I've done and what my time accomplished even if I'm the only person who looks back on them.

Or maybe I spent just long enough on the 360 before moving to PC gaming in '08 that Microsoft brain poisoned me and now existential dread creeps in if I waste days of my life playing video games without at least getting the serotonin pop-ups.

I'm sympathetic to this. My first experience with achievements was their implementation in WoW and while many of them were of the rote "complete 1000 quests" type, there were a lot that encouraged you (and possibly your party, raid, or guild) to play the game differently.

I think the primary reason I look at Ulduar (a 10-/25-person dungeon in WoW) as such a well-done dungeon is because not only could you play it normally or on "hard mode" (which has extra mechanics and demands of the player), but there were achievements that asked you to do the encounters in unconventional ways, and figuring out how to do those was an interesting puzzle.

That all being said, I don't think that only an achievement system can create that sort of thing. But that was one of the functions of achievements in early WoW.

WoW is a great example because it's a game, right? I mean, it's a lot of games but w/e it totally makes sense to go "Hey, how do we add relatively low developer effort tasks and long term goals to the game to leverage our huge world?" and made their own system for it and what... linked it to Titles or whatever, right? It is an implementation to fit their game and the goal of that game. I'm sure they have some sort of global BNet implementation but... Blizzard is the only ones making games for their own platform so that's their call.

Like the function of achievements isn't the problem, it's the institution of achievements, if that makes sense.

I 100% agree -- as you noted in your post, any optional fun that achievements can create above and beyond the "normal way to play" is outweighed by the mindset they've developed in both developers and players that they're this mandatory thing to make and fulfill, and how it negatively shapes how games are made and played.

A subset of WoW's achievements that used to (and probably still does) piss off a lot of players are some of the holiday and PvP-related achievements that essentially require you to play in a suboptimal or even nonsensical (w/r/t game objectives) way. If you go into a match expecting a normal experience, only to find that some of your allies or opponents are busy trying to "use candy" on their enemies (or something of the like), it's gonna be a bad time. And sure, this isn't something that only achievements could create, but the institutionalization of achievements that cultivated the mindset "everything should have related achievements!" did result in this phenomenon.

WoW's size and age make it a really good case study for both the best and worst ways to run achievements I think, with as has been said really interesting achievements that challenge you to play out of the norm and 'meta achievements' with tangible in-game rewards for seeking them out, but also like you mentioned terribly thought out PvP achievements that force you to basically grief your team.

I think the problem above all others is the 'mandatory' nature of achievements, even as someone who enjoys them they're not going to improve a game for me if they're lazy or outright detrimental to the experience because they were an afterthought, or when they're forced into competitive games where they're going to serve mostly to just frustrate the people you're playing with.

I respect the hell out of this comment like it's already a brave move to come in and be like "I like achievements" when everyone else is bashing them, but also just admitting that... you don't know and it might be kinda irrational and just walking out your whole thought process.

Which, honestly, is normal for a lot of game stuff like lol my enjoyment of games isn't fully sussed out. Sharing all of that was real cool!

But yeah there are reasons to like achievements, but the mandatory nature and how... specific the implementation is... kinda just.... yeah.

Thankyou! I really respect and enjoy your write-ups on here about game/design theory so that means a lot!

I definitely agree that the biggest problem with achievements is just them being forced in where they don't belong, be it them harming the experience in competitive games by encouraging you to basically sandbag or just being worthless notifications when they're lazilly tossed into a game that clearly had no interest in adding them.

I like achievements and enjoy collecting them but if they don't add anything I tend to ignore them and I think Steam's lack of easily displayable achievements and no "gamescore" helped keep a healthier mindset on that (as opposed to Playstation's Platinum Trophies, which are a road to madness). Sometimes a developer will just toss in "collect every weapon" and even after 800 hours of playtime and an SL1 No Upgrades run I still won't feel compelled to play through to NG+3 to get three copies of Sif's Soul to actually finish off my achievement list.

360 had some annoying rules you had to follow, too. Not just that you need to have X achievements adding up to Y lime gamer juice, but how many you can get in a single play-through and period of time. Basically forcing everyone to add an amount of mandatory grind.

Steam also puts your game in a state where achievements cannot be displayed on profile widgets or whatever if you didn't sell enough copies to be a real game. Same for trading cards, emojis and other Steam Bloat. I guess to stop people making achievement hunter games.

Was surprised to find the Epic Store has gamer score tied to achievements. No, don't play it on Steam! You're not earning numbers!

I've found myself recently becoming a convert to achievements because mortal kombat 1 has an achievement to 'complete a titan battle'

A thing that does not exist in the game.

It is driving the most obnoxious kind of people fucking bonkers and it's extremely funny.

Like I kind of hate achievements they're just kinda obnoxious, but this melt down almost makes it worth it.

Like you mentioned, the big thing is when they are mandatory, and their prevalence causing certain people to see a lack of them as some sort of flaw with the game itself. In-game Acheivement-like things can be fun sometimes.

It's probably been done in other games as well, but I really liked the system in Bionic Commando 09. You had a list of challenges, like "get 10 headshots with the pistol" that gave you a magazine upgrade when you completed it. So instead of buying or finding upgrades you checked your challenge list and looked for opportunities to complete them. A lot of them also worked to teach you how to play the game better, so that's cool.

I agree with your feeling, and just like another commenter I was gonna bring up WoW as a good example of how they can actually work. As far as I know WoW and Team Fortress 2 were the first games to implement them, and they were really focused on being either a prize for a really cool epic thing that happened naturally while you play (reflecting a reflected rocket, taking 3x your health without dying, etc) or suggestions of a challenge or different play style. With WoW I think what made it work was that there were so many achievements that it was obvious they're not made for completionists, and TF had just the right amount per class that it felt you would eventually get them all if you just kept playing.

I think the main takeaway for me is that achievements work well as far as you're not too aware of them. They're satisfying as a nice surprise, but when players start changing their behaviour in a way that goes against the normal loop or pace of the game to hunt an achievement, that's when things went south. Unfortunately that's not even a matter of crafting the achievement well, because the same achievement that was actually a fun feat can become a weird farming challenge because everything in games can be manipulated

I'm debating which I like less: achievements having been tacked onto games on Steam that are checkboxes with all the horrible psychological squicks aforementioned; or achievements with weighted values like Gamer Score and the tiers of trophies. I kind of like the latter less because it has the forced nature of achievements with added gross gamification? But the former is also incredibly depressing when a game that absolutely does not need achievements or wants it is forced by market pressure to throw some shitty ones in....

"As a game dev it's like if I baked pastries and I found out that people would buy some and throw them out, just because they wanted to collect boxes. It's... actually kinda weirdly upsetting?"

this goes triple for Steam Trading Cards and that whole garbage. It's so much worse!

anyway, mandating them because they provably increase engagement is the worst part, but even voluntary ones are offputting to me nowadays. In my previous game i designed them as a checklist of "here's all the A+ content in the game" with nothing being too hard, since the game had a weird structure and people might not know what all had effort put into it otherwise. If a game does have achievements i think that's the best way to do it – no super hard challenge runs, no 100% korok seeds, just "here's all the best stuff" so objective-focused players stop afterwards, while experience/challenge-focused players can keep going into the depths.

i've grown to really dislike objective-based gaming in general though, so in my current project, there's not even a checklist for the main collectible! You just have to guess if you got them all, and you need less than half for game progress. There'll probably be exactly one achievement but it'll be stupid and silly just to make the point that i'm omitting them on purpose, rather than "it hasn't been added yet".

I'm sure this chost will come as no surprise...
https://cohost.org/Kayin/post/738894-i-hate-steam-tradin

But yeah, even as someone making a 2d platformer with linear levels like... I don't WANT to ascribe what's important. I don't wanna have deathless achievements, or speed achievements. If anything I'll just put an achievement on the few collectibles the game has and call it there. You get those and you've materially 100%ed the game as far as the game is concerned now idk decide what you want. Achievements for extra modes? Hell nah, those are extra. I don't wanna give people anxiety like they HAVE To finish them!

the mind virus of the achievments extends beyond the machine!! i have a small star shaped tin for carrying jellybeans for rewarding myself throughout difficult days, and my rl clan calls them ‘cheevos’. i'm not much of a gamer gal but i do have completionist tendancies so the graffiti of gta sa, for example, tries me hard. shame, it was such a pretty game. also did the thps gaplists make anyone else impossible to play with? yet these were not gamings biggest crimes. it's the overarching systems that turn me off completely. when you have to play a game you despise the concept of because of a virtual trophy cabinet that we can't even rearrange or redecorate? that's just demanding devotion, frack that.

another strange one from microsoft was the scores for computers, xp's experience index. a reductive grading of machine capabilities so divorced from reality that it just arbitrarily grows as you cram newer stuff onto the board! before we got a four core processer (which we really didn't need but our old gateway machine was bork by design) i thought it was supposed to max out at 1.0 for ‘optimum performance’ which would have actually been a useful metric. no, it's just another arbitrary trophy for the arbitrary cabinet.

what you say about the needless specificity causing mental distress tho, i'm probably a special case. without some mind bending perspective inversion within the game, i'll invent my own, like using a tank for chases, or racing backward for every second lap. this is the kind of behaviour a studio might want to encourage, but misses the mark because (and this is the thing) i have extreme ptsd and often can't do normal things because of flashbacks, so their idea of ‘a fun twist’ is sometimes my actual hell on earth.

i can't know if this is the same underlying mismatch for everyone else, we're all more unique than a game environment can account for. though it seems to match up. people might experience ptsd or completionism or ocd or peer pressure or just number go up, but i think we're all going to break harder on some small detail because of that. so i can hard agree these prescriptivist trophies are a plague on us all.

there i stayed on topic even though it was challenging, i get a jellybean!

"As a game dev it's like if I baked pastries and I found out that people would buy some and throw them out, just because they wanted to collect boxes. It's... actually kinda weirdly upsetting"

It's weirder than that. It's like there's this whole subculture of people who buy cakes to throw them out and keep the paper/board that you set the cake on before you set it in the box. They throw everything else out, keep that, and then brag to their friends about how many weird ones they've got. Then you figure out a way to box things up without doing that and they start shouting at you, then like EVERYONE starts shouting at you because somehow even the people who aren't weird about this thinks it's super normal and expected so then THEY get upset and now people are outside your cake shop trying to organize a boycott or something..

(Edit)

Oh yeah i should talk about my feelings as "a gamer" since i'm not a dev. As might be guessable given my post, i do my best to not think about them at all. I don't like people telling me how i should play games, generally if a game says "hey you should go here" the first thing i'll do is go everywhere else because... you want me to go there? What are you hiding, developers?

I turned on Persona 5 for the first time and the game popped up a "agree to the contract y/n" prompt at THE VERY START and i was like "oh i know you, game, this is a game about rebellion and stuff, i know what contract you're talking about, let's see what happens when i pick 'n'." And then it booted me back to the title screen.

Achievements are like that for me. When i do things with them it's generally going out of my way to NOT get them because i'm not into pavlovian training or whatever.

When i played Portal i did my best to use physics tricks and infinite momentum to just launch my way to the finish rather than actually solving the puzzles.

When i was like 14 a therapist wrote on a piece of paper that i was "difficult to motivate with traditional reward/punishment stimulus".

There are a couple games i've actually gotten all the achievements in, Bloodborne for example. It's only because i played that game so much i eventually just did everything required for all of them.

So the only thing i get out of achievements existing is the perverse sense of satisfaction of defeating yet another thing in this world that other people want me to do.