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It's an interesting feeling when you have an epihany about something. It might come as a consideration of dynamic difficulty and its ramifications on open-world gameplay, the experience of playing "non-game" games like Linger in Shadows, or even the wonders of the Half-Tucked Shirt. These sorts of things can fundamentally change the way you see a game, feature, or what-have-you. In this case, I came to an interesting realization regarding achievements. Let's get definitions out of the way first. Achievements are artificial point values (or trophy grades, or titles) awarded to commemorate passing various milestones over the course of gameplay. These values are then tracked online so they can be seen, marveled at, or ridiculed. Achievements are now standard in nearly every Xbox 360 game (where they became popularized), most newer PlayStation 3 games (as trophies), and making inroads into various PC titles. Most view them as an easy and largely painless way for developers to extend the value propositions of their games beyond simply finishing them. Obtaining achievements and the perceived value associated with them appeals to that primal hoarding instinct in many gamers' minds that drives them to "hundred-percent" all the games they can find. On the surface, achievements don't mean much, being little more than meaningless excuses to gloat, virtual street cred for the young (and young-minded) to wave about. Dig a little deeper, however, and you may notice achievements' potential to change games in ways that perhaps not even their developers may notice, altering a game's design or its players' behavior in ways that may not always be benign. What caused the figurative lightbulb in my head to pop on, like the belabored flickering of the vacuum tube in Fallout 3's "I Don't Want to Set the World on Fire" intro, were the "unlocks" being implemented Valve's Team Fortress 2.
In case you've been trapped in a time paradox for the past half-decade or so, unlocks are special weapons and equipment available for Team Fortress 2's various character classes. The new unlockables are, well...unlocked by passing certain numbers of achievements. Unlocks are the most telling example of my concern over achievements, mainly because of how strongly the unlocked content can change the way a given class is played. I think you can see where I'm going with this. Linking unlockable advantages to achievements attached real value to them, making them worth more than meaningless points. Achievements are becoming game-changers. Let's start with the broad strokes first, mainly focusing on TF2 and the class updates. TF2 is an especially important case because of its multiplayer-only, teamplay-focused design. Achievements and unlocks, however, are entirely individual and personal, and thus self-centered. Think about how ridiculous some of the achievements are, like this one, for the Heavy: Show Trial: Kill an enemy with a taunt. Seriously? Your fucking taunt? Where will you ever find an opportunity to pull that off in a normal match? Whatever happened to your helping your team achieve victory? Granted, not every achievement is this ludicrous (some are moreso, in fact), but the point is that questing for achievements undermines team play. It might be fun for you to go out and try hitting 5 enemies in a row with your Medic's bonesaw (without dying or missing, good luck with that), but I'm thinking at least some of your teammates would rather you pull out your goddamned medi-gun and do some healing. Furthermore, tying unlocks to achievements may well undermine the fairness and balance that makes Team Fortress 2 so great (in addition to its many other beloved qualities). An article in Scientific American examined a study conducted at the University of Pennsylvania which concluded that people in general would rather be fair than greedy, often willingly reducing their own benefits in order to make sure that the other guy gets a fair shake. When selfish achievements are required to make sure the playing field is level (thus making skill and cooperation the defining factor in victory), fairness is systematically undermined. Is that fun or balanced? Not to me. I developed this attitude shortly after I read a great write-up on Rock Paper Shotgun about the "Achievement servers" that started popping up in the wake of the various class updates. For you tl;dr types, achievement servers exist for the sole purpose of helping players grind achievements with the goal of getting unlocks as soon as humanly possible. They host custom maps designed for that selfsame purpose. TF2 players instantly became more akin to Lineage players. Ugh. Unlocks also "unlock" a mild form of class discrimination between players. Players who ground away at their achivements became "haves", while noobs and those without OCD became the "have-nots". I've seen some teams on public servers kick or force underequipped newbs to spawn as a different class because they didn't have the unlocks necessary to be useful. Some MMO players regularly find themselves shut out of a raid because their compatriots haven't found the time to farm the necessary-tier gear. Lots of fun, that. On a more trivial note, achievement farming renders a lot of the stat-tracking features useless. A player who loves rolling Medic but decided to grind Pyro achievements to fit in can no longer find satisfaction in seeing his stats, which would undoubtedly be newly weighted towards his farming time. Sure, we can just choose NOT to grind the achievements and enjoy the game as a plain ol' K.G.B.-less Heavy, but hey, you're now less versatile. That Medic who would have liked to uber you in the hopes of dinging the "Blunt Trauma" achievement. Sorry, doktor, you'll have to find someone else to help you get the Blutsauger or Ubersaw. And as with the "Show Trial" achievement above, some of those goals are impossible without a controlled setup. Granted, I might be bitching and moaning about unlocks because I just plain fail at TF2 (and life, for writing this treatise in the first place). Fair enough, I am pretty fail at TF2. But consider this: would I be failing less had I chosen not to have fun, instead putting up with boredom farming the Backburner on an achievement server, to be more useful to my team? I'd get into some of the more insidious aspects of Achievements and their implications for game design in general, but this entry is long enough as it is. I hope to get a part two out sometime soon.
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Nothing bamboozles me more than these "achievement whores" I hear so much about. Deciding on their game purchases based on what stupid fucking achievements it has.
BOGGLES my mind I tells ya. BOGGLES it.
They are standard in EVERY xbox 360 game, Microsoft demands it. Even the Burger King games had them. :)
The direction I'd like Microsoft to take achievements is this. It would be neat if with certain achievements, you could get things for your avatar. I know people aren't really even excited about the avatar portion of the NXE, but I like achievements, and it would be at least cool if certain ones meant SOMETHING. "Get the seriously 2.0 achievement, get a chainsaw lancer for your avatar" stuff like that.
1) It really doesnt take much effort to unlock enough achievements for all the weapons. Seriously. My friend and I joined an empty server and got him all of the pyro weapons in about half an hour. It took less time for me, because I already had nearly enough just from playing the game which leads to point 2...
2) While I agree the medic had to do many stupid things, if you look at the pyro achievements, theyre better, and most of the Heavy ones actually encourage good play (show trial notwithstanding).
3) The weapons really dont make that much of a difference. A heavy with Natasha still kills people. A pyro with the backburner still burns you to death; he may do it more effectively if you let him get behind you, but at least he cant be an annoying bastard and push you away. The medic guns are more different, but both have their uses and see lots of play.
4) Face it; its rare to find a 'normal' game of Tf2. Theres always someone doing something stupid or unhelpful. There are always going to people who suck, and people who dominate. It gets even more crazy when the class updates are released, because nearly EVERYONE plays as that class. You may as well do the stupid achievements then (and even the kill-taunts arent hard. I did both of them in a normal game. I even killed one of the best NZ players with the Heavy one, hehehe) because lets face it, a team of heavies isnt gonna do a whole lot except be a ton of fun for snipers and spies.
Trust me when i say, its not a huge deal. I actually like the feeling of unlocking something now, and having something to work for. Im still wary of the concept, but i now have faith that Valve arent taking it too far. And lets face it; the game is better off for the Pyro to be able to Hadoken people :P.
I agree with you on the fact that the TF2 achievements are getting less painful to achieve, but the fact remains: that there was any CAUSE for pain whatsoever, any need to farm, everyone playing as a recently updated class so as not to miss out, damages the game experience and runs counter to gameplay, no matter how small.
"Just shut up and deal with it" is not a path to good design,and for a studio as meticulous and thought-out in its processes as Valve, this needs to be an issue for consideration.
I guess what I'm trying to say (pardon me for being up late and typing) is that, while I think more achievements should unlock things in-game, the way TF2 does it is poorly thought out. Personally, I play the game on 360, so I'm not seeing any of this new content until possibly late in December, but if the upgraded class feels so important to people, I shudder to think how hard it will be to get the necessary achievements on non-customizable maps. (For that matter, I'm not even sure how they will implement achievements, seeing as The Orange Box already had the max of 99 achievements possible in a game, and Microsoft is hesitant to allow large additions via additional content.)
As big a fan of achievements as I am (some of the little bastards are great fun to shoot for) rendering them with a real in-game quantitative value does seem to go against everything they've stood for(on the 360) since launch. I've always viewed them as fuel for small rivalries amongst your friends, and a welcome revival of the "Hi-Score" from the arcade games of yesteryear.
Good write-up, though.
Locking away costume parts in SC4? Bull. Hiding away characters in Tekken? Bull. Balanced weapons in TF2? Bull. I should have that stuff from the start.
I'm a completionist in the first place (I love to 100% games), so the achievements just push that farther and make the extent of my completion visible to the world. I don't strive to gain the highest possible score or anything, but my competitive spirit does kick in a bit when I add a friend to my list with a higher Gamerscore than me. :P
I personally don't mind achievements so much. I hate it when some games give you an outrageously crazy achievement that either can't be done so easily or will basically turn you away from the game. (looking at Dynasty Warriors 6 and its "all officers at lvl 50" achievement.) It's things like that that make me wish achievements weren't around.
Another thing I seem to hate are the online only achievements. Especially for games that aren't mainstream FPS. If you don't hop on it online at launch and stay on there till you get it...well. have fun attempting to get it in the future. Another (and I see Orange Box and a few other games do this nifty trick.) are the in-game ques on how you're doing on an achievement/how close you are to completing an achievement. Geometry Wars 2 does this which is awesome and thought "hey...cool" when I first saw it. No need to mindlessly wander about the walls on pacifism wondering how much more do I have left.
Achievements overall are pretty gimmicky in most games, but if used right and actually somewhat of a challenge (in a good way) i'm all for an achievements. Now it's too much of a staple and too easy to obtain half of them by simply playing the game.