Breath of the Wild: getting all 900 or whatever Korok seeds. The reward is a golden Korok seed whose shape makes it very obvious that you've been cleaning up Korok poop this whole time. Pretty funny prank for Nintendo to pull tbh.
I'm glad Nintendo did that. Almost all completionist achievements are shit compared to actual substance in a game especially one as rich as BotW. Give the achievement hunter their dessert.
On the whole, achievements encourage players to do stuff that isn't fun. Sometimes they're funny or encourage good gameplay, but too often they're just busywork, mindless random drops, or insane investments in time/skill.
Too many people seem too focused on getting 100%/Platinum though, and I feel like that's almost always going to end up in a kind of exploration grind, or just having achievements for playing the game.
The best achievements imo is when you do something random and get an achievement for it, then youll be able to see how many other players managed the same.
Achievements (for me, at least) are just a reason to spend more time with a game that I enjoy. In most cases, I have trouble enjoying a game if I don't have goals to work towards (either game-imposed or self-imposed). If I finish the main part of the game, and am not tired of it yet, achievements give me goals that I can follow if I want to keep playing.
Definitely agree that there's too many games that have achievements that are just in no way worth the time and aren't even fun as an auxiliary goal, though. The best ones are the ones that get you to do things you otherwise wouldn't (e.g. playing a non-standard playthrough of the game). The lazy ones ('Kill X enemies, Earn Y dollars') are just busywork or earned 'automatically' while doing other things and add nothing.
Trophies can be very fun when they incentivize the player to interact with the game in ways that you normally don’t do during a regular play through.
Most games have trophies designed by some corporate drone and consist of a handful of trophies giving for completing the storyline and the rest for token actions that you’ll inevitably do while playing. They fucking suck!
Ratchet and Clank did it right back in the day before trophies with their Skill Point system. Little fun challenges that you wouldn’t normally do. Gave you points to unlock some skins and cheats.
Is that really so much to ask for… yeah I already know the answer.
Most games have trophies designed by some corporate drone and consist of a handful of trophies giving for completing the storyline and the rest for token actions that you’ll inevitably do while playing.
Those are basically just publicly accessible analytics for how far people typically get in a game.
Hey, that's not fair. If you complete the original 150 Pokedex, you also get a little diploma you can print on your GameBoy Printer.
You can beat factorio with extremely inefficient gameplay, layout, etc. There are two achievements in that sort of "taught" me how to play better. First was the one that limited how many items you could handcraft, and second was the speedrun achievements. Both were doable but forced me to automate more and plan things out in advance, and I can't remember any other game's achievements that qualitatively changed how I played.
As someone who has in fact completed both the original Gen 1 and the full Gen 2 Pokedex (including Mew and MissingNo.), I genuinely can't imagine playing through a Pokemon game without at least completing the regional pokedex. Collecting the creatures is what I play those types of games for.
And the reward isn't the little completion diploma Oak gives you to print out. It's the self satisfaction that comes with finishing your goal. Like getting all the achievements in a game; I don't get anything whatsoever for that, but I still like to do it. Because I'm a completionist.
Most collecting achievements are just game filler really. The ones I find interesting are ones that, in a more free-form game, create an interesting goal to work towards.
For some of my favourites I've on occasion gone through the list and been like 'Yeah that sounds like an interesting objective.'
The key for decent ones is usually that they are an achievable goal for one playthrough that act as a 'guiding star'.
Beg to differ on the Pokemon example, but then again I am a completionist so that type of challenge gives me lots of self satisfaction (plus now I have achievements through RetroAchevements so a little bragging rights). Frankly, things like that should have internal motivation, so literally no reward is fine by me. I'm literally doing a professor oak challenge right now, which is significantly worse, lol.
Where I draw the line is mostly challenges that I just don't see myself being able to accomplish in a given lifetime. Like the Balatro golden chip on every joker is way too RNG and time consuming for me. I also generally prefer not to have to do a speed run, but that's mostly because I have kids now and setting something down without worrying about time is ideal.
The professor oak challenge is rough lol. I tried it out on Pokemon Silver and must have spent well over 10 hours grinding to get my Feraligatr.
It's mostly awful for the first two badges, but playing with fast forward I beat my first badge in White 2 with in game time around 65 hours (so probably around 15 hours). It's insanely tedious, but I enjoy it late game.
Oh BTW I am currently waiting to complete a "challenge" (its an achievement) for a special game, with a special achievement. All I have to do is, not to play the game. No seriously, "The Stanley Parable" has a famous achievement, that you get if you don't launch the game for 5 years. The fun story is, I purchased the game just to get this achievement. Really. I purchased it and waited 5 years, then installed it and run it.
But wait, why don't I get the achievement? After an investigation I came to realize that the game has to run at least once, so the timer starts counting. Well, since then I played the game and wait another 5 years. I almost reached the fifth year. So to complete everything (which I did not honestly) you would need to do not to play the game. Is it worth it? I say absolutely!
Super-bosses that award ultimate weapons... like why am I going to use this weapon now that the biggest challenge is done?
You killed the ultimate boss; now with their drop you are the setting's ultimate boss. You just need to wait for another plucky young upstart to rise and take you down.
I'll only answer the first one.
Achievement systems full stop. People who value completion through achievement systems are fucking uncreative persons who need to find a different hobby or reconsider why they enjoy theirs. From a dev standpoint it's just a way of lazily padding a game.
I'm not talking about completionists of actual game content like collecting all the stars in a Mario game, or catching the 151 pokemon, but moreso the "silver trophy" for killing 2000 grunts or whatever bs achievement ideas they decided to arbitrarily create. You're diluting the art form.
Regarding collectables-based challenges, in my experience, all collectables that don't unlock content or aren't some kind of upgrade are a waste of time.
I remember collecting all the figments in Psychonauts 1, how frustrating and time consuming it was and how it was near useless to the regression of the game. I love Psychonauts and I would like to play it again over and over, but I would not collect those pesky figments ever again.
If the collectibles aren't satisfying to obtain on their own, I don't think putting an unlock behind them makes them retroactively better.
A good collectible is something like Strawberries in Celeste, each one requires you to take a more difficult path or do an additional screen. They're fun to go for, and I think it actually would've detracted if some unlock made them feel like a required task rather than a bonus challenge.
Challenges in action games are worth completing most of the time because they're typically designed to either drive home the intended purpose of individual combat mechanics, or outright reveal mechanics too advanced to cover by basic tutorials—e.g. dodge counter in Hi-Fi Rush.
Megabonk has some "fun" challenges that probably counts towards both. I did the "AFK gaming" one, where your character isn't allowed to be moved by the player ( a huge handicap). It was kind of fun figuring out which character would be best, what pickups to prioritize etc.
I think something that makes a challenge worth it or not in a game is a combination of how fun it is and how much time it will take.
I recently got all the achievements in Another Crab's Treasure. Most of the achievements you get naturally from playing the game, and I only had to hunt down a handful once I completed the game. All I had to do was fight 1 optional boss that I missed, grind a little bit to buy shells from a store, and play a couple of hours into NG+. Hunting those down was worth it because the combat is fun, and it showed that things are different in NG+ (I had to fight a brand new boss that wasn't in the regular game), plus it didn't take more than 3-4 hours.
On the other hand, I also played Schedule 1 again (post cartel update, but before shrooms were added). I love the game. I love the process of starting small and doing everything myself, and eventually building up to buy other properties, hiring employees, and refining the process to be more efficient. But man, that achievement to get $10 million is fucking nuts. I had all the properties producing drugs, the dealers and I were overflowing with product and I still haven't gotten the $1 million achievement either. The game stopped being fun because everything was built up and I was basically there to restock the properties. Also actually getting to $10 million would have taken forever, so I gave up on it. I'll definitely go back and play the game again, but I think I'll wait until there's another update after the one that added shrooms.
Gosh, y'know, these days breathing gives you an achievement because gamers like to get achievements to have achievements. Why do gamers like to have achievements? Sense of pride and accomplishment, I suppose. And because I am very simple, I'm the same - I crave that dopamine of the li'l 🎶Di-Ding. And platinuming a game is of course more dopamine. It's just very useless in most games, it's nothing but a number somewhere in some statistics. Paradoxically, I think nobody needs achievements and I'm annoyed at how important they've become, and at the same time I'm disappointed if there are none.
Challenges that give me equipment that simply has some better stats are ... well, challenging. Especially when I don't get around to them until after I finish the story. That's when I care the least about increasing my ice damage by 2 points.
Make me explore the world to find things, that's my jam. Especially if the things I find add to the lore. ... No I can't think of any examples right now.
I didn't do all the optional bosses in expedition 33. I finished the plot and was so powered up the story bosses didn't even get a turn. But fighting the billion hp "dodge 13 hits in a row or die" just wasn't fun for me.
I 100% RDR and killing cougars with a knife still haunts me. It's exactly as it sounds. Go do melee combat with a gigantic pissed off cat that almost always comes in pairs, sometimes a trio.
I fucking hate how if certain animals come at you at a particular angle, there's literally nothing you can do. Sure they give you the button-mash prompt, but it does literally nothing, and you still get mailed to death. Every. Single. Time.
I know you meant mauled, but the image of a giant cat sticking you in a box and mailing you to the reaper was just too funny 🤣
I enjoy seeing the little achievement pop-ups, especially when it's a rare one, but I almost never go out of my way to get any. Don't see the point, tbh. I'm not interested in playing the game in a way that's less fun for me, just to check an utterly meaningless box. I guess you could reasonably argue that every goal in a game (quests, completion, exploration, what-have-you) is meaningless, but achievements have always struck me as particularly hollow.
I'm an achievement hunter, I have 115 perfect games on Steam. Many of the games I've completed 100% are extremely difficult;
list of games
- Shovel Knight
- Offspring Fling
- Dead Cells
- Dark Souls, +2 +3
- Hotline Miami, +2
- Binding of Isaac, + Rebirth
- etc.
I have two points to make:
First, the Achievement Hunting community is autistic as fuck. I don't mean that as an insult (I believe I'm on the spectrum myself), but rather, I'm convinced there is a correlation.
Second, I believe achievement hunting is like the difference between playing sports for fun, or playing sports competitively/professionally. The challenge of 100% is occasionally so far beyond whatever 'difficulty setting' the game ships with.
I believe some blend of these two factors are the impetus for achievement hunting (in most cases).
In any case, I don't disagree with you, achievements can feel hollow. In some ways, I think they have contributed to games losing their magic.
Gone are the days of some rare and obscure secrets a game has, because you'll always know there is something you missed when you check your achievements.
"Discover the secret in the rotting wood graveyard" OK, cool, just fucking ruin the surprise I guess?
From a development standpoint it kinda makes sense, you do want your audience to experience everything the team worked on, but yeah, magic gone...
I'm also on the spectrum. Sometimes I think the spectrum is so wide as to be functionally useless for describing behavior. I feel like my comment maybe implied that I think less of people that feel compelled to 100% games, which is not the case. I just have different compulsions.
I've been gaming for over 30 years, and probably have thousands of games in my digital library. I don't think I've gotten all of the achievements in any of them. I tend to predominantly play rpg's, and other games with a strong narrative bent, and I try not to peek at the achievements, so as to avoid spoilers. I appreciate when the developers hide them, so it isn't an issue.
I've seen many people argue that achievements have had a net negative effect on gaming, and I tend to agree, but I don't really have strong feelings about it, since it typically doesn't affect my experience very much.
I cleared all the question marks in Skellige in Witcher 3. I expected...something...anything?
The payoff is in Cyberpunk.
i broke the boat in the middle of the water and then quit the game for few months
Finishing a Dark Souls game.
And finishing a Dark Souls game.
I was going to say Soul Level 1 playthrough of Dark Souls is one of my favorite gaming experiences. Absolutely worth it for me. Helped me through some depression. Do not recommend to anyone however.
Dark Souls 3 is a great game to play at SL1. You've got quite a selection of weapons and armour that you can equip, plus one spell, so it's a bit of a puzzler to find optimum combinations of stuff to beat all the bosses.
Dark Souls 1 is okay to play at SL1. You're limited to being a pyromancer and have a good selection of flame spells that you can cast, but you're limited to weapons with fairly boring movesets, and you'll be doing a lot of running back to Blightown to get pyromancies and level up your flame.
Dark Souls 2 is goddamned brutal to play at SL1. Your dodging is tied to your agility, which means you're a sitting duck until you get some stat boosting gear. Start the game by murdering Cale for his hat of +3 dexterity, grab the work hook and the ladle to swap out in your off-hand for their small stat boosts, and get yourself to Tseldora to grind the peasant set for its small adaptability bonus. I hope you're good at beating end-game bosses with a rapier, no shield, and bad rolls - maximum four in a row due to your low stamina, which makes throne watcher / defender hellish.
Scholar obviously has all of the pain of 2, plus you can't rush into the DLC areas for their high-powered rings. By the time you get the ring of the embedded for its massive SL1 stat boost, you'll have most certainly earned it.
Yes, I did play through all four at SL1 in preparation for the release of Elden Ring. DS3 is fun at SL1, but I also do not recommend the others to anyone. Elden Ring is quite good at RL1 - it still allows some quite varied builds, and it forces you to learn the bosses rather than just "DPS race" them like you do normally.
Completing entire tech tree in minecraft modpacks. For those who dont know, many popular modpacks for minecraft has a questlines, usually its main progression chapters, explaining how to play the game, and many secondary queslines for specific stuff or mods. And many of this mods are optional for the main progression, so completing them or even using them at all is just useless extra work.
Any challenges from Ubisoft games.
Anything involving multi-player is just completely ignorable.
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