Posts by Tag / TOPIC: Achievements (10)

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Minor design decisions and immersion in Star Trek: Resurgence

I finally played Star Trek: Resurgence, which I’d had my eye on for some time. It’s an interesting game in its own right, but also significant as the first game from Dramatic Labs (a studio formed by Telltale Games veterans) and as part of a new wave of licensed Star Trek games during an exciting time for that franchise.

So naturally I’m here to ignore all of that and instead discuss a specific design decision that most people would probably ignore instead of fixating on. (What can I say? You come to my house, you get my bullshit.)

Okay, so. Resurgence is mostly a game about making choices. There are a few other flavors of gameplay including stealth/combat sequences, shuttlecraft piloting, walking around and investigating areas, a handful of minigames and QTEs, and so on. But the core is making dialog choices that have various effects on the characters and the relationships between them.

Correspondingly, those choices are the foundation of the game’s achievements/trophies. There aren’t any for, say, clearing a combat section without taking damage. None of them are skill-based (except inasmuch as you need to be able to complete all previous parts of the game to reach the particular decision the achievement is for) and I think that’s absolutely the right call. Those more-active parts of the game are for pacing and immersion; it’d be weird to turn them into things the player has to master for full completion.

What seems like a less-right call to me is that the achievements aren’t for passing decision points, but for making specific choices. Like at one point there’s a crisis, both your science officer and security officer have recommendations for getting through it, and you have to decide which one to follow. There isn’t a trophy for getting through the crisis: there’s one for following the science officer’s recommendation and one for following the security officer’s. Almost all the achievements are like that. (On PlayStation, there is additionally the Platinum trophy for getting all other trophies; on Xbox, there are additionally three progress trophies for getting through the three “acts” of the game.)

Now, that does mean that a player’s achievement list for the game becomes a reference for the choices they made, which is kind of a cool thing to have and to be able to share with other players (though the achievements have pretty explicit descriptions so the list is full of GIANT SPOILERS until you finish a playthrough). But the game’s website already provides a mechanism for this, and achievements are particularly poorly-suited to this goal.

By positioning all the alternative choices as items in a completion checklist, the game signals that you should see them all before you can consider yourself truly done. This isn’t as obnoxious as it was in Q.U.B.E. 2, because the game is at least about the choices and there is new stuff to see on a replay, though I still think it smacks of insecure design. But it does mean that anyone who replays the game to make other choices and get all the achievements renders their list useless as a reference for their “actual” choices–and it turns those choices from ones that allow the player to express something about their values to obligatory ones that are just checked off a list with no personal meaning. And the more effective the game has been at creating a real-feeling world and characters, the less interested I am in doing that.

(It’s the same reason I was so relieved to see that Resurgence didn’t have secrets or collectibles. Hunting through all corners of the map to find golden ships or research data would destroy immersion instantly; I was really happy I could just go where my character would go and not worry that I would be mechanically punished for it.)

Resurgence wasn’t a perfect game, but it did a better job than anything else ever has at making me feel like a Starfleet officer. I loved the scenarios it put me in and the opportunity to make decisions that best reflected Federation values and balanced protecting my crew with advancing our mission. I recognize that I’m more sensitive to this than others, but I resent feeling nudged to go back and make different decisions that will turn Resurgence from a world populated with people to a series of arbitrary levers to pull.

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As a completionist, my thoughts about...

As a completionist, my thoughts about achievements are complicated. But here’s a simple illustrative anecdote.

I’ve been meaning to play Stick it to The Man for a while now, since I found out the story was written by Ryan North. I have it on my PS4 from when it went free on PlayStation Plus, which means it has trophies, which means I look up the trophy roadmap whenever I’m getting ready to play it. And thus far I haven’t managed to get past that step and actually play it. And Stick it to The Man doesn’t even have a particularly bad trophy list. There’s really only one trophy that sounds at all frustrating or unpleasant.

Then I saw the game was only a couple of bucks on Switch during the holiday sale. Switch doesn’t have trophies. So I paid a couple of bucks to buy a game I already have so that I’d have a version without trophies that I could just play and enjoy. I paid extra to not have trophies.

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Achievement Guides Highlight Flaws

Sometimes you can learn more about a game’s flaws from an achievement guide than its reviews.

This makes sense, since learning how to get all of a game’s achievements requires engaging much more closely with its mechanics and systems. (It’s the same reason Joseph Anderson plays games on the hardest available difficulty before reviewing them, to expose the flaws of their combat systems and such - he mentioned this in his God of War video though that is currently unavailable due to a presumably-bullshit copyright claim.)

Since Horizon Chase Turbo recently went free on PlayStation Plus and reviews are generally positive, I tried it out and it made a good first impression. I then checked the trophy guide and found an explanation of why only two of the five stats on each car actually matter, an exploit for getting around difficulty spikes in collecting “race coins”, and tips for dealing with the game’s aggressive rubber-banding and cheating AI. Very revealing.

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Structure vs Texture

Broadly, the content and mechanics in a game can be divided into those that provide structure and those that provide texture.

This is an idea I want to refine further (and the names may well change along the way) but I think it’s a useful distinction already. And there are some important implications for balancing them properly.

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Achievements and Insecure Design

Achievements do a lot of things, but one of them is to direct player attention. This can be a safety net - say you’re making a game that includes fishing as an important source of food and materials and you’re worried the player might not realize it’s an option and thus have a harder time than intended. In addition to putting in signposts pointing to the fishing hole and having friendly NPCs talk about how great fishing is and such, you could add in an achievement for catching a fish. Like with the signs and NPCs, it won’t solve the issue for every possible player, but it will for some and won’t really affect anyone else. It’s basically just an additional guard rail.

Suppose you instead set the achievement to require catching ten fish. There are a lot of reasons you might do this - maybe catching one fish feels insultingly trivial to reward. But once the player has caught a fish, they definitely know that fishing is an option. They should be able to decide whether it’s something they want to invest time in - maybe they enjoy the minigame enough that they’d fish for fun, or maybe they dislike it enough that they’d rather avoid it in favor of other sources of food and materials, or maybe they’re somewhere in between and will do it when it’s an efficient way to meet a particular goal.

For players who care about achievements, some of them would have gotten ten fish anyway and the ones who wouldn’t now have to either forgo an achievement or spend time on an activity they dislike, making the game worse for them. All because the game wasn’t content to let the player try it once and then decide for themselves.

I’m sure there’s a better name for this, but I call it “insecure design” - game mechanics that use extrinsic rewards to encourage the player to spend a lot of time with certain game modes or content as though the designer is worried that content isn’t enjoyable enough on its own for players to want to bother with it. And much like using engagement rewards, I think it almost always backfires.

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A perfect coincidence

The fastest platinum trophy I’ve earned was for Tearaway on Vita which took me a single day. The slowest was for Kingdoms of Amalur: Reckoning on PS3 which took me six years to the day.

Coincidentally, both trophies are named “Perfectionist.”

This doesn’t matter, but I find it amusing.

(Screenshots from https://psnprofiles.com which gives way better trophy collection data than PlayStation’s official site.)

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Achievements are Broken; Here's How to Fix Them

Fundamentally, an achievement is just a publicly-viewable checkmark indicating the completion of a particular action. The Xbox 360 added points gained from each achievement that accumulate into a total across all games. The PlayStation 3 followed suit, as did Apple’s GameCenter. (Notably, Steam did not. Steam achievements have no point value and do not add to a cumulative total.)

In order for these points to be meaningful, there has to be some kind of equality across games. The 360 mandates that each full retail game must provide exactly 1000 points worth of achievements (it’s a bit more complicated than that, but for our purposes let’s keep it simple). The PS3 has a similar rule, though its numbers are obfuscated (for convenience here, I shall refer to their point value as also 1000). This prevents oneupmanship between game developers, who might otherwise put out games with ever-increasing amounts of achievement points available, which would quickly render the running total meaningless and destroy much of the marketing value of achievements.

So what happens when a game launches with bad achievements? It’s become standard for games to be patched, but it’s unusual for achievements to be patched, and even then it’s generally just to avert controversy via a cosmetic change. Because of the need to keep a consistent point total, you can’t add new achievements without removing old ones - and removing or replacing an achievement is almost certain to upset people. No matter how ludicrous the achievement, somebody out there has it - and they don’t want the proof of their hard work stricken from the record. If you leave it up on their profile but make it no longer available for new players to get, then the new players may feel slighted that the opportunity to earn it has been taken away from them.

But the inability to add new achievements is severely limiting. It means you can’t fix problem achievements (of which there are plenty). It also leaves out a powerful way to grow a game - just look at how Valve has kept Team Fortress 2 fresh by adding, among other things, batches of new Steam achievements. (Steam achievements don’t have points, so they can freely be added without running afoul of point imbalance.)

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