When Microsoft initially unveiled its achievements system for the Xbox 360, it was seen as not only a way to show off your gaming skills, but as a means of lengthening the enjoyment and value that every game has to offer. "I'm going to get every achievement for every game I own!" cried enthusiastic gamers, eager to rack up the points and enjoy video games in an entirely new light.
Then the Xbox 360 launched and Perfect Dark Zero asked players to gain 1,000 kills with the sniper rifle. The dream was dead.
Still, it's impossible to ignore the effect that achievements have had on the world of video games; they're used not only as badges of honor, but they have become a factor in purchasing decisions as well. Entire communities have sprung up that are fully dedicated to gaining as many points as possible. The Xbox 360 has been on the market for going on three years now and while developers have had plenty of time to experiment with achievements, there are still some pretty boneheaded decisions being made out there. Let's take a look at the worst sins cast upon achievements by the development community.
Online Achievements: The problems with having achievements that require online play start at the very core of the Xbox experience and go all the way to the sheer frustration and loss of faith in humanity that comes from playing with strangers on Microsoft's online service, Xbox Live. In order to access this service, players are required to cough up a $50 annual fee, which effectively puts a premium on those achievements from the get-go.
Gaining achievement points should be a rewarding experience and while competing for them makes sense, developers run the risk of poisoning the online field for players. The recently released Turok encourages players to go online and defeat a single opponent multiple times in a row without touching anyone else, or better yet, to go through an entire match without killing anyone. These types of achievements, while clever in their own twisted way, compromise the entire point of playing with other people, which is to work together and have a good time--and that's something that's already incredibly difficult to achieve in the cesspool that is the Xbox Live community. If it wasn't hard enough to enjoy yourself amongst the legion of 13-year-old brats screaming racial slurs in your ear, now you have to put up with the moralless twit trying to rack up 100 kills with only a pistol in Gears of War.
Online achievements can also become more difficult to achieve as a game ages. The Xbox Live community is fickle and jumps from game to game on a near weekly basis. For those of you who decide one day to pick up The Darkness, we wish you luck on gaining that "win 250 online matches" achievement. In fact, good luck on hitting five.
Solution: Developers should nix online achievements all together in both fairness to Silver Xbox Live members and to keep their own online environments as grief-free as possible. Call of Duty 4, for example, has no achievements that require online play, and it's currently the most popular online shooter available for consoles.
Pointless Collect-a-Thons: Ever since Pac-Man made binge eating the cool thing to do, gamers have come to accept their roles as virtual packrats. When item collecting is done properly (ability orbs in Crackdown) or with a purpose (the game altering skulls in Halo 3), it's a seamless act that the player actually wants to participate in. When it becomes a senseless grind, however, it's just padding a game with fluff. From collecting over 400 flags in Assassin's Creed to the over 500 (!) pieces of collectible garbage in The Simpsons Game, these types of games represent the absolute worst in lazy achievement creation.
Solution: If you're going to reward players for performing a repetitive task, than why not make it for something that's already a part of the game? It makes sense to hand out an achievement for acquiring 50 critters in Viva Pinata because you're going to do it anyway. No one likes wasting time in the real world, so why should we put up with it in the virtual one?
Time Burglars: Nothing strikes fear into an Xbox fan's heart quite like seeing the three red lights of death winking back at him from a fallen console. What better way to contribute to this phenomenon than to ask your players to leave their consoles on for 48 hours straight for an achievement? That's what Timeshift asked of its tiny fanbase. Or how about playing a game for 100 hours, such as the case of Wartech: Senko no Ronde? Final Fantasy XI's achievements ask that you level each character class to the maximum of 75, which would take your average player hundreds of hours.
With most gamers finding themselves buried in quality titles as of late, people are finding it difficult to even find the time to fully complete a game before moving onto the next. Locking down one's console while the clock ticks down isn't doing anyone any favors, and in the case of Final Fantasy XI, we weep for those who have achieved 1000 out of the 1000 possible Gamerscore points.
Solution: Unless you're a 30-minute, credit-munching shooter like , why not simply reserve a good chunk of the achievement points to simply completing the game? Seeing the credits roll at one point in time was the ultimate accomplishment, and in today's age, it's the ultimate compliment for those hard working developers.
http://www.gametap.com/ar(...)chievements-04102008