Fun, Grind or Learning Experience?
After reading a few blogs on this site and coming across one talking about wether there should be multiplayer achievements in games (or at least ones that are considered more luck based that skill) it got me thinking.
Should achievements be about having fun (with or without an aim of an achievement), a grind (Seriously... and Six Digits?!?) or a sort of learning experience (Deus Ex: HR and Dishonoured)?
Well, as this is a blog and not a PTA I'm going to say what i think and give a biast arguement
Now as i don't see myself as having (m)any grind type achievements i will straight away dump those as ideas. To be clear, i percieve a grind achievement as something that gets dull and boring long before getting anywhere near completion. Something that has you checking how far you are hoping its nearly done and seeing you've reached the dizzy heights of 11% to the achieve.
I count having fun as the most important part of gaming for me and as such do not rank that as the most important thing about achievements.
That doesn't make sense
I believe that achieves should primarily be about making us feel uncomfortable.
I say this because i feel for achievements that are not story related, they should be teaching us / showing us something different.
If i was given unlimited ammo in a game i wouldnt even go near a shotgun or a machine gun, it'd be pistols and snipers all day.
Random achievements should be making us try everything out. Play all modes of multiplayer, try each gun, play as every class, tackle a tank by flying a quad bike with c4 strapped to it from an over-looking cliff...
When i get a game i want to feel as if i am bleeding the game dry, i want to be able to play that game any and everyway the developer programmed. As Aerosmith said "i dont want to miss a thing".
And to those wondering why fun wasn't my top reason for creating achievements...If something was fun in a game i'd be doing it anyway.
Posted by Theris Nordo
on 31 October 12 at 12:57
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