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(For purposes of this topic, let's assume that there is a way to view achievements in-game, and the achievements aren't reliant on any service or client.)

Imagine if a game had an achievement, one that is not a secret achievement, whose title is a clue to a puzzle. Perhaps imagine if the achievement name even had a password you had to enter at a certain point in the game, either for an easter egg or to progress further in the game.

Now, further imagine that checking the achievement list is clearly the intended solution to the puzzle, and that a player who doesn't do this would likely not be able to continue.

How would you feel if a game actually did this?
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dtgreene: (For purposes of this topic, let's assume that there is a way to view achievements in-game, and the achievements aren't reliant on any service or client.)

Imagine if a game had an achievement, one that is not a secret achievement, whose title is a clue to a puzzle. Perhaps imagine if the achievement name even had a password you had to enter at a certain point in the game, either for an easter egg or to progress further in the game.

Now, further imagine that checking the achievement list is clearly the intended solution to the puzzle, and that a player who doesn't do this would likely not be able to continue.

How would you feel if a game actually did this?
I would still feel it is immersion-breaking. It would actually give the achievement an in-game purpose, unlike what I see as the typical use of achievements, but simultaneously disrupts the game, like what I see as the typical use of achievements. How about instead putting a character or item in the gameworld, which would accomplish the same purpose you mentioned? For example, how about if the player finds a book in the game, whose title is a clue to a puzzle.
So, an achievement that prevents continuing. Coming from somebody who has absolutely no interest or time for achievements, that would be like DRM via another name.
Not a good idea. It would cause so many people to simply whinge more than they already do.
Sounds like an idiotic idea, I would uninstall a game that did something like this.
No offense, but why do you always come up with such bizarre questions?
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Hickory: So, an achievement that prevents continuing. Coming from somebody who has absolutely no interest or time for achievements, that would be like DRM via another name.
So, would you say that, for somebody who has absolutely no interest or time for boss fights, that having to kill a boss to progress the game would be DRM by another name?
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dtgreene: (For purposes of this topic, let's assume that there is a way to view achievements in-game, and the achievements aren't reliant on any service or client.)

Imagine if a game had an achievement, one that is not a secret achievement, whose title is a clue to a puzzle. Perhaps imagine if the achievement name even had a password you had to enter at a certain point in the game, either for an easter egg or to progress further in the game.

Now, further imagine that checking the achievement list is clearly the intended solution to the puzzle, and that a player who doesn't do this would likely not be able to continue.

How would you feel if a game actually did this?
avatar
rjbuffchix: I would still feel it is immersion-breaking. It would actually give the achievement an in-game purpose, unlike what I see as the typical use of achievements, but simultaneously disrupts the game, like what I see as the typical use of achievements. How about instead putting a character or item in the gameworld, which would accomplish the same purpose you mentioned? For example, how about if the player finds a book in the game, whose title is a clue to a puzzle.
Cookie Clicker has achievements that actually matter (there are upgrades that boost your cookie production based on the number of achievements you have earned).
Post edited September 17, 2018 by dtgreene
Achievements already feel "tacked on" enough without needing to feel even more artificial & immersion breaking. "Congratulations you killed 100 monsters / read 20 books / walked 1,000 steps" are already there now precisely because developers feel forced to stuff them in without being able to think of anything creative of why they're there in the first place beyond a strange need for some to have every trivial action applauded & "recognized" by peers viewing their profiles.
Killing Floor had an achievement that would unlock a weapon, but you had to get an achievement from a different game to unlock that achievement. Simply, you had to collect a certain amount of gold to get an achievement in Game A to get an achievement in Game B to unlock a weapon.
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AB2012: Achievements already feel "tacked on" enough without needing to feel even more artificial & immersion breaking. "Congratulations you killed 100 monsters / read 20 books / walked 1,000 steps" are already there now precisely because developers feel forced to stuff them in without being able to think of anything creative of why they're there in the first place beyond a strange need for some to have every trivial action applauded & "recognized" by peers viewing their profiles.
Those achievements you mentioned are rather boring.

I'm thinking more along the lines of (intentionally not secret) achievements like:
1. Confessed to the priest about eggs (where there's no other clue that would suggest you do so, and doing so triggers a funy easter egg)
2. Set the baron's house on fire (where doing so is necessary to progress, and there's no clue that suggests that you should do so)
or even
3. Up Left Up Right Up Up Down (where taking this path at a "lost woods"-like section lets you proceed, and this achievement is the only clue (except maybe some NPC suggesting that getting through those woods would be "a great achievement").
The only way I see these achievements working, is if they are for an ARG(alternative reality game). Where you look for clues not only in the game, but also in the real world, searching on google, having to look up things in real world books, newspapers. Not the type of game I would ever play, but a lot of people seem to enjoy them.

Anything else I would, personally, find annoying. I already have problems finding solutions to certain puzzles, even when all the hints are in the game. Having to check the achievements list for the off chance that a hint might help me progress the game, would never cross my mind.
Post edited September 17, 2018 by MadalinStroe
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dtgreene: (For purposes of this topic, let's assume that there is a way to view achievements in-game, and the achievements aren't reliant on any service or client.)

Imagine if a game had an achievement, one that is not a secret achievement, whose title is a clue to a puzzle. Perhaps imagine if the achievement name even had a password you had to enter at a certain point in the game, either for an easter egg or to progress further in the game.

Now, further imagine that checking the achievement list is clearly the intended solution to the puzzle, and that a player who doesn't do this would likely not be able to continue.

How would you feel if a game actually did this?
The first thing I though reading this was searching for the CODEC number of Meryl in Metal Gear Solid, that required looking at the back of the physical CD case for one of the screenshots that clearly shows the number, because ingame the only hint they give you is "is in the back of the CD box" around the same time you have a CD in your inventory.

So, basically, I believe Kojima would do something like that with achievements.
If I remember right the first Mass Effect had achievements that made your character stronger, I know it's not the same thing, still it's a bit frustrating imho since it felt like a grind after a while.
I've never seen the point of acheivements in video games full stop, seems like more of the "Playing the game isn't important, what's more important is showing people online I do" which appeals to ultra-narcissistic millenials.
Real life achievements is far more important.
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dtgreene: (For purposes of this topic, let's assume that there is a way to view achievements in-game, and the achievements aren't reliant on any service or client.)

Imagine if a game had an achievement, one that is not a secret achievement, whose title is a clue to a puzzle. Perhaps imagine if the achievement name even had a password you had to enter at a certain point in the game, either for an easter egg or to progress further in the game.

Now, further imagine that checking the achievement list is clearly the intended solution to the puzzle, and that a player who doesn't do this would likely not be able to continue.

How would you feel if a game actually did this?
avatar
rjbuffchix: I would still feel it is immersion-breaking. It would actually give the achievement an in-game purpose, unlike what I see as the typical use of achievements, but simultaneously disrupts the game, like what I see as the typical use of achievements. How about instead putting a character or item in the gameworld, which would accomplish the same purpose you mentioned? For example, how about if the player finds a book in the game, whose title is a clue to a puzzle.
I agree. That would be the much better implementation. Achievements suck if they are visible in-game. I don't mind them if they are tallied in the background where I never have to look at them, but if they come with pop-ups, they break the game's atmosphere.