zenstar: minor side note on the high score thing: nowadays it's all online, worldwide leaderboards. it's no longer limited to the arcade.
True, though when those things were first thought up they had a lesser chance of being used to brag to much bigger crowds/groups & they(score lists) were less appealing to be used for such reasons by those addicted to such praise/etc.
zenstar: also: yeah slippery slope is a fallacy (usually) but i was trying to point out how having no definition to what is bad means everything could be considered bad. that's exactly why i was asking for definition about what is wrong specifically with achievements that couldn't basically be painted across the entire gaming ethos.
Fair enough, but that would likely mostly only be needed if we were in a position to implement said changes & wanted to....most here likely just want to voice their stances and move on(not me, but others). :)
zenstar: :) i'm not advocating banning (or claiming that's what everyone is suggesting), but when we look at what we can already do with achievements:
you can turn off the notification on all platforms as far as i'm aware of.
you don't have to share your profile with anyone, and if you do i believe most platforms have appropriate privitisation options in place to limit what can and cannot be seen.
Fwiw I never thought you advocated banning in this case. That said: You CAN gturn such things off....but usually it's behind a bunch of pages/settings/options, and how many actually even bother to shut such off(if they have an addicted personality?).
zenstar: so what more _do_ people want if not complete removal?
I made one such suggestion a few times over already: i.e. informational campaigns similar to those for cigs and alcohol in print/on tv/etc, and also maybe small warnings on boxes.
(Also maybe even gaming addiction hotline numbers posted in various places gamers frequent like some states do for gambling addiction?) zenstar: i'm trying to create equivalence with existing mechanics that are already accepted by gamers to point out how (imo ofc) it's silly to complain about achievements while accepting said other mechanics.
Who says we ALL are ok with ALL of those mechanics? ;)
zenstar: i mean i assume you're ok with most of the things i've mentioned. maybe a few concerns here and there, but they're all mechanics designed to keep you in the game. and if you're largely ok with those mechanics, what is different about achievements that you're not ok with? i mean in game achievements are somewhat acceptable but shared ones are less so?
Because most of those mechanics are more tame and less addictive than achievement hunting(or so i've seen/noticed).
Also shared ones are less so because they give a bigger "gratification spike" due to being able to share them across the globe with a few clicks at most.
zenstar: ultimately, from what i can see in most of your responses is the issue is "how easy it is to share". so let's dissect that. what's wrong with that? because most of the issues i see with that is an issue with social media in general and not an achievements issue. and you have appropriate privacy options in place on all major platforms from what i understand to handle this.
It's because one can share them and have people take note of them more easily(and get that mental "high" more easily and to a higher level) with shareable ones rather than a privacy thing, at least to me.
zenstar: if all you want is a toggle "don't share achievements" then i'd be totally fine with that. but extrapolating this back to the original argument - achievements make games and/or gaming bad - i still disagree.
Somewhat or fully? I can understand the former, but not the latter....especially as several here have explained why it can be bad to some people in the world(gaming addicts/achievement addicts/etc).
zenstar: here's the thing as i see it. gaming is addictive. almost every mechanic in gaming is designed to engage the player and reward them for playing (i mean this is why it's addictive. if the reward wasn't good enough the game isn't worth playing. this is subjective ofc as different people enjoy different things). achievements are simply another mechanic to keep people engaged.
And why do you THINK they were added? To be nice to the players?
They literally have people dedicated to finding new ways to get people to buy more games and spend more in said games(if applicable to that game).
zenstar: now there are good and bad ways of engaging. sure. and to uphold the original point "do achievements make gaming/games bad" then i'd say you need to give some substantial arguement that achievements are a bad engagement.
They are, but not to all...only to some. zenstar: all ive seen so far is some anecdotal evidence that some people are triggered by achievements. but without any actual numbers this isn't weighty evidence as we can anecdotally show people are triggered by any aspect of gaming. everyone is different, everyone has their triggers. if the number of people triggered by achievements is equivalent to the number of people triggered by other mechanics then achievements don't stand out as an unacceptable mechanic.
It's not just anecdotal....go look up the one dude who has 500K xbox 360 gamer score and wanted/wants to go for 1 million, who buys and plays ANY game just to bump up that number.
Add to that all the people online that have made MEMES and TROPES about it due to it being prevalent enough, and one can see it's not just "anecdotal". At this point I don't know whether you truly don't see the bad aspects of achievements(to some people) or don't want to. o.0 ;D zenstar: there are suggestions that the sharing aspect is bad. in and of itself, is it really? i mean social media has issues, but again: you don't blame the "nerd" for the bully who calls them a nerd. you don't blame games because a bully picks on a gamer (or a gatekeeper uses achievement scores to say they're not a real gamer).
In this case other nerds(devs) are also to blame for adding in such things to hook some players who are more susceptible to such.
zenstar: There're suggestions that adding new achievements in dlc triggers completionists to buy dlc. but first: that's an assumption, and second: completionists will be triggered by not having the full game (ie the stuff in the dlc) with or without achievements. most achievement hunters i know actually don't like dlc or multiplayer because they're more interested in garaunteed to be farmable achievements and mp is a lot of luck and grinding, and dlc tacked on top is often not worth it especially when you could move onto a new game and farm up achievements at a usually faster rate.
so what exactly makes achievements "bad engagement"?
What makes them bad(NOT to ALL, but to some) is what we've all been saying for several posts now.
They addict some people to where they spend more time and money than is healthy to get them, and devs very likely added them in to hook more people & sell more games. Most of this is not anecdotal and can be verified if one searches the net a bit.
(I would but I just want to chat about this and not debate in earnest atm)
zenstar: although i feel we're very much getting to a clash of opinions here as people are arguing without any actual facts and tbh without facts there's not going to be a clear answer. my opinion is achievements are pretty innocuous. take em, leave em, whatever you want. as long as there are appropriate privacy options for people who want them (which should really be on pretty much anything nowadays) then i don't see an issue at all. i certainly don't think they should be as vilified as they seem to be by some.
The problem here, I think, is that some here don't want to see the upsides in them whereas you don't want to(readily) see the negatives in them. zenstar: (edit: and as usual, thanks for the good discussion. while i may or may not agree with your points, it's always interesting have good detailed discussions, rather than responses that skip 90% of your points. i try do the same, but i know i get distracted ;) )
I find it nice as well....most simply skip my posts and move on, so it's nice to get some engagement and converse on topics of interest with fellow gog users. :) ==============================================================
babark: I really don't understand what you mean by subverting/coercing consent. The very act of designing the game such is subverting consent. I wouldn't have felt sad that the character dies in that movie, but the play of lighting and musical climaxes combined to elicit an emotional response, and now I'm sad. Nobody asked my permission to make me sad.
I think what that user was/is trying to say(in part) is that if a game is designed a bit to get players engaged to allow them to enjoy said product that's more ok/acceptable, but if/when devs make games in a way so as to maximize how many buy a game(and DLC) or try to get people as hooked as possible that's not as ok.
babark: If a game ends on a cliffhanger, and then a sequel comes out, is that bad?
An aside....I dislike this for two reasons:
1. They usually do this to get you to buy another game. Imo it's ok if the first game/the prior game is self contained and/or the story was too grand/big to fit into 1 game alone, but not as much if they cut a game up into a bunch of very small parts to sell the same game bit by bit to people.
2. Sometimes a company folds/has poor sales of prior games and that next part/sequel never comes.
(Like with Anachronox's sequel, the other sequels to Advent Rising, the completed and not released second half to Toonstruck, etc)