zenstar: you're going to need to provide some sort of proof for this. i do not believe that achievements are linked to the decline in cheat codes. maybe they happened over the same period but i very much doubt that's more than coincidence. in fact if you want to complain about the loss of things like mods and cheat codes then you're far more likely to find cause in the rise of mulitplayer, not achievements.
rjbuffchix: Well, given that you went on to say in a later post to say that reddit posts are anecdotal evidence, you probably won't like this, but I found this for you:
https://www.reddit.com/r/Games/comments/201gy7/what_happened_to_cheats/ (only briefly skimread it myself).
yeah. that reddit thread doesn't have much tangible information. a lot of people guessing, and since the OP says achievements right off the bat he's basically asking for people to focus on achievements.
i'm more of the belief that cheats were mostly used to help QA test, then there was a golden period of silly cheats, and now they're dwindling because they get removed for a variety of reasons. more complicated games means greater possibility of cheats breaking things or glitches accidently turning a cheat on without the player knowing or, probably more likely, multipalyer. i don't know for sure but i doubt achievements are the reason.
rjbuffchix: Maybe I wasn't as clear earlier, but you have to realize that a lot of what I am complaining about is hypothetical content we missed out on. You're not going to find a developer outright saying "yeah we had extra bonus levels planned for the singleplayer mode, but we cut them in favor of achievements."
The whole point is that achievements are now included, while in-game rewards of the past are not. I already explained earlier that this does not have to be the case and that there is nothing truly stopping a developer from including both achievements and the great content of the past. But that such a developer would be the exception, not the rule.
i see a lot of games with achievements and colelctables in them. the thing is they tend to be retro inspired and i'm guessing that the reason they're being phased out may partially be because of shareable achievements are easier and standardised, and partially because games have moved on. same way a lot of old retro stuff gets phased out over time.
rjbuffchix: Very good point that a lot of the reason for missing content that used to be standard in the past is because of multiplayer (though I would argue external achievements are related to multiplayer since the whole point is to compare them to what your friends or other people have, i.e. a type of "meta-"multiplayer game).
yep. i think multiplayer is a driving force behind quite a few changes. the whole "connected world" thing is driving a lot of changes in games. achievement, multiplayer, friends lists and chats, all of that has designed for the "always on" future. and games are moving in that direction too. there's another whole discussion - always on and always connected.
zenstar: ok. so the immersion part is all your subjective opinion then. there are games out there that break the fourth wall and part of the immersion is admitting you're playing a game. but even for serious games, still your subjective opinoin.
rjbuffchix: No, that part is not subjective, at least with "serious games". If we're talking about immersion in the gameworld, having a consistent uninterrupted gameworld > gameworld interrupted by external stimuli. How could it possibly be otherwise?? Fourth wall breaking games are not that common but you'd have a fair point in that regard.
no. the immersion part is not subjective fair, but the importance and how much you get taken out of the immersion is. i tune out the achievements when i'm really hooked into a game. i tune out a lot of external things. maybe it's just me, but that's why i say it's subjective. and i'm pretty sure you can usually turn the notifications off if they're not your thing.
zenstar: i've admitted finite resources. however you over-inflate the amount of resources it'd take. you want a few more lines of dialogue. that's probably going to take more time and involve more people than adding 10 cheesy simple achievements. unless you want the devs writing your dialouge (and trust me, as a dev, nine times out of ten you do not want devs writting your dialogue without the writers knowing about it).
rjbuffchix: Oh that's a good one...devs can't write dialogue since it'll be cheesy...but devs can write achievements, and the cheesiness of the achievement texts actually adds to the experience because it's fourth wall breaking humor that you find funny. Come on, man. My point about finite resources holds true regardless of scale, it just may be harder to see on a small scale. And yes, I would take "2 extra lines slapped in because someone had half an hour free and decided that npc X should talk about what they had for lunch for no apparent reason", over achievements added in. That said, for objective immersion purposes, those lines would have to add to the world and not feel jarringly out of place (e.g., such as in tone), or otherwise both them and external achievements would detract from the immersion.
for properly implemented achievement no. there'd need to be planning before implementation. i agree. but if they're slapping in achievements it's easy for a dev to add.
dialogue though? no. you don't want devs adding in random dialogue unless you _really_ trust them. devs don't tend to write copy for a good reason, or if they do they get it signed off before checking it in. otherwise you end up with jammy out of place lines that you don't want.
zenstar: and finally: sure, i'd like achievements added rather than not. they do amuse me. but there are also diminishing returns on everything. if there are no achievements and there's enough dialogue, a few more lines of dialogue is worth less than adding a few achievements. likewise, adding 150 achievements is going to be worth less than adding a small side quest if there are already 15 achievements. and the people needed to add achievements are generally not the same people needed to add dialogue. yes there are finite resources but at the same time there are different resources and devs can be adding achievements _at the same time_ as writers add a few more lines of dialogue. it's only the super tiny indies that share multiple roles (3 man dev houses, or 1 man teams) that will have to choose one or the other here.
rjbuffchix: Great, now please explain how this is not YOUR subjective opinion. It's like I said. You know there are finite resources and your preference is to have those resources directed (or at least divvied up more in favor of) the things YOU like. There's no need to try and come up with these post hoc rationalizations about how "a few more lines of dialogue is worth less than adding a few achievements" when that's just your preference and not anything more.
sure.. what i want is totally my subjective opinion. laws of diminishing returns are not my opinion. the examples i used were obviously completely made up, but the principle holds true. the more you have of a single thing the less you value more any of that thing. that's first year economics.
and i said once you have enough dialogue, a couple more lines is going to be worth very little. however any new feature that isn't in the game (achievements or anything else) is going to have a higher value because the game lacks it.
how much value will obviously depend on what the person wants (an ammo counter is likely not going to add value to a farming simulator as most players don't want it) but it's not a stretch to say i'd rather have 10 achievements in a complete point and click adventure than have an extra 10 lines of text on a chat option i might not even choose. fully voiced and in the direct path of chat might be worth more, but it'd have to be some really well written stuff and now we're talking a lot of extra effort compared to adding achievements.
it's all return on investment. the value of each extra bit added vs the investment it takes to add. ROI and diminishing returns are not my subjective opinion.
obviously i'd rather have a complete game without achievements than a buggy game that has them. but a complete game with 5 minutes more game vs the same thing without those 5 minutes, but some enjoyable achievements? i subjectively would value the achievements then.