Toadthemushroom
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An Alternative to Achievements
I thought this critique from designer Keith Burgun on achievements/trophy systems is well worth a read and discussion. Do give it a look, or at least read the excerpts below, before commenting.
He explores what impact achievements may have on game design, what impact achievements systems have on players, and how some types of achievements might (and should) be used in games in the future.
Here's a few excerpts (any emphasis mine):
On the main issue with achievement systems:
On the common achievements that players can't avoid getting anyway:
An example where achievements take away from a task which is naturally rewarding in its own right:
On how an external influence on player behaviour negatively impacts the internal game design's intended influence:
And finally, on the best achievements and where they should go:
On why developers use achievements + conclusion:
I think this is a great piece. I never really understood how achievements worked from a game design perspective at both a higher level (Skinner's Techniques) and lower level (affecting player behaviour in various ways) until I read it a while ago, and since then I've definitely been more cautious about the systems, and how they impact my play session. I think we already are well aware of achievements which turn already-interesting features into a box-checking exercise but it's also really important to pick apart those achievements which mess around with the careful balancing of a game in the first place, or those achievements which make a dull task *seem* interesting even though it isn't. The gamification of a game, if you will.
Keith raises a good point about those achievements which would make for interesting variants on a game - they really should be part of the game itself, where their circumstances can be more easily controlled while not conflicting with the way a game has been designed for a "regular" playthrough. We've seen this in some games already which is great.
As for his closing section, it seems he was wrong about achievements improving compared to where they were when his piece was published. A lot of the techniques used to make achievements systems so psychologically compelling have been utilised a lot in service-based games themselves to keep people coming back (daily log-ins, daily/weekly goals etc.) But you could argue that in the case of those service-based games, those achievements are exactly what you'd call variants: A way of replaying something you already play a lot in a different way, under different conditions! Bingo.
What do you think about achievements after reading the piece? Has it changed how you view or engage with these meta-systems?
I thought this critique from designer Keith Burgun on achievements/trophy systems is well worth a read and discussion. Do give it a look, or at least read the excerpts below, before commenting.
He explores what impact achievements may have on game design, what impact achievements systems have on players, and how some types of achievements might (and should) be used in games in the future.
Here's a few excerpts (any emphasis mine):
On the main issue with achievement systems:
What's so bad about achievements? The mother-problem with any "achievement" system can be stated like this: at their best, they do nothing at all. At their worst, they influence player behavior.
What's wrong with influencing player behavior, you might ask? Influencing behavior is a bad thing because you (ostensibly) just spent roughly six to 12 months fine-tuning a set of game rules to do exactly that. Let's remember that a game is a set of rules that limit and motivate player behavior. You just spent a crazy amount of time tweaking, balancing, and turning knobs until player behavior was influenced exactly the way you wanted, all around one central goal and gameplay mechanism.
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So let's assume that you have taken the time to create a balanced, dynamic, motivating set of rules for your game. Now you're just going to throw a bunch (most times, a ton) of other arbitrary motivators at the player? A great number of extra, optional goals that can be met even by accident? It's like spending years building a clock, and then just once you're done, pouring in a bag of random-sized gears and slathering over it with a dressing of industrial glue. In this way, achievements are yet another testament to the culture-wide lack of regard for the discipline of game design.
On the common achievements that players can't avoid getting anyway:
These achievements also do one other thing, however, and that's patronize the player. Did you already design the game to have its own rewards/motivation system? If so, then what is the purpose of having the game to pat me on the back at arbitrary moments? 25 kills? Why is that significant? The rewards that the game gives me are those that I ostensibly have to earn. Not the case for these achievements. You may as well have a timer that doles out a random nonsensical compliment every 15 minutes, such as "you are attractive" or "you've got a great sense of humor."
Without going too far off topic, I want to quickly address this aspect. Those who are familiar with B.F. Skinner's work, particularly in operant conditioning, probably understand that doling out rewards at random intervals, like the current achievement-model tends to, is a well-understood way to squirt happy-chemicals into a user's bloodstream and thereby keep them playing long after they've stopped learning anything. Philosophically, I personally think that games have the capacity to do much more than just be unfulfilling exploitative operant conditioning chambers, but even if you don't, you should be aware that this common system of achievements is causing a similar effect.
An example where achievements take away from a task which is naturally rewarding in its own right:
Let's think about the concept of an explosive grenade in Counter-Strike for a moment. When you buy one, it's exciting, because of the possible destructive potential. If you happen to put one in just the right place, who knows how many people you might kill in one slickly placed move? You may just damage a few people, you may kill one, or you may even kill several. This elasticity makes grenades dynamic and dramatic, and you feel it.
When you throw a grenade, and it actually does kill someone -- or better yet, two, or even three people -- it's a huge rush. All of those times that you got a grenade and didn't use it, or used it but to no effect were all leading up to this moment. A feeling of having gotten better at using grenades -- a grokking of the system of grenades -- is thrilling. You were in a totally unique situation and you made a call that resulted in an almost magical success.
Just then, a little window pops up and tells you that you've gained some kind of achievement. Suddenly, part of that thrill of having done something dynamic and unique is taken away. On some level, you've merely checked off a box -- the same exact box that thousands of other players have also checked off.
On how an external influence on player behaviour negatively impacts the internal game design's intended influence:
But some achievements actually influence players to act in ways that they would not normally act. I remember this kind of thing happening a lot in Team Fortress 2. Often there would be a medic doing something really stupid instead of healing teammates. Angrily, I'd ask, "What the hell are you doing, dude? Heal us."
"I'm going for an achievement", he'd reply.
This is really not that rare an occurrence, particularly when a game is new. We now have a situation where players are actively not playing correctly and disturbing or ruining the game experience for other players because of achievements.
A common mistake would be to blame this on that player. Let's put it this way: if you're blaming a player for wanting to make use of the system of achievements, then you're proving my point even further that they need to go.
And finally, on the best achievements and where they should go:
My Suggested Replacement: Variants!
Is there anything salvageable to this whole mess? Yes, there is. Some of the achievements -- those most-offensive ones that influence behavior, specifically -- have the potential to be interesting variants. While I don't expect achievements to vanish or dramatically change overnight, variants provide an alternative route that should be explored either in their place, or in addition to achievements.
What's the big difference between variants and achievements? A variant would be a new goal that you actively choose before the game begins, and only that single chosen "goal" is active during this session. One of the fundamental aspects of "a game" is that the rules and goals are agreed upon before the game begins. It doesn't make any sense to allow players to choose what their goals are on the fly, in the middle of the game. This will just allow them to choose whichever goal is most doable based on "how things are going". Worse, if you allow all the goals to be active at once, goals are going to be met by accident.
On why developers use achievements + conclusion:
As a developer myself, I think that there's this feeling like "the audience expects achievements, so let's humor them." I suspect that players probably feel a similar way; something like "oh, well, the developers like to put in achievements for some reason, so let's humor them." In other words, few people actually like achievements, but everyone believes that everyone else likes them, so they continue to exist.
I also think that it's continued to exist because, if we're being honest, a lot of video games these days are not terribly interesting on their own. The thinking is that developers can use the cheap distraction / lame collection-game that achievements provide to create interest in an otherwise uninteresting system. Their primary function, much of the time, is to stretch out what little interest there is over a larger amount of time by compelling the player to "collect". They stand out the most when they're in a game that doesn't need that a game like Counter-Strike: Global Offensive.
It's important not to fall into the trap of thinking that just because we've had achievements for over half a decade that we will always have them. Now, I'll definitely acknowledge that there is indeed a chance that we will always have them, at least in some form, but it's worth noting that Nintendo has made a point of not using such a system, and that hasn't seemed to affect their commercial or critical success. As I've pointed out, there are a number of flaws with the achievements model, and as time goes on, what I am certain of is that they will either change drastically or disappear.
If you're a fan of achievements, I would simply ask that you try to look at them with a fresh perspective and ask what it is they really do for your software, and whether or not the points I've raised creates issues for it.
So look -- people expect "metagame," and I understand that. But if you have great metagame in the form of variants, great networking (such as cutting-edge, smart online leaderboards), as well as additional gameplay content, the number of people who flip out because you don't have "achievements" will be negligible. At some point, people will stop expecting them, as quickly as they learned to expect them in the first place.
I think this is a great piece. I never really understood how achievements worked from a game design perspective at both a higher level (Skinner's Techniques) and lower level (affecting player behaviour in various ways) until I read it a while ago, and since then I've definitely been more cautious about the systems, and how they impact my play session. I think we already are well aware of achievements which turn already-interesting features into a box-checking exercise but it's also really important to pick apart those achievements which mess around with the careful balancing of a game in the first place, or those achievements which make a dull task *seem* interesting even though it isn't. The gamification of a game, if you will.
Keith raises a good point about those achievements which would make for interesting variants on a game - they really should be part of the game itself, where their circumstances can be more easily controlled while not conflicting with the way a game has been designed for a "regular" playthrough. We've seen this in some games already which is great.
As for his closing section, it seems he was wrong about achievements improving compared to where they were when his piece was published. A lot of the techniques used to make achievements systems so psychologically compelling have been utilised a lot in service-based games themselves to keep people coming back (daily log-ins, daily/weekly goals etc.) But you could argue that in the case of those service-based games, those achievements are exactly what you'd call variants: A way of replaying something you already play a lot in a different way, under different conditions! Bingo.
What do you think about achievements after reading the piece? Has it changed how you view or engage with these meta-systems?