The Cake Is Not a Lie: How to Design Effective Achievements

Achievements are a hot topic in the gaming industry. Player feelings toward them range from obsession to indifference and designers seem equally torn over their use. Controversial or not, achievements appear to be here to stay, so designers need to learn to utilize them to their fullest potential. Achievements, if they are intended to have a positive effect on players, must be a forethought, and not an afterthought, during the game design process.

In many cases they are carelessly tacked on to a game after it is already close to completion. Unfortunately, the benefits of a carefully-crafted game mechanic can be undermined by attaching a poorly-designed achievement to it.

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Excalibur2790d ago (Edited 2790d ago )

Portal 2 is a prime example of poorly designed achievements/Tropies.

Really I have to find someone that has never played the game and play it co-op with them?

I have to hug three people on my friend's list?
Well I only have one other person out of the fifteen on my friend's list that has Portal 2.

I have to sacrifice myself and die in various ways to get the achievement? What if I don't to die? Isn't that the point in most games? Not to die?

I hate achievements/Trophies that makes you depend on other people, example.

Fable 2 and 3 you need to trade with other people to get various objects and the objects are limited in your game.

Crackdown 2, four people need to do the same thing simultaneously that is hard enough for one person to do by themselves.
Again I had 2 people on my friend's list that had the game.

I know it's hard for games with co-op but don't make me depend on more than one other person to get the various achievements.