Tuesday, November 28, 2017

Dev Take Tuesday – Warming Up to Achievements

I have to admit that for a long time I found achievement systems pointless. To me the true achievement was beating the game, and the thought of playing the game repeatedly for the equivalent of a self-congratulatory pat on the back seemed tiresome. But I’ve done what many people (regrettably) might consider impossible: I changed my view. After returning to two of my favorite games, Civilization 6 and Starcraft 2, I noticed how the achievement system helped me have fun. And I learned it wasn’t simply about unlocking an icon in my Steam or Blizzard account, either.

I tend to fall into comfort zones as a player—both with the selection of games I play as well as my style of play. Once I got serious about game design, I realized I’d need to stretch myself a little or risk missing out on everything gaming has to offer. Still, even with new games I know that I zero in on one gameplay style and stick with it until it fails. That’s where achievements come in. Setting achievements can convince players to interact with the game in a new way, baiting them out of their comfort zone.

Some of my completed Steam achievements for Civ 6

Civ 6 offers around 150 achievements. Most of them are simple: winning a game with each distinct civilization, trying different paths to victory, and even playing on bigger or smaller maps. Some are more complex. One of my favorite Civ games ever involved a conscious effort to complete the “Loire Valley” achievement. Based off of the historically significant and vineyard-soaked valley of central France with the same name, the achievement challenges you to build five special chateaux buildings, unique to the French civilization, in a city that produces wine. I remember feeling remarkable pride in that game—not necessarily because of the achievement itself, but because of how beautiful the city looked. It felt just like the type of culturally-significant city that tourists would want to visit.

Starcraft's campaign bakes its achievements into the game itself, rather than abstracting the achievements into a space outside the game. After each completed mission, you can see if you completed any or all of three achievements. (You can find out the achievements before the end of the mission, but it takes a little bit of extra work.) Some achievements are easy to accidentally complete, but most require you to approach the mission in a completely different way. Additionally, one of the three achievements must also be completed in hard mode which provides a subtle push to try the game at a higher difficulty level.


I certainly haven’t become obsessive about “100-percenting” achievements. I doubt I ever will. But I do love how different achievement systems have encouraged me to get out of my comfort zone and try parts of the game I would normally pass right by. I think carefully considered achievements help game designers to nudge players toward unique gameplay styles they’d otherwise disregard, and I’m excited to mull over achievement options for Alkanaur as we get closer to release.

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