TL:DR – Design Content Around Inspiring Achievements. Don’t Just Attach Achievements To Content.
*TL:DR2 – Less Arbitrary, Guaranteed Achievements. More Achievements That Encourage Thought And Consideration, Exploration Of Possibilities and Immersion.
Currently, there are three different types of achievements:
- The Unavoidable – These achievements are pretty much guaranteed as you play through the game. Things like the Weapon Master, Slayer. These achievements are akin to giving a kid a gold star for turning up to school. These achievements are bad. The content should be rewarding and engaging enough without the need for achievements such as these.
- The Optional – These achievements don’t need to be done, but, like unavoidable achievements, you could probably get them simply through playing the game. Things like the deposit X gold, Personal Story. These achievements are strictly there to extend play length. These achievements aren’t necessarily bad. They give little goals for the player to work towards that aren’t part of the core experience, whether because of irrelevance or difficulty.
- The Inspiring – These achievements are the more rewarding in terms of gameplay value and making use of content. These types of achievements suggest and inspire an alternate way to play through the core experience. The key difference between this type of achievement and the last is that this type of achievement gets you to think about how you could tackle the content differently. Currently in GW2, there are no achievements that fit this type.
So what am I getting at?
I feel more content should be designed around the last type of achievement, and not the first two. Doing this would create a more engaging experience as players would have to consider their actions and approach, not merely play through it.
These achievements and ways of playing shouldn’t be made known to the player; the whole point of these achievements is to get the player to consider how they’re going to tackle the goal in order to enhance the game-play experience, and not simply to get the achievements themselves (although we all know there will be the people who search up the walkthroughs without trying for themselves, finish all achievements in a day or two, and then complain they’re bored without truly appreciating the content).
Rewards
Because of the new reward system, having achievements such as this could have specific skins that will be unlocked through the Achievement system.
Example – Dungeons
Achievements:
- [Dungeon] Vanquisher – Slay all enemies in the dungeon. Awards weapon skins that drip blood.
- [Dungeon Boss]’s Assassain – Kill the Dungeon bosses without aggroing any trash. We already got mob skipping. Why not make it a more engaging option for completing the dungeon? Awards weapon skins that are quite elegant, and create a cape made of shadows.
- [Dungeon] Poacher – Steal items (intel, artifacts ect) without aggroing anything.
- [Dungeon] Demolisher – Place explosives at key points and make your way back to the exit in order to blow the dungeon up, without aggroing anything.
How do these help dungeon design?
- More open area, less linear paths where players consider how they’re going to get to their goal, and not simply follow the path to it. Maps can also use the Z axis (climbing up and crawling across a cliff-face to sneak up on a boss, as opposed charging head-first, for example). Strategy and tactics don’t just have to apply to the fights themselves.
- Mob mechanics and behaviour – mobs that run off to sound the alarm, patrolling mobs that have a randomised path, randomised group make-ups, random dungeon boss placement.
- Dungeon Mechanics – Area effects that get you to consider your approach. Maybe fighting a patrol in a particular area is a bad idea, because of some buff they get from a shrine.
Now, although I’ve suggested as using Achievements as the baseline, you can do the same with goals:
Goal – Kill Evil McBadguy
Ways of doing so:
- Smash his base and mooks up
- Go all sneaky sneaky…ect
The only reasons I used achievements is because:
- There are too many here’s an achievement for doing what you’re doing anyway type of achievements.
- There aren’t enough achievements that show that you’ve truly achieved something. Creating content with randomised parameters (mob composition and patrol paths, boss locations ect) means the player has to pay attention, as well as provide a slightly different take on how you’re going to tackle the problem.
- Highlighting the achievements (in some way, an end goal and way of playing) in the design phrase makes it easier to outline the paths the designers would create.
- I just finished watching the Achievements’ video from Extra Credits, as well as having this new Achievement System.
Time is a river.
The door is ajar.
