by Jeff Woleslagle on Jul 07, 2009
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Instances, raids, and epic loot have all become a staple of today's MMOs. But no single feature has taken this category by storm like achievements. Today's newsletter looks at the many forms achievements take, some traditional, some XBLA style, and some fairly obscure. We'll also look at the downside of achievement overload and what might be done to slow down the rat race in Loading... Achievement Overload.
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You vote with what you view at Ten Ton Hammer, and the result is the Ten Ton Pulse (What is The Pulse?).
Here's today's top 5 Pulse results for today:
World of Warcraft EverQuest 2 Age of Conan Aion (UP 1) EVE Online (UP 1)Biggest Movers today :
Guild Wars (down 5 to #18) City of Heroes (UP 4 to #19) Vanguard: Saga of Heroes (down 2) Recent MMO Releases 6/24 - Age of Conan Update 5: Gangs of Tarantia 6/25 - WAR "Land of the Dead" 6/30 - City of Heroes Issue 15: Anniversary 6/30 - Lord of the Rings Online Book 8 7/7 - Darkfall Player Housing Expansion 7/13 - Darkfall NA launchImportant Dates
7/17 - 7/19- Aion Beta Weekend 7/23 - 7/26 - San Diego Comic Con '09 Upcoming Releases Late July - FFXI "Moogle Kupo d'Etat" Addon (release date) 8/25 - CrimeCraft (release date) 9/1 - Champions Online (release date) 9/22 - Aion (release date) Early 2010 - APBSardu used a term I hadn't heard before during a meeting last night - "completionists." Unabashed believers in the task of completing for the sake of completion. I like the term, and I think it's a fairly new concept, because only recently have games let you in on the painful little secret of how much you still have left to achieve before you, without qualification, have mastered the game... at least until the next update.
Ever since game developers realized that the achiever side of Bartle's taxonomy was where the mainstream money is at, we've been given a frightening amount of things to achieve. The Xbox, which started this whole mess with XBLA achievements, enjoys increased sales of even its most terrible games just so that gamers can grab the easy achievement points at the beginning of the game. This concept alone is probably keeping game rental services afloat these days.
MMOGs have done their share, of course. The most blatant example, besides the traditional implementations of an achievement system in WoW and now EQ2, is the ever escalating pursuit of the purples in World of Warcraft, but the rat race started long before WoW with the arguably much more hardcore epics of EQ fame. More hardcore yet is the unrestricted PvP looting of Darkfall, where (thanks to player housing in the just-announced expansion) you have a place to show off your trophies. Of course, Darkfall player housing has its own overarching achievement - your clan can conquer entire villages, which doesn't change ownership of the houses themselves but puts the tax revenue in your clan's pocket.
But items and factional ownership are no longer your only way to make a show of your efforts. Warhammer Online and sundry other games tried to fuse the concept of achievements with an explorer mindset - your Tome of Knowledge notes not only how many squigs you've done in but where you've been and what you've done, offering up titles and more with your unlocks. Champions Online takes that concept (and the "badges" system of its predecessor, City of Heroes) one step further, offering players new costume pieces and special quests based on the perks they've achieved.
For all of their inherent appeal, achievements have one major disadvantage - they're a one way street, and you'll never catch up to someone equally completionist that started before you. As games grow bigger and time wears on, the gap widens, and completionist newcomers are punished simply for coming late to the party. I'd argue that this, along with the race to server firsts (yet another achievement), contribute in large part to the launch day mentality that cancels out one of the biggest factors in World of Warcrafts ascent - a constant stream of new players.
So what's the answer? I'm not sure. Maybe a slow inflation of achievement point values from the time of the achievement's creation, maybe more "limited time only" achievements that keep the overall number of achievements managable, or a herculean commitment to an achievement cap that takes, say, 300 hours to achieve, no matter how many achievements are in the game. Maybe I'm going about this wrong and that achievement points are really more like the veteran rewards - bonuses for time well played.
What say you? Are achievements full of awesome sauce or burnout potential? What's the craziest thing you've ever done for achievement points? Share in the Loading... forum, or feel free to email me!
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