You don't need achievements to encourage different forms of play. Achievements are annoying and completely unnecessary. For example, since everyone plays with high INT/WIS/CHR, having achievements that emphasize STR/DEX/CONS would let players explore that part of the gameplay and perhaps find things they never expected. I don't know what PST's achievements are like, but good achievements can hint to you that there are other ways to play the game, or push you in subtle directions that make the game fun and different. However, what I've found is that when done correctly, achievements can enhance a game. Ideally achievements would be tracked within the game, so you wouldn't be tied to a specific client to track them. Good achievements can serve as another dimension of gameplay. For example, since everyone plays with high INT/WIS/CHR, having achievements that emphasize STR/DEX/CONS would let players explore that part of the gameplay and perhaps find things they never expected.īluddy: I disagree and I ask you to be more open minded about it. This is especially bad in linear and easy games that have no other choice but to follow the main path. Newer rogue-lites such as FTL and Necrodancer have realized that it's a good idea to track these gameplay styles in the game itself, and contain mechanics built around them.īad achievements, on the other hand, simply track the beats along the main path of the game, notifying the player of things he already knows he did. By introducing small sub-goals that aren't the main goal of the game itself, you drive the player to enjoy the game in different ways that were completely unthinkable. Spelunky's achievements, however, ask you to try for different kinds of victories (such as not collecting any money), different gameplay styles etc. However, what I've found is that when done correctly, achievements can enhance a game.įor example, Spelunky is an awesome game, but it only has the goal of winning in one of 2 ways built into the game itself. I disagree and I ask you to be more open minded about it.