B
Biddum
Guest
Achievement systems come in all shapes and sizes, but what makes an achievement system "fun"? I plan on developing a game with an internal achievement system (not linked to Steam, iOS, etc...) and designing the various tasks have become a bit more difficult than I imagined. I think a well designed achievement system should:
While "boring" achievements are easier to program (kill 10 enemies, kill 100 enemies, kill 1,000 enemies, etc...) I am wondering if it is "worth" adding it to my game? Do people find the grindy achievements fun? are some grindy tasks okay while others are just boring? Overall I find an achievement system something that prolongs the life of a game.
- Show the player what achievements can be done (not everything should be a mystery, but some "hidden" achievement are also beneficial if used sparingly)
- Show the player the status of the achievement (Kill 100 enemies (12/100 destroyed) )
- Some achievements should be "naturally" unlocked as a player progresses through the game. (beat XX boss) while others are more, well, an achievement to complete.
- Promote replayability, perhaps a certain level or task.
- Strives the player to perfection (beat world 1 in under 30 minutes)
- Have a range a difficulty to complete (easy, medium, hard, very hard)
While "boring" achievements are easier to program (kill 10 enemies, kill 100 enemies, kill 1,000 enemies, etc...) I am wondering if it is "worth" adding it to my game? Do people find the grindy achievements fun? are some grindy tasks okay while others are just boring? Overall I find an achievement system something that prolongs the life of a game.