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Broken Achievements
The ocd achievements are completely broken. Look at the global achievement stats for this game. Barely over 1% of people have gotten the achievement for chapter one, let alone the other chapters (which have much lower percentages). One of the main reasons is ocd challenges like the one in the Ode to The Bridge Builder level in chapter 1. It's absolute BS when you can play it tons of times and be no closer to winning. That is the definition of a poorly designed challenge. The player should be able to see themselves improving as they keep trying, which is not at all the case with that level's challenge.

It's sad that the developers of this game are so inept at common sense and playtesting. Congrats to them on stupidly wasting lots of dev time and resources to create and test these challenges tons of times so that almost no one would enjoy them anyway... brilliant...

This kind of design is literally people making things more difficult on themselves for no reason. Are you going to make the hole in your toilet smaller just so its harder to get your waste in the bowl? Of course not! That would be stupid and the same is true in video games! There's no sensible reason for making things harder just for the sake of making them harder! The skills you gain in a video game are more often than not essentially useless in reality anyway, further proving how pointless time spent mastering terribly designed stuff like this is.
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Showing 1-4 of 4 comments
ELED3L Oct 26 @ 5:35am 
I know smaller, and bigger games where achievements are broken, technically, and not because they are hard.
You can shut the f*ck up here, if you are talking something about its hard to complete!
If you dont see yourself getting forward, closer to win, then its not the game's or makers' fault, its your's because you are not trying something different, or not thinkign it over.

Achievements made for challange, stop crying.

10% completes the game, this is very low, but 1% for hard achievements? No, this is normal.
Megafont Oct 27 @ 1:38pm 
No, they are in fact broken. Some of them are still a pain in the butt even when you know what to do. This means you have to keep redoing it until you get lucky enough that it works to win. That amounts to tedious fiddling around with poorly designed "challenges", not puzzle solving. That's not good design nor is it fun.

It's amazing how many developers don't know the difference between good difficulty and bad difficulty. If its a pain in the butt even when you know what to do, that's tedius, not fun. It's also blantantly lazy, bad design. It should still be challenging even when you know what to do, but not because of bs reasons as is all too oftent he case in gaming. Anyone can take a few minutes and throw together a "challenge" that's really just a huge pain to do/bs kind of thing. A true designer realizes that a well designed challenge is also FUN and enjoyable to take on.

Too many gaming challenges are just lazy crap thrown together in a few minutes just to say there's an extra challenge in the game, so they end up being the cheap BS kind of garbage. If its only hard because its cheap, that proves lazy design because it shows no effort went into creating the challenge. This usually involves throwing a pile of artificial difficulty on top of something (overly limited lives, overly short timers, etc), or spamming excessive amounts of enemies/hazards like a 5yo in Mario Maker. All of these are incredibly lazy ways of creating difficulty and show that you are unworthy of the title of game designer if you can't do anything beyond the laziest tactics in all of game design. Instead, you actually put time and effort into the design and think about how you place things to build challenge rather than take the lazy way out by using those tactics.

World of Goo doesn't do those things, but its challenges are very cheap in some cases because luck plays too much of a roll (which is another sign of bad challenge design and bad game design in general). This is true in the level in world 1 where you have to make a bridge across a long gap and get enough goo balls to the end for the ocd flag. That "challenge" is not puzzle solving, its fiddling around with the "solution" until you get lucky enough it finally works. This is especially true since if you look on Youtube videos of that level, the gap in that level is clearly shorter than it is now. So it appears that at some point the dev made the gap larger for no reason, which kind of broke the challenge by making it a cheap pain in the butt to pull off even when you know what to do (instead of being a puzzle to solve like its supposed to be).

In short, a challenge should be FUN and worth playing. It should NOT be a lazy piece of crap thrown together in mere minutes just so the dev can say there's an extra challenge in their game. You can tell the challenges in World of Goo didn't have that much effort put in since some are just easy and others are an tedius chore by being a huge pain in the butt to pull off even when you know the solution, like the one previously mentioned. There is a lack of consistency or proper increase in difficulty as you move to later levels which makes it clear they didn't put in much effort on the challenges. The challenge in one level should obviously not be a huge difficulty spike compared to the previous level's challenge, or vice versa.
Last edited by Megafont; Oct 27 @ 1:42pm
ELED3L Oct 28 @ 12:37am 
Originally posted by Megafont:
No, they are in fact broken. Some of them are still a pain in the butt even when you know what to do. This means you have to keep redoing it until you get lucky enough that it works to win. That amounts to tedious fiddling around with poorly designed "challenges", not puzzle solving. That's not good design nor is it fun.

It's amazing how many developers don't know the difference between good difficulty and bad difficulty. If its a pain in the butt even when you know what to do, that's tedius, not fun. It's also blantantly lazy, bad design. It should still be challenging even when you know what to do, but not because of bs reasons as is all too oftent he case in gaming. Anyone can take a few minutes and throw together a "challenge" that's really just a huge pain to do/bs kind of thing. A true designer realizes that a well designed challenge is also FUN and enjoyable to take on.

Too many gaming challenges are just lazy crap thrown together in a few minutes just to say there's an extra challenge in the game, so they end up being the cheap BS kind of garbage. If its only hard because its cheap, that proves lazy design because it shows no effort went into creating the challenge. This usually involves throwing a pile of artificial difficulty on top of something (overly limited lives, overly short timers, etc), or spamming excessive amounts of enemies/hazards like a 5yo in Mario Maker. All of these are incredibly lazy ways of creating difficulty and show that you are unworthy of the title of game designer if you can't do anything beyond the laziest tactics in all of game design. Instead, you actually put time and effort into the design and think about how you place things to build challenge rather than take the lazy way out by using those tactics.

World of Goo doesn't do those things, but its challenges are very cheap in some cases because luck plays too much of a roll (which is another sign of bad challenge design and bad game design in general). This is true in the level in world 1 where you have to make a bridge across a long gap and get enough goo balls to the end for the ocd flag. That "challenge" is not puzzle solving, its fiddling around with the "solution" until you get lucky enough it finally works. This is especially true since if you look on Youtube videos of that level, the gap in that level is clearly shorter than it is now. So it appears that at some point the dev made the gap larger for no reason, which kind of broke the challenge by making it a cheap pain in the butt to pull off even when you know what to do (instead of being a puzzle to solve like its supposed to be).

In short, a challenge should be FUN and worth playing. It should NOT be a lazy piece of crap thrown together in mere minutes just so the dev can say there's an extra challenge in their game. You can tell the challenges in World of Goo didn't have that much effort put in since some are just easy and others are an tedius chore by being a huge pain in the butt to pull off even when you know the solution, like the one previously mentioned. There is a lack of consistency or proper increase in difficulty as you move to later levels which makes it clear they didn't put in much effort on the challenges. The challenge in one level should obviously not be a huge difficulty spike compared to the previous level's challenge, or vice versa.

look, i dont give a f*ck about what you think a good challange is, i love this game's ocd flags, it takes new techinques, and its fun for me. There are so much other games that needs achievements that dont even need skill, just time, this here need skill, its not about playing for hours example.

-If it takes luck for you than you do something wrong, this is a physics based game, there will always be that thing you call luck, because it "moves" but if you do it right there wont be any surprises.


What i wanted to say, stop saying "broken" when there are couple of games out there with unachiavable achievements because they are BROKEN and not because they are hard.
ELED3L Oct 28 @ 12:41am 
oh and i dont know why you take always the bridge on chapter 1, its so easy compared to later levels, you just had to build up and the bridge falls right on the ground...
Last edited by ELED3L; Oct 28 @ 12:41am
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World of Goo > General Discussions > Topic Details