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true, speedrunning steam achievements are usually for us normies to feel good about ourselves. but not in this game
Either way I love that they even added achievements for us, real speedrunners don't rely on those anyway.
There is a certain point within the growth of a gamer's library at which expectation for rewards outweighs the recipient's patience, once that point is reached gaming slowly turns more and more from a learning experience into a chore that is not fun nor entertaining. The effect is amplified when players adopt a completionist mindset, which is what the inclusion of a limited number of unlockables that serve as a proof of prowess aims to accomplish.
The virtual value of said achievements lies purely within their unlock ratio by the player base. This artificial means of having your performance compared to other players can be exploitative in nature because it forces a competitive aspect to games that many players who aren't into competing against others (me being one of them) aren't fond of. There are obviously more ways to enjoying a game than competing within the playerbase or working towards being a part of a perceived elite, with one of them being about growing on an individual level by learning and reflecting over one's past experiences, or solving problems cooperatively within the game world.
Games used to have a "share score"-function that lets one choose whether they want to claim their bragging rights online, nowadays it is automatically done for you via the "always-online"-like nature of achievements that tries to make the player perceive their score as an absolute measurement of their own skill, this should not be the case and achievements can never be such a measure as neither number of unlockables nor completion rate is a consistent measure of skill in between games (some games take more effort to 100% than others at the same achievement count). Heck not even "% of all players unlocked" is an accurate measurement as a lot of players will not have even touched certain games. Having to compare your score to other people's is akin to forcing a player to play games in a very specific way (learning the most efficient solution path that is), which is objectively less fun than allowing a wider variaty of playstyles (e.g. less sword turns, less sword contact time).
Since achievements are treated as an absolute measure of skill developers are opting to make their unlock requirements more and more challenging in an attempt to artificially increase the replay value of their title when in fact it merely serves as unenjoyable padding to the playtime. Games having to be difficult in order to be more enjoyable is a relic of an era where storage capacities were limited and pricey on the at the time only available cartrige medium, so more playtime per KB of storage equalled more value per dolar spent and subsequently more fun (albeit diluted fun) that one can have.
These restrictions aren't a reality nowadays and developers clinging to the same technique of adding replay value to their titles is not very effective, the gaming industry of today has taken on much too grand of a scale for a developer to expect that the required skill for earning each unlockable in a game should increase exponentially.
The inclusion of achievements that pad a game's lenght is exploitative towards completionists and encourages less diversity in playstyles. I therefore will never make an uninformed purchase when it comes to the replay value of games. And grindy achievements are a big tell of low replay value.
It's literally free to play as part of a game jam that's also just playable on their website.
You tripping hard man.