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翻訳の問題を報告
You can't polish a turd after all.
And as you rightly say, if a game is half-hearted or a bit ♥♥♥♥, then you can guarantee they aren't going to add any meaningful achievements anyway.
Yup and lots of
kill x amount of enemies with Weapon A
kill x amount of enemies with Weapon B
kill x amount of enemies with Weapon C
kill x amount of enemies with Weapon D
and so on....... All of which should be easy as different weapons for diff purposes and what not
Then all the grind achievments like
Walk 5 miles
Walk 50 miles
Walk 500 miles
Walk 5000 miles
and so on.............just to force users to continue playing. I remember to 100% a Final Fantasy game on PS3 I had to ride a mount for x distance in a specific area. One final but tedious achievement and getting it wasn't difficult. I positioned the character in the centre of a big open area and used an elastic band to keep the thumbstick angled to move the character in a circle doing donuts and went shopping. Beat the game once and no intention of playing it again. If it had to be replayed again for an achievement I'd have saved myself the electricity and prep work for the one I just mentioned and not 100% it.
Ok, that's enough forum for me this morning. Forbidden West is calling
Most of the games I have replayed time and time again (and still do) are older ones from before the days of achievements.
I play them because they are good games, such as the first 3 Ghost Recons, First few Rainbow Six, Delta Force, Half-life, Opfor and blue shift, Quake, Cysis--especially Warehead, Unreal, FEAR, STALKER series, C&C, TD, RA, TS, TW, KR and so on.
I even have an old Windows 98/XP dual boot machine to run games that won't run on modern systems
When it comes to those I do replay often that are modern most are remakes and remasters.
One exception is the Modern Warfare series (SP) campaigns.
Imo they are very thought out, top quality voice acting, well built, etc.
The Bog, Warpig and Whisky Hotel on Veteran are brutal and unforgiving, and exhilarating.
I played over 2000 hours of Killing Floor, but only because I enjoyed it with friends.
With random I could do a game or two before I had enough, and solo I could not get past wave 5 before I was bored sick
No, If achievements got linked to Steam level the number of users that use SAM would increase dramatically just to have a higher Steam level and all the bonuses that comes from being higher level.
They could just introduce a seperate achievement level without tieing it to anything. So just as pointless as the PSN level, which people like for some reason.
People might still cheat to show off, but those who do, will do, no matter how meaningless.
That'd be fine. Just not to the main Steam level due to SAM as mentioned.
EDIT: PSN and Steam Achievements only mean anything to me. Don't care about anyone elses and it's only for games that I enjoyed playing had a challenge to 100% that wasn't just time consuming grinds
This would easily.
The reason why Valve introduced the steam level system (at least in part) was a measure of keeping accounts with no purchases free from spamming and scamming. So haveing the point that you need to spend so much and having to earn an increase in level to increase your friends list and so on, was a great way to mitigate this.
If you emplyed what you suggest then that completely nukllfies any of that and makes scammers and spammers easy to do thier stuff again.
So no, never going to happen.
However, this doesn't mean that developers should be forced to add achievements to their games. These days it's possible for developers to get direct feedback from players and find out if there are issues with certain parts of their game.
It also helps them gauge which aspects of the game people are engaguing with. Crafting related achievements would tell them how many and how deeply people engaged with a game's crafting mechanics. If they see low achievement scores across that, then they know they did something wrong.
Same with exploration, side quests, combat, etc.
Granted these are only as useful as the devs make them. If they are simple thoughtless random busy work becaus ethe devs got told to put in achievments because that's what the youngsters like.. then they're not going to be particularly meaningful. However. if there is careful though and the achievements are done in such a way as to indicate how and what the players are actually doing in the game...
If they notice that a particular mechanic isn't being used then they may look at improving the tutorial for it, introduction, balancing, or just removing it.
There are better telemetry options available and achievements always have the possibility to be earned just because they are there. Also the gap between e.g. crafting one item in the tutorial and crifting 1000 items during the game play is too much to draw any conclusions from.
If you look at achievements most follow a simple formula:
- 1/3 progression
- 1/3 collectables, exploration or unlocks
- 1/3 challenges or weird stuff
Years ago the old MMO City of Heroes added Badges to the game, which were pretty much character specific achievements. After a while the developers began to examine some of the badges to see what players were doing to achieve them. They eventually determined that some of them, primarily 'defeat X number of Y' badges, had players farming for extremely long periods of time to get them instead of earning them through normal game play. Those badges were then altered to allow players to earn them more easily through normal game play and not from farming specific enemies. It's a shame that more devs don't do the same and stop including excessive grind filled achievement requirements.
But most of all that other stuff (collectables, exploration, unlocks, challenges, etc...) is nothing but excess padding that rarely adds anything to the actual game itself, other than additional playtime. It just turns the game world into one giant golf course where players run around going from flag to flag trying to collect whatever is there, instead of actually playing the game itself. And if the game is really fun to play, players will explore around just for the sake of it don't really need a special reward beyond any regular loot/xp they might collect for treasure/opponents in those areas.
If a dev wants to gauge user experience, basic telemetry is going to work seven ways to sunday better than any achievement system. Just one quick example I can think about is achievements biasing the user behavior by offering a goal, while telemetry can gather the same data without changing the user behaviour.