#oneaday Day 120: Don’t let completionism ruin your fun

There’s been a marked shift in people’s attitudes towards finishing games over the course of the last 20 years or so. Well, several, I think, brought about by a number of “innovations” (for want of a better word) that, in several instances, I’m not entirely sure are a positive thing.

There’s one group of people who never finish anything they start playing. I’ve talked about That One Guy In That Discord I’m In before, and the way he does things — installing (and, presumably, uninstalling) multiple huge games per day, playing them for seemingly about twenty minutes before starting something else — drives me absolutely nuts. It evidently works for him, though, and it’s not my place to tell him how to enjoy himself.

Also falling into a similar category are the Oh, That Game’s On Game Pass crowd, who will maybe try something for twenty minutes because it’s “free” (no it’s not, you’re renting it with that subscription fee you’re paying) and then never beat it. These people also drive me nuts, and I am less forgiving of them, since I firmly believe Game Pass is a net negative for the games industry.

Then, at the absolute other end of the spectrum are the people who don’t believe they’ve “finished” a game until they’ve “Platinumed” or “100%ed” it. These are the people I’m specifically pondering today.

Among these people are those who will specifically seek out games that are “easy Platinums” to bolster their stats, which no-one actually gives a shit about. I have dabbled in that direction before, particularly around the Vita era, when I liked to take aim for a game’s Platinum trophy as a means of showing my appreciation to the people who made it. Developers do use achievements and trophies as metrics, after all, so seeing that someone had taken the time to do everything in their game would presumably count for something.

But playing like that is two things. One: it’s incredibly time consuming. Two: it’s quite tedious. Because while there are some interesting and creative uses of achievements and trophies out there, the vast majority of them involve either simply making progress in a game, or completing some sort of task that takes a long while and, more often than not, involves a significant amount of repetition.

So I’ve stopped. I no longer aim to Platinum games I play on PlayStation, and I don’t give much of a toss about achievements on other platforms. Moreover, I actively prefer playing on platforms that don’t have achievement functionality at all, like the Switch and anything pre-Xbox 360/PS3.

Right now, as you’ll know if you’ve been paying attention, I am playing through the .hack series on PlayStation 2. This set of four games clock in at about 15 hours each, but you can spend quite a bit more time on each entry grinding out various things. Optional things; things that you don’t need to do in order to beat the game or even to have a satisfying experience with it.

I pondered taking the time to try and “100%” the first entry, .hack//INFECTION, before I moved on to the second episode, .hack//MUTATION. I’d beaten the main story and had the opportunity to go back into the game world to clean up some optional tasks before transferring my data to the next game. I started looking into the possibility of what I might need to do to achieve that, and the answer was, effectively “grind”.

“Fuck that,” I thought, saving my game and reaching for the next game’s case. Now I’ve moved on, and I’m perfectly happy about that. I’ve been enjoying the game nicely in my way, and I’ve been trying to avoid looking up too much information, because I, like a lot of us, I suspect, have got into the habit of looking at walkthroughs and other information about games as I play to “make sure I don’t miss anything”.

Well, I got thinking. When I was playing games back in the PS2 era, I didn’t really care if I “missed anything”. Sure, it was nice to know if there were some secrets and cool things I could find, but I didn’t go out of my way to do anything that sounded like it might be boring, annoying or overly time-consuming. And my gaming experience certainly didn’t suffer for that attitude. So I’m trying to get my head back in that space now, in 2024, while I play through these 20 year old action RPGs. It doesn’t matter that I can’t get first place in the Grunty race on Theta server, because it’s an optional side activity that not everyone is expected to complete. It doesn’t matter that I haven’t traded with every single NPC possible to get the books that give me an extra stat point in all my stats, because while a single stat point does make a difference in .hack, there’s also lots of shiny equipment that boosts your stats, too.

Checklists, achievements, wikis and all manner of other things have the potential to really suck the fun out of games at times. These things are supposed to be fun and enjoyable, not work. So I’m making a specific effort to try not to care about “whether I missed anything”, and just do the things that I happen to stumble across as I play until I’ve completed them to my satisfaction.

I’ll add to all this that I am a firm believer in completing games, particularly when we’re talking narrative-centric games like RPGs. I cannot abide leaving a story half-finished, regardless of medium, so I still make an effort to finish the games I start. It’s the stuff that isn’t directly related to that central story aspect that I’m doing my best to let go of. Not as a general rule or anything, but more from a perspective of not deliberately going out of my way to make a game un-fun.

Because these days, the temptation to make a game un-fun is everywhere. Look at a walkthrough and you’d think there was only one possible way to beat every game, because some guy on the Internet says so. No. There are many ways to beat many games, and the best thing to do is to find what works for you. If that means 100%ing it, more power to you; you are the reason all those optional side activities exist. But if you find yourself getting annoyed or frustrated with those same optional side activities, no-one — not even the developers — is going to judge you for saying “fuck this, I just want to see how the story ends”.

That said, I’ve spent two hours searching for Grunty food in .hack//MUTATION this evening. But it was my choice to do so. Besides, I had fun levelling Kite, BlackRose and Mistral in the process anyway, so it’s not as if it was wasted effort or anything.

Anyway, yeah. If you’ve ever found yourself contemplating something you were playing and thinking “gosh, I wish there was less to do in this game”, you are the one in the position of power. You are the one holding the controller. Unless the game is specifically requiring you to do each and every little thing it offers, you are the one with the power to say “fuck this” and just get on with what you deem to be “the fun bit”.

So exercise that power!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

2052: Platinum Grind

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I’m coming up on the Platinum trophy for Hyperdevotion Noire on Vita, and I’ve asked myself more than once why I was doing it, given that it’s completely unnecessary to fully appreciate the game, and has extended what would probably be a 40-50 hour game well over the 100 hour mark.

Despite questioning my motivation a few times, I’ve never found myself resenting the game, somehow — this is partly because I undertook the most grindy of grinds for the Platinum trophy while watching several seasons of Community on Netflix (#teamhandheld) and consequently wasn’t just staring at a screen repeating the same actions over and over again, which is essentially what I was required to do to get 20+ of the trophies in the list.

Now I’m approaching the end of that epic grind, I’m glad that I’ve done it. It hasn’t been difficult in the sense of the game being difficult to complete — on the contrary, once all the characters are level 99 you can steamroller pretty much everything in the game with a few exceptions — but it has been challenging from the perspective of committing to the long-term goal and seeing it through to its conclusion.

This raises an interesting point about the nature of “challenge”. When we talk about “challenge” in games we’re normally referring to something along the lines of Dark Souls, which requires you to understand its systems thoroughly, otherwise it will punish you until you mend your ways and play better. But “challenge” can exist in other ways, too. It can refer to subject matter that makes you uncomfortable — not generally a problem with the Neptunia series, though mk2 does some interesting things with the squick factor and some people still won’t check the series out because of assumptions about fanservice. It can also refer to the challenge of making it through something lengthy and weighty, or holding out in a test of endurance, such as I’ve been doing with Hyperdevotion Noire.

And that, I think, is why I’ve been doing the Platinum grind. The challenge factor. Overcoming challenges is satisfying, even if they’re more endurance than skill. Endurance and patience are worthwhile traits, and I’ve noted on a number of past occasions that I feel my experiences with role-playing games over the years — and my willingness to see them through to the end, even if they have a three- or four-digit hour count — have helped me train these particular abilities in myself. And these abilities are something that transfers across to life at large; it can be difficult to wait for things, or hold out against something that is proving to be an obstacle, but with patience and endurance in spades, you can usually overcome most challenges.

Anyway. After all that, I will say that I will be glad to finally see that Platinum trophy pop in Hyperdevotion Noire, because it means I’ll finally be able to put that game to bed and move on to something else without feeling like I need to try and get anything else out of it. And, as I’ve noted before, it feels good to know that trophies are used as metrics by developers and publishers — unlikely though it might be, someone might see my Platinum trophy in the game and recognise that it is something only achieved by people who have truly engaged with it and want to see everything it has to offer.

Also I can’t break my streak of Platinum trophies on Neptunia games now, can I?

2016: What an Achievement

0017_001I was chatting with my friends earlier this evening about the matter of achievements and trophies in games. As long-term readers will know, my opinions on these metagame awards that were introduced with the last generation of games consoles have gone back and forth somewhat, but on the whole I feel I’m starting to come down on the side of liking them.

The reason for this is simple: after nearly 10 years of them being A Thing in gaming, a lot of developers are getting the hang of how to use them effectively — and the reasons for using them.

There are, in fact, several reasons for the existence of achievements. From a developer perspective, they provide feedback on just how much people are playing games and what they’re doing. This is why so many games have a “started the game” achievement — look at the rarity statistics on PSN and you’ll see that there are a surprising number of people who have booted a game up for long enough to add the trophy list to their profile, but not actually started to play it. I couldn’t even begin to contemplate what the reasons for doing this might be, but it happens; as an example, the wonderful shoot ’em up Astebreed gives you a trophy for completing the interactive prologue sequence — something you have to do before you can even access the game’s main menu — and yet only 91% of players have accomplished this, suggesting either that 9% of players simply turned the game off for some reason or other during the prologue, or were unable to complete it. And I’m not sure that last option is even possible.

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From a player perspective, a well-designed trophy list provides a metagame to layer on top of the existing game structure. They can provide challenges for players to complete and encourage them to explore a game in full rather than simply making a beeline for the credits — and, again, those rarity statistics suggest that relatively few people who pick up any game, regardless of length and quality, make it to the end, which is kind of sad — or suggest new ways to play.

A good example from recent memory that I’m still engaged with is Compile Heart’s PS4 RPG Omega Quintet. I have gone for the Platinum trophy in most of Compile Heart’s games to date (largely the Neptunia games) because I have a keen awareness of how the developers probably use them for statistics, as mentioned above. I see attaining a Platinum trophy — which for those unfamiliar with PSN is the trophy you acquire when you have achieved all of the other trophies in a game — as a mark of support for the developer; a sign that someone out there cared enough about a game to play it to absolute death. (Omega Quintet’s Platinum trophy, incidentally, has a 1.1% rarity rating, which is not altogether surprising as going by my own experiences it’s something of a beast to attain.)

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And in Omega Quintet’s case, that Platinum trophy really is a sign that you have explored everything the game has to offer, because it’s a good trophy list that runs the gamut from “deal 1 million points of damage in a single combination attack” (something that gets significantly easier the further in the game you go) via “complete all the quests” (something which you can miss in a single playthrough if you’re not fastidious about cleaning up quests before advancing the story) and “see the True Ending on Advanced difficulty” (having figured out the conditions to do so, of course — hint: get Aria and Otoha’s affection levels to 4 to guarantee this) to “defeat Double X” (a superboss who sits at the bottom level of the optional Training Facility dungeon and provides one of the stiffest challenges the entire game has to offer)

The interesting thing about Omega Quintet’s trophy list is that by the time I finished my second playthrough (during which I achieved the True Ending on Advanced difficulty) I had only accomplished about 50% of the available trophies. Deciding early on that I wanted to go for the Platinum, I jumped into the post-game (the ability to keep playing the game after you’ve beaten the final boss and seen the end of the story) to explore what these additional challenges might be.

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Nearly 50 hours of gameplay later, I’m still playing, though the end is finally in sight. In those 50 hours, I’ve beaten the 13-floor Training Facility dungeon, pretty much mastered the game’s combat system — the extreme difficulty of the Training Facility encounters, including Double X, demands that you know what you are doing, otherwise you will get your ass kicked, even if you grind all the way up to the level cap of 999 — maxed out the affection values for all my party members, mastered all the weapon proficiencies with Kyouka and have come pretty close with a couple of the others, completed all the sidequests and recovered all the hidden archives. This latter one is particularly interesting, as the archives reveal an absolute ton of story context that isn’t made explicit in the main narrative, largely because it’s not directly relevant to the main cast’s personal stories, but instead provides some interesting background lore and worldbuilding context. You stumble across some of these as you simply explore the main game, but quite a few of them are hidden in post-game content.

In other words, without the trophies to give me a nudge in the direction of this additional content, I might not have gone looking for it. One might argue that the game not necessarily signposting this sort of thing is a problem, but if the trophy system is there — and it’s compulsory to use on both Xbox and PlayStation  — it may as well be used to push people on to explore things further. Combine that with PSN’s “rarity” feature and there’s a really nice sense of… well, achievement when you know that you’re one of the 1.1% who has seen everything Omega Quintet has to offer.

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(Just two more trophies left to go: kill 10,000 enemies and get 1 billion approval rating points. I sense that the challenging DLC dungeons and bosses — including the fearsome Banana Demon pictured above — will be my main means of achieving this!)

1360: Lord of Spirits

After going back and forth on whether or not I really felt like doing it, I’ve decided to go for a Platinum trophy on Tales of Xillia. As I wrote some time back, I’ve started thinking of trophies (though not so much Achievements, for some reason) as a means of showing my appreciation for a particularly good game. Working on the assumption that developers and publishers are looking at trophies and achievements as some sort of metric as much as they’re intended as a metagame for players, I’m happy to put in a bit of extra effort to show I liked the game enough to devour every bit of content it had to offer.

My hesitation with Tales of Xillia’s trophies is that although the game itself is excellent, the trophy list was rather uninspiring and distinctly grindy. A significant proportion of the trophies consist of “use [x] character’s [y] ability [z] times”, and there’s one frustratingly missable trophy that’s going to require a second playthrough to get. (Fortunately, I was intending on doing that anyway, since Tales of Xillia gives you the option to run through the story as one of two different main characters.)

What I’ve found in the course of going for some of these trophies, though, is that they’re slightly more enjoyable than they might have suggested. The most interesting thing about a lot of them is that they’re seemingly designed to give you a deeper appreciation of the battle system and how it works — sure, you can knock the difficulty down to Easy and basically hack-and-slash your way through, but go for some trophies and you’ll come to understand that each character handles noticeably differently, and has special abilities that are suited to various situations, many of which require actual skill to pull off. Jude, for example, has an ability called “Snap Pivot” where if you block and backstep at the right moment, you’ll zip around behind an enemy for some uninterrupted pummelling for a moment; performing the same move with Leia, meanwhile, causes her staff to extend, giving her a greater reach for a few moments.

The way the trophies help you understand the battle system extends beyond the ones where you have to actively trigger skills, though. Each character has a “link skill” that they perform when you’re not actively controlling them, but you partner them up with your active character. Achieving some of the trophies requires that you understand how, why and when these link skills are triggered: Jude heals you if you get knocked down (assuming he wasn’t knocked down as well); Leia steals from enemies if you knock them down, requiring you to figure out which skills are reliable knockdown providers; Rowen protects you from magic; Alvin breaks guards; and Milla can “bind” enemies.

I’ve still got a way to go yet — including a whole other playthrough, which hopefully shouldn’t take too long, given that I’m cleaning up as many of the time-consuming trophies as possible in the post-game section of my first run — but I’m still enjoying myself, and given how consistently good Xillia has been, I’m happy to show it my appreciation by striving for a Platinum.

1273: You Have Earned a Trophy

I can feel my attitudes towards achievements and trophies mellowing somewhat. While I still think people who play games just to get the trophies/achievements are big pillocks — and people who refuse to buy a PS3 game if it doesn’t have a Platinum trophy are even bigger pillocks — I have started to think about them a bit differently, particularly with regard to PSN’s implementation of them.

The way I’ve started thinking of them now is as another means of showing my appreciation for a quality (or at least enjoyable) piece of entertainment to the people who make it. Trophy data is public and synced online, so it’s not unreasonable to assume that developers and publishers are looking at the proportion of people who achieve particular milestones in their games. Thinking of it in that way, I’m happy to put in a bit of extra effort to attain a Platinum trophy in a game I especially enjoyed, as it shows that I liked the game enough to want to see everything it had to offer. That enjoyment is then recorded permanently — or as permanent as my PSN profile is, anyway — for all to see.

I’ve achieved Platinum trophies — or 100% completion, where a game doesn’t have a Platinum — in relatively few games to date. One was Thatgamecompany’s Flower, which remains one of the most beautiful, moving interactive experiences I’ve ever had — and yes, I think it’s better than Journey. The second was Hyperdimension Neptunia mk2, which ended up being way better than I thought it would be; the third was Ar Tonelico Qoga, which was the climax to a series of games that now ranks among my favourites of all time. At my present rate, the fourth will be Time and Eternity, which I want to give some recognition and love to purely because it’s been so thoroughly (and slightly unfairly, in my opinion) panned by a lot of critics, and completely ignored by others. In the case of all these trophies, attaining the Platinum represented a good balance between being able to enjoy the game normally, and going out of my way to make a bit of effort; I wouldn’t have bothered if achieving it required too much in the way of unenjoyable grindy bollocks. (On Xbox, incidentally, the only games I’ve achieved 100% of the, uh, achievements on are Oblivion and Pac-Man Championship Edition DX. In the case of Oblivion, chasing the achievements actually spoiled the experience significantly for me because it directed what should have been a freeform experience far too much, and Pac-Man Championship Edition DX had insultingly easy achievements that really didn’t reflect whether or not you were actually good at the game.)

I think much more fondly of PSN trophies than I do of Xbox or Steam achievements for some reason. I think it’s because the “value” of PSN trophies is more immediately obvious. Sure, Xbox achievements have Gamerscore values, but Gamerscore is fairly meaningless, particularly as it’s applied inconsistently between games and, well, doesn’t do anything. Trophies, meanwhile, have instantly recognisable values; bronze ones are “fodder” for the most part; silver ones require a little more effort; gold ones are generally either challenging or time-consuming; and platinum ones show true dedication to a game. To say you have “Platinumed” a game is a much simpler, more elegant way of saying that you’ve done everything on that game’s arbitrary checklist than “I got all the achievements”.

Also, the PSN “You have earned a trophy” noise is infinitely better than the Xbox’s “plink”, and anyone who says otherwise is wrong. The Xbox noise is the same sound as when someone comes online, for heaven’s sake; the PSN one sounds like you’ve picked up a powerup in a retro game. See? BETTER.

1103: One Hundred Percent

Page_1I very rarely “100%” the games I play. The reason for this is that in many cases, doing so involves a lot of abject tedium and just stops being fun after a while. Often it requires the systematic use of a walkthrough to find all the hidden packages/shoot all the pigeons/see all the events, and once you start playing with a walkthrough next to you, I often feel you’re missing out on part of the game’s fun — discovery.

And yet I find myself tempted to pursue all of the endings in Hyperdimension Neptunia Mk2 simply because it’s one of the most enjoyable, entertaining games I’ve played for a very long time. Whether or not this means I will actually play through the whole thing enough times to get each separate ending or just cheat the system with a well-timed save I haven’t decided yet… but I do sort of want to see all the different endings and all the content on offer.

An exception to the 100% rule is visual novels. I’ll usually try and see everything a visual novel has to offer before moving on, because it’s often quite straightforward to do so — though in games with a huge number of decision points like School Days HQ, it’s often quite a time-consuming process. I have, to date, 100%ed several visual novels, though, including Katawa Shoujo and Kana Little Sister. When I finished them, I did feel satisfied that I’d seen everything the game had to offer because, in those cases, very little felt like filler.

In the case of RPGs, though, a lot of that additional content to push you up towards the magic 100% figure is very grindy, rather dull and has nothing to do with the story. But in some cases, the game can wrap you up in its world and its systems enough for that to not matter. Final Fantasy VII is the earliest example I can think of that my friends and I worked all the way through and acquired (almost) all of the secret stuff — all the hidden materias, all the nightmarish Chocobo breeding and at least a good attempt at the secret areas and bosses. We loved that game so much we didn’t want to stop playing; pursuing these time-consuming, ultimately irrelevant and often game-breaking sidequests meant we could continue playing for longer, so we did. Then we played it again. To date, I have no idea how my friends and I found time to complete Final Fantasy VII as many times as we did.

So far as Hyperdimension Neptunia Mk2 goes, a single playthrough is apparently relatively short (for an RPG, anyway) and thus charging through it multiple times isn’t out of the question. The advent of the “New Game+” mode means that you can carry a bunch of stuff over from game to game, too; given that a number of the endings are dependent on some gradually-increasing relationship statistics that will likely be a bit of a pain to achieve in a single playthrough without some serious grinding, it almost makes sense to play it through several times to make building up these values a more natural process. Hmm. Hmm.

Oh, what the hell. I saw all four endings of Nier (and had my save file deleted by the game to prove it) and enjoyed the experience hugely. (Yes, I enjoyed Nier.) It is but a small jump from four different endings to seven, right?

Right?

Place your bets now on how many I get through before I give up.

#oneaday Day 916: You Have Earned a Trophy

I go back and forth on whether or not I like Achievements/Trophies/equivalents. Sometimes I like them. In Diablo III, for example, they became an addictive metagame once you’d ploughed your way through the main (rather predictable and marginally disappointing) story. In World of Warcraft, they provide a wide variety of things to do that reward you with tangible things with which to outfit your character. In The Secret World, they’re a handy way of tracking what you have and haven’t done.

But in other cases — typically in story-heavy games — they just make the sense of ludonarrative dissonance even more pronounced than it needs to be. The most egregious example I can think of was Oblivion, in which I raced through the various Guild questlines in order to get all the achievements, then the Shivering Isles expansion, then the main quest. By the end, I had all Oblivion’s achievements, but had completely lost all sense of that thing that made The Elder Scrolls series special — that sense of you being a character and forging your own path in the world as if you “lived” there. Instead, all I had done was follow a checklist. It ruined it. And it soured me on Skyrim somewhat. (Well, that and the realisation that Bethesda RPGs have great worlds but some of the worst characters and storytelling in all of gaming. But that’s another matter altogether.)

At the moment, I’m playing Yakuza 3. The joy of the Yakuza series is, like its spiritual predecessor Shenmue, exploration and discovery giving you a sense of immersion in the game world. What’s down this side alley? Oh, it’s an arcade! I wonder if I can play the arcade machine? Oh, I can! That’s kinda cool. I wonder if the crane game works? Yes it does! Awesome! Oh, hey, there’s an irritable-looking lady, I wonder what’s wrong with her? Oh, she’s had her bag snatched… etc. etc.

Since Yakuza 2, the series has had a “completion” menu that taunts players with how many sidequests they’ve completed, how many cabaret girls they’ve romanced and what foods they’ve eaten in restaurants. After 40 hours of Yakuza 2, I had beaten the main plot but apparently only “beaten” 33% of the game. I didn’t feel short-changed, as a lot of the stuff I’d missed was simply eating as much food as possible and playing some minigames that, while fun, weren’t the reason I was playing Yakuza.

Yakuza 3 compounds this problem with a Trophy list. Not only do you have a “completion” menu now, but you also have an actual checklist of Things to Do. I wouldn’t mind so much if these trophies simply tracked your progress through the game, but when they demand that you spend time playing indecipherable Japanese board, dice and card games in order to score some sort of virtual trophy, that pulls me right out of the experience. It puts me in a quandary while I’m playing — “should I go and do this stuff I don’t really enjoy just to get a trophy?”

The answer, of course, is “no”. There is no sense in playing a game if it’s not enjoyable — unless, of course, it’s something like Pathologic, in which case its sole reason for being is to be less than enjoyable — but I continually see people who insist on “Platinuming” or “1000Ging” their games and feeling like they’ve short-changed themselves if they don’t. That’s fair enough, and of course it’s their call if they choose to do that, but the fact is that in most cases, it becomes abundantly clear that these people are not having any fun. By following these arbitrary checklists, they are voluntarily sucking the fun out of a game that might have been a favourite.

“Oh, but chasing the trophy list is fun in itself,” you might say. And for some people it might be. But for the trophy whores I follow online — who, for all I know, could be in the minority, I’ll admit — pretty much every single one refers to their relentless pursuit of Platinum/1000G as “work”, a “slog”, a “grind”, and they express relief rather than joy when it’s done. That, to me, is just bizarre. Why continue doing something long after it has ceased to be fun in the pursuit of something intangible that, in most cases, doesn’t benefit your in-game experience at all? Are we so vain that we need to brag about the fact that we started ten fights in first-person mode (an actual achievement in Yakuza 3) or that we spent three hours mastering an ultimately-irrelevant darts minigame just so that we could get a “hat trick” (another actual Yakuza 3 achievement)?

Apparently we are. I’m not judging you if you’re one of those people who likes (if that’s the right word) chasing Platinum trophies. I’m saying that I find it completely unfathomable. I have no desire to grind my way through abject tedium purely so I can get a differently-coloured virtual trophy that no-one will look at or care about. I don’t beat a game, look at that trophy list and feel I’ve not had my money’s worth if I haven’t got 100% of the game’s trophies. I beat a game, roll the credits and then, in most cases, move on to any one of the bajillion other titles waiting on my Pile of Shame — which, I have to admit, has only got bigger during the recent Steam summer sale.

It’s easy enough to ignore Achievements and Trophies, I guess, and they certainly don’t hurt anyone. But I kind of resent the “torn” feeling they give me when playing a title like Yakuza 3. I’d much rather they not be there at all than pull me out of the experience by making me wonder whether or not I should be seeking out locker keys, cabaret girls, karaoke bars, dartboards… you get the idea.

My favourite implementation of achievements in a narrative-based game? Deadly Premonition, which rewarded you with one achievement per completed chapter, one for completing 100% of its sidequests and one for completing it on each difficulty level. That’s how it’s done. I don’t need any more incentive than that. Build your reward structure into the game and build the achievements around that — don’t give me a list of arbitrary objectives that don’t actually improve my game experience at all.

Achievement whores, I salute you. I’m a patient sort of guy in most cases, but you guys must be like saints.

#oneaday, Day 35: In Praise of Last Gen

An oft-had discussion in gaming is what constitutes the “golden age” of gaming, or indeed if there has even been one.

For some, it’s the age of the arcade, when games were designed for pure fun and nothing else—besides emptying your pocket of quarters/local equivalents, of course. For others, it’s the home consoles of the NES era; others still, the 16-bit wonderment of the SNES and Genesis/Mega Drive. For yet others… You get where this is going, I’m sure.

For me, the golden age will forever be the PS2 era. I didn’t always think this was going to be the case; I remember playing PS2 games for the first time and thinking they were graphically impressive, but somehow lacking the “magic” of my favourite PS1-era games, particularly when it came to JRPGs. It took time, but the PS2 gradually proved itself as a force to be reckoned with, with a gigantic library of excellent titles (and an even bigger library of fucking awful ones) and the kind of backing from the public that Microsoft and Nintendo could only have dreamed of in those days. Funny how things change.

The thing is, being unemployed and skint as I am at the moment, I’m finally getting around to attempting to beat some of the PS2 titles that have sat, under-loved, on my shelf for years now. Final Fantasy XII is my current project: I’m now over 60 hours into it and still loving every minute. It’s struck me while playing FFXII that it seems to be a much more infrequent occurrence that a current-gen (360, PS3 or Wii) game will grab me in quite the same way as numerous titles from the PS2 era did… and indeed still are.

I wonder how much of this is down to graphics. Naughty Dog aren’t far from the truth with their jokey “next-gen filter” option in Uncharted; an increasing number of games in the current generation are looking increasingly interchangeable, with “gritty”, “realistic” graphics often winning out over vibrant colours. There are exceptions, of course, and I discussed a number of these the other day.

I don’t think it’s just visual character, though; I think the way games are designed and consumed has changed considerably since the PS2 days, too. Look at the number of people who Achievement-whore these days. More often than not, this takes place not through a desire to see everything the game has to offer, but instead to line up their shiny virtual trophies on their virtual shelf and brag to their friends. The social side of gaming is cool, sure, but what happened to gaming just purely for the sake of fun?

There’s no reason for these people to want to 100% Final Fantasy XII, for example. There’s no public way of recognising your achievement besides actually telling people. But I think that’s kind of a good thing, personally—if you want to be a hardcore insane idiot and complete every insanely difficult hunt, clear out every unnecessarily difficult area just for the satisfaction of knowing you have, that’s great. But there’s no feeling of “obligation” to do so—the person who storms straight through FFXII‘s main quest without exploring the side content is getting their money’s worth just as much as the hardcore insane idiot.

But in games with Achievements these days, many people feel that they haven’t got their money’s worth unless they 1000G/Platinum Trophy the game. And in many cases, some of those Achievements and Trophies are enormously tedious collectathons (Assassin’s Creed), forced replays of lengthy games (Mass Effect, Dragon Age) or encouragement to completely remove any “meaning” and sense of consequence from moral choices in games (any game that has separate Achievements for completing quests/levels in multiple different ways, thereby encouraging saving before “important” bits, then reloading and replaying just to get said Achievements).

Screw that; I’m just as guilty as the next man or woman of Achievement-whoring at times. But spending such a protracted period of time in the company of a last-gen game without all that bollocks to think about is giving me pause for thought. Are things really moving in the right direction?

It makes me a little sad to think that there’s a generation of gamers now who have no idea what gaming life pre-Achievements was like—and with Sony’s ditching of PS2 support on the PS3 and Microsoft’s woeful “backward compatibility” (I use the term loosely) on the Xbox 360, it’s becoming more and more unlikely that newer gamers will have the opportunity to explore that side of gaming—and then even if they do, they’ll probably be put off by “ugly” SD graphics. Look at how much snobbery people have towards the Wii’s graphics now.

Do I have rose-tinted specs when it comes to looking at last-gen gaming? Perhaps. But I’m more than happy to live in the past, if so.

#oneaday, Day 84: Eternally Questing

Giant Bomb recently launched a quest system on their site. It rewards participants with experience points, badges and a sense of “yay” for exploring the site, looking at different pages and taking part in various activities. Some of the quests are as simple as setting up your profile. Others are more complex “puzzly” ones that require one to solve some cryptic clues about games and game culture. It’s a lot of fun, and it actually convinced me to sign up to the site and make greater use of it.

This echoes the thoughts of social game designers at GDC a while back, including Brian Reynolds from Zynga. The idea of getting Achievements for things you do in “reality”. It sounded stupid, but given the amount of fun I, and numerous others, have had with Giant Bomb’s metagame, it may not be so dumb after all.

It’s not the first time it’s been tried, either. A very long time ago I posted about a site called PMOG, or the Passively Multiplayer Online Game. This game, actually a Firefox addon that sits atop your normal browser interface and re-christened The Nethernet a while back, allows players to earn experience points, achievements and items for exploring the web. More than that, though, other players can leave stuff on web pages for others to discover. These could be malicious (bombs, which make your browser shake about a bit and cause you to lose some points) or helpful (crates with money in them). They could also be mysterious portals, which lead to random places on the web, the destinations of which are only known to the portal’s creator. It was an interesting concept let down only by the fact that it only worked in Firefox. Since Chrome came to Mac, I haven’t touched Firefox since, the Mac version not being the greatest piece of coding there ever was.

Then there’s Shuffletime, now sadly defunct – although the developers claim to be working on the “Next Big Thing”. Shuffletime was a great idea – it was a collectible card game where the cards were websites. And you only got to collect the card if you correctly answered a question about the site it was showing you against a strict time limit. It was a fantastically addictive game, and a fine way to get people looking around the web at things they wouldn’t normally. I’m sorry to see it go, but I’m sure something interesting will come out of it.

Like them or loathe them, Achievements and Trophies are here to say. And it’s entirely possible that their influence will spread out of the world of core gaming and into the collective awareness of the web at large. Let’s face it, it’s always nice to get some encouragement isn’t it?

Now, how many Gamerscore is hitting 100 One A Day posts worth?