A discussion on achievement list design- standard objectives vs. secondary options

Discus and support A discussion on achievement list design- standard objectives vs. secondary options in XBoX Games and Apps to solve the problem; Let's say you were designing the Xbox achievements for a story-driven game worth a total of 1000 gamerscore. How much of that 1000G would you... Discussion in 'XBoX Games and Apps' started by Oraclea, May 6, 2019.

  1. Oraclea
    Oraclea Guest

    A discussion on achievement list design- standard objectives vs. secondary options


    Let's say you were designing the Xbox achievements for a story-driven game worth a total of 1000 gamerscore. How much of that 1000G would you distribute toward standard milestones in the game (e.g. beating a storyline boss, reaching a certain point in the
    story, beating the game on standard difficulty, etc.), and how much would you put toward optional secondary goals (e.g. side quest completions, optional challenges, collect-a-thons, beating the game on a harder difficulty mode, etc.)? As a bonus question,
    how much would you designate for beating the game on standard difficulty?

    For most game genres, I'd aim for 300G for standard milestones vs. 700G for optional secondary goals. I think it's important to have a nice balance, and I'd want all players to feel some sense of accomplishment for playing the game even if they're not going
    to complete all of its content, let alone finish it (hopefully having some achievements along the way would serve as slight encouragement to keep playing). However, I'd want the majority of the gamerscore to come from optional objectives so as to give players
    who want to fully explore and/or replay the game a lot of incentive to do so. I'd make at least 200G worth of these optional objectives easy to accomplish, though, to try to make the player slightly more encouraged to consider trying other objectives.

    I think I'd probably designate 50G for beating the game on standard difficulty, maybe 100G if the game is fairly short in length. I'd want this to be one of the highest-scoring achievements in the game.

    How about you? What would you choose and why?

    :)
     
    Oraclea, May 6, 2019
    #1
  2. ThisGameIsSucky Win User

    A discussion on achievement list design- standard objectives vs. secondary options

    For a story driven game I would go about maybe halfway on unmissable story unlocks...and then mess around with a bunch of really dumb tasks that give achievements just to make people mad. Say like an achievement for having the player character sit down
    in a chair for 3 hours of real time, that's funny stuff.
  3. III PHANTOM III Win User

    A discussion on achievement list design- standard objectives vs. secondary options

    that sounds interesting brošŸ˜šŸ‘
  4. Source 310 Win User

    A discussion on achievement list design- standard objectives vs. secondary options

    I would go for that achievement lol
  5. Source 310 Win User

    A discussion on achievement list design- standard objectives vs. secondary options

    I like 50/50 for my games. I like having achievements for multiple playthoughs. Like being good and and helping people and then the opposite by being bad. Higher difficult settings. Then the other half for collecting items and leveling up and a few joke
    achievements. I really like what crackdown 3 did and have two separate achievement lists for campaign and online.
  6. TimidMinds Win User

    A discussion on achievement list design- standard objectives vs. secondary options

    I'd probably be lazy and make them all story based... like one of those walking sim games where all you get is story and a cool environment like in Gone Home.
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A discussion on achievement list design- standard objectives vs. secondary options

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