Ever since the announcement that the new Wii U would not be
having a universal achievement system at launch, both fans and haters of such a system
have been pushing their opinions on each other. Now, this is nothing
new, because haters gonna hate, and fanboys gonna love. However, this eternal struggle doesn’t take
away from the concept that achievements
can evoke very strong emotions in players. From a game-design perspective this doesn't come as a surprise: achievements can act as a reward, which are vital for creating a motivated player (if
you want to know more about rewards, check my previous blog
post on Rewarding your users).
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| Xbox Live Gamerscore: Now others can judge your mad gaming skills. |
Since the adoption of universal achievement systems (Gamerscore on Xbox 360, or the Trophies on the PS3), achievements have become commonplace in video games. Besides their role within a game, they now also play a large role out of the game. Which achievements do my friends have? How many achievements do I have? This new meta-game might be an additional reason for players to focus on unlocking achievements within games. As a game designer it is becoming more and more important to not only incorporate achievements, but also to understand how they work. That way you can ensure that achievements add to the experience, and not subtract from it.







