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Fun or Work? The perils of tying collectibles to achievements
Avatarrob
Wednesday, April 06, 2011
EDITOR'S NOTEfrom Rob Savillo

I see no value in collectibles (whether hidden or in plain sight) that don't offer worthwhile, in-game benefits. Coins in Super Mario Bros. are fine because every 100 nets the player an extra life. Front Mission Evolved's array of emblems and sensors, on the other hand, confer such a paltry amount of cash for mech customization that it's hardly ever in your interest to waste your time finding them all.

I was one of the minority who enjoyed Brutal Legend for what it was rather than hating it for failing to be what people had expected. Perhaps it was the soundtrack or the way it recalled the superb-yet-equally-flawed Sacrifice in its genre mashup of avatar-led, real-time strategy, but I wanted to see everything Brutal Legend had to offer.

Yet today, the very thought of putting the disc in the drive is repellent. I burned myself out; my memories of the game corrupted through a single-minded pursuit of over-exhaustive achievements.

 

There are two kinds of secrets rife in gaming: those which feel naturally occurring and those which have been carefully and painstakingly hidden in every corner of the world, every crack and crevice...where only the most ardent players would think to look. Many games have their own implementation of this idea: Grand Theft Auto 4's pigeons, Prince of Persia's light orbs, Assassin's Creed's seemingly interchangeable flags and feathers, and Brutal Legend's dragon statues.

There's certainly an argument to be made for developers hiding cleverly concealed secrets around game worlds: It can be a way of rewarding your most hardened fans with bonus content at very little additional development cost. Half-Life 2's hidden lambda locations are a good example of this -- often drawing your attention to the other easter eggs Valve have hidden around the environments for your amusement.

But I would argue that for a large proportion of a game's audience, tying the obsessive collection of all of these secrets to an achievement threatens to subsume the fun down to a rote "search every corner" approach. After all, when you're looking for 100-plus items, randomly wandering around the game world isn't going to do any good. Only an ordered, methodical approach will suffice, and that's not fun. That's work.

The alternative, which most players will eventually fall back on, is to admit defeat and rely on a FAQ guide; however, with most of these games having no means to track which secrets have already been encountered in the course of natural play (especially in modern, open-world games), the experience again becomes an extensive exercise in ticking boxes.

To fill a game with a variety of collectibles is no crime and can genuinely enhance the gaming experience. I certainly wouldn't have had such fun with Crackdown if not for the glimmering agility orbs perched on every building top. But to challenge a naturally obsessive demographic with collecting every one of over a hundred hidden objects is a dangerous ploy; at what point does the player's perception change from having fun to performing dull, repetitive work?

And when "work" is the lasting memory of a game -- driving 'round in circles looking for that damned, last, dragon statue; wanting to go to sleep yet driven by a compulsion to get that empty achievement; and wishing to not have entirely wasted the past three hours of FAQ-drudging -- who's going to want a sequel?


Originally posted at Generation Minus One, the webcomic of last-gen gaming.

 
ROB HAINES' SPONSOR
Comments (5)
Default_picture
April 06, 2011

I'm not exactly sure what you are getting at.  Are you trying to say that all the achievements in a game should be easy to get on an easy playthrough of the game?  Or are you trying to say that getting collectables shouldn't be "work"?  Microsoft's own achievement policy basically guidlines developers to have a wide variety of difficulty when it comes to achievements.   One man's "work", is another man's enjoyment. 

Everyone needs to look within themselves to see if getting 100% achievements in a game is even worth it to them.  If they decide they will, they will put in the effort and time to jump through that hoop.   That not only goes for collectables, but for any of the more difficult-to-get achievements. 

With all that said, shouldn't someone who goes through the effort to find all the collectables in the game, get a special achievement dedicated to their obsession with the game?  To me, that is what the achievement talley has come to represent.

Default_picture
April 06, 2011

This seems like a different strokes for different folks kind of thing.

Although I do personally wish there were fewer collections in some games -- not because I dislike them, but because I am that sort of completeist.  If there's stuff to gather and a map to explore then by god, I am going to gather it and explore it.  (A map like Fallout 3 or New Vegas have will keep me exploring for days.  Real-time days.) 

So sure, it becomes work, but... satisfying work I guess, hehe.  The kind of work that stimulates the vaguely OCD parts of my brain, I guess.  That said, I like it when they serve some purpose or have some kind of intrinsic reward rather than just giving an achievement.  The "?" collectibles in EQ2 are what hooked me on playing it for the early years, because I wanted to find them all and see what would happen when I finished a collection...  The historical / archaeological items in Mass Effect (1) aren't hooking me as much, as it doesn't seem to matter how many Turian emblems I have other than some XP and coin.

April 06, 2011
I say work. I never used to mind collectibles before achievements because I could ignore them. To me they add no value besides padding gaming time stats to appease the folks who beef with games that are too short in their eyes. But I'm an achievement completion ho. I hate not 100%ing games now so ive put many hours into games I would have finished much more quickly in previous generations. Nowadays I tend to avoid games with an abundance of "find 100000 of some hidden item" achievements. Games I've 100%ed with those achievements in the past usually don't draw out memories of enjoyment. Now they remind me of, like you said, work.
Profile_pic4
April 06, 2011

Good article.  For me, collectibles could be either.

Finding all the tinkling bottles in Sly 3 or orbs in Prince of Persia scratches my OCD itch.  Finding a feather in Assassin's Creed 1/2/Bro just reminds me of the task I will never, ever, EVER accomplish for fear of resenting the very game I treasure.

Photo-3
April 07, 2011

I'm experiencing this same effect right now playing through Borderlands. At first I was exploring everywhere, then I realized I could just get through the game with the "pretty good" weapons you find naturally. Usually the nooks and crannies (all those damn lockers and boxes) would just have more ammo, cash, or a different, maybe slightly better weapon -- all of which I learned to stop caring about. Now I just beeline for the objective and stop to open the occasional loot box. Otherwise, I just say fuck it, it's gonna take me too long to play the obsessive way I'm conditioned to. 

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