Difference between revisions of "Grind Achievements"
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− | + | [[Grind Achievements]] can easily be constructed from requiring the success of small goals, [[Optional Goals|Optional]] or [[Enforced Goals|Enforced]]. Given this, they can also can be constructed from the goals that make up [[Testing Achievements]] but combining them only makes sense when providing a [[Testing Achievements|Testing Achievement]] for the first success and then the [[Grind Achievements|Grind Achievement]] after the specified number of successes have been achieved. [[Goal Achievements]] can also be used but since these goals most likely require [[Game Mastery]], this solution is more likely to work for games striving for [[Challenging Gameplay]]. Although [[Handicap Achievements]] can be difficult to use as a basis for [[Grind Achievements]], most of the options and consequences of [[Achievements]] in general are available [[Grinding Achievements|Grinding ones]] as well. | |
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− | [[Grind Achievements]] can easily be constructed from requiring the success of small goals, [[Optional Goals|Optional]] or [[Enforced Goals|Enforced]]. Given this, they can also can be constructed from the goals that make up [[Testing Achievements]] but combining them only makes sense when providing a [[Testing Achievements|Testing Achievement]] for the first success and then the [[Grind Achievements|Grind Achievement]] after the specified number of successes have been achieved. [[Goal Achievements]] can also be used but since these goals most likely require [[Game Mastery]], this solution is more likely to work for games striving for [[Challenging Gameplay]]. | + | |
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 20:04, 18 December 2010
Achievements given by repeatedly performing some action in a game.
Examples
[2].
Left 4 Dead Series
Using the pattern
Grind Achievements can easily be constructed from requiring the success of small goals, Optional or Enforced. Given this, they can also can be constructed from the goals that make up Testing Achievements but combining them only makes sense when providing a Testing Achievement for the first success and then the Grind Achievement after the specified number of successes have been achieved. Goal Achievements can also be used but since these goals most likely require Game Mastery, this solution is more likely to work for games striving for Challenging Gameplay. Although Handicap Achievements can be difficult to use as a basis for Grind Achievements, most of the options and consequences of Achievements in general are available Grinding ones as well.
Diegetic Aspects
Interface Aspects
To show how many times a goal has been achieved and how many remain before the Grind Achievement is rewarded, Progress Indicators are typically used in combination with Grind Achievements. Further, since games using Grind Achievements often have many of them, the information about them are typically available through Secondary Interfaces.
Narrative Aspects
Consequences
Grind Achievements share many of the consequences of Achievements in general, e.g. being a type of Reward and a basis for Meta Games. Since they consist of reaching some form of goal multiple times they are each an example of a Hierarchy of Goals which are simultaneously Optional. Achieving them are also quite naturally require Grinding.
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ List of Fallout:New Vegas achievements in the Steam Achievements system and percentages of gamers receiving them.
- ↑ List of Torchlight achievements in the Steam Achievements system and percentages of gamers receiving them.
- ↑ Valve Software's list of L4D2 achievements and percentages of gamers receiving them.
- ↑ WoWWiki's list of Dungeon and Raid achievements.