Achievements

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Goals whose fulfillment is stored outside the scope of individual game sessions.

Examples

Example: Left 4 Dead Series

Torchlight

Assassin's Creed 2

Using the pattern

Several sub-categories of Achievements exist. Goal Achievements are those that are awarded by successfully completing Optional or Enforced Goals. Testing Achievements are those that are given simply for players trying some action in the game, and can be a way for game designers to encourage players both to learn how to play and to engage in Experimenting. Handicap Achievements are those given to players for completing goal with self-imposed penalties, e.g. having the Difficulty Settings as difficult as possible or using a limited range of disadvantageous weapons. The Left 4 Dead Series have both these types of Handicap Achievements in the second installment: Still Something To Prove for completing all Campaigns on the expert Difficulty Setting and Tank Burger for killing the Boss Monster known as a Tank using only melee weapons.

Most Achievements (where Goal Achievements most typically are the exception) can be modified by simply requiring that an action or goal needs to be done several times for the achievement to be rewarded. In contrast, Grind Achievements are those that players eventually will get through Grinding rather than some level of Game Mastery.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

The presence of Achievements can provide clear goals to Unwinnable Games.

Optional Goals

Relations

Can Instantiate

Can Modulate

Unwinnable Games

Can Be Instantiated By

Goal Achievements, Grind Achievements, Testing Achievements, Handicap Achievements

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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