Posts Tagged ‘ achievements

Xbox Live’s Game Room gets 56 Achievements 19 March 2010 at 3:40 am by mihatatu

Xbox Live's Game Room gets 56 Achievements screenshot

Wait, seriously? Yes, seriously. Microsoft’s Game Room will have 56 Achievements attached to it when it finally launches next week. Hoping to entice players into its virtual arcade like Gary Glitter with a dirty van full of candy, Microsoft is offering 1,000 Gamerpoints, some of which can be earned simply by being there. 

Game Room is out on March 24 and is definitely one for the Achievement whores to look out for. You get an Achievement for beating your own high score at a game. That’s the kind of thing we’re looking at here. Check out the full list to see what other easy points you can get.

Stock Up on Quarters For These ‘Game Room’ Achievements! [Inside MGC]

+ GDC 10: are Achievements harmful? By illiniaelinia 12 March 2010 at 4:20 am and have No Comments

GDC 10: are Achievements harmful? screenshot

Could rewarding players for playing your game make them appreciate the game less, and play worse? Chris Hecker doesn’t know for sure, but his talk, “Achievements Considered Harmful?,” explored the possibility.

I’ve tried my best to summarize the talk below, but I can’t say I’ve done it justice — Hecker gave the headiest and most fast-paced talk I’ve yet heard at GDC 2010.

Hit the jump for that.

Hecker started by admitting that, “when you

do a talk or a paper entitled ‘considered harmful,’ you’re trying to stir shit up.” That’s kind of what Hecker did, but he wanted the attendees to consider the title of his talk as more of a question: can achievements be harmful? Neither Hecker, nor anybody else, really seems to know.

Most of the academic studies done on the effects of extrinsic rewards on people are contentious, and there just plain haven’t been any studies on the long-term effects of Achievements on player behavior. Hecker wasn’t trying to definitively prove that Achievements are harmful, but rather to encourage the psychologists and developers in the audience to do some serious research in this area.

When Hecker personally plays games, he ignores Achievements — so why wa he even interested in this topic? When trying to raise his daughter, Hecker read a bunch of child development books, including Alfie Kohn’s Punished by Rewards. In it, Kohn essentially argues that Skinnerian psychology and “pop behavioralism” — the idea of manipulating people through giving them rewards. Behaviorists disagree and the two schools of thought argue with one another really immaturely and psychology is hardly the most rigorous science in the world, but it’s all we’ve got. And right now, a fair amount of psych research seems to suggest that, in Hecker’s words, “extrinsic motivators can…decrease intrinsic motivation on interesting tasks.”

For example, one study had two different groups of kids tasked with drawing pictures. One group was rewarded with candy, one group wasn’t. The next day, the kids were asked to draw pictures again; the kids who received the candy didn’t draw anything, and the kids who hadn’t received anything kept drawing pictures. Another experiment had three groups of college students tasked with solving some logic puzzles in a room filled with magazines and TV and other distracting stuff. One group was asked to try and solve the puzzle, and was given praise. One group was paid money after attempting the puzzle. The control group was given nothing but the puzzle. When the researchers left the room and observed the subjects, the ones who had been praised either verbally or monetarily ignored the puzzle and started reading the magazines, and the control group went back to the puzzle.

Even Pizza Hut’s “Book It” program, wherein kids get a free pizza for every book they read, has the opposite effect: the kids grow to like the pizza because that’s the reward, but they grow to hate the thing they had to do to get the pizza.

Hecker briefly ran through the different types of rewards: expected vs unexpected, informational (”you killed five orcs”) vs controlling (”you killed three orcs, just like you should have”),

endogenous (get a book for reading a book) vs exogenous (get money for reading a book), and so on.

Even with all of the catty disagreements between the behavioralists and the antibehavioralists, both groups agree on two fundamental things:

1. For interesting tasks,

tangible, expected, contingent rewards reduce intrinsic motivation.

2.

Verbal, unexpected, informational feedback increases intrinsic motivation.

Even if these are the only things psychologists agree on, these are huge statements. Hecker says normal game motivators are built on extrinsic, expected, contingent rewards, “and that’s pretty scary to me.”

Hecker showed a brief clip from Jesse Schell’s popular/terrifying DICE talk – specifically, the part where Schell tries to put a happy face on the Farmville-esque metagaming that might one day pervade every aspect of our daily lives. Schell tried to argue that if we know our grandkids will be able to see all the books we’ve read and things we’ve done, then maybe that would encourage us to be better people.

Hecker countered that many studies have shown that when you know you’re under surveillance, you act worse, not better. Hecker also countered a point made by Raph Koster that we don’t have any problem with giving external rewards in real life — paying a kid for getting good grades, for instance. Hecker again pointed out that studies show giving cash to kids for grades will make their grades go down, compared to kids who just get good grades for the sake of getting good grades.

People are focusing on these bullshit reward systems, without understanding the data, and the data seems to strongly suggest that these reward systems are bad. In games, these rewards are part of the basic feedback of the game, so it’s possible to implement these sorts of harmful rewards without thinking about it. “We need to think about it,” Hecker cautioned.

At this point, Hecker pointed out that most of the rewards he’d been talking about were attached to intrinsically interesting tasks, like solving puzzles or reading books or whathaveyou. Giving players extrinsic rewards for dull tasks, however — Hecker didn’t mention FarmVille here, but it definitely came to mind — is a whole other can of worms.

“If you are intentionally making dull games with variable ratio extrinsic motivators to separate people from their money,” Hecker said, “you have my pity.” 

Applause.

Not only that, but Hecker pointed that that studies have shown having a lot of money doesn’t even exponentially increase happiness, so if you’re just interested in getting your players addicted so you can get rich, “you’re wasting your fucking life.”

Thinkers like Aristotle, Rosseau, and

Csikszentmihali all separately agree that true satisfaction in life and work comes from the actual act of doing things for yourself, not from pleasing others or doing stuff for the rewards you’ll get. 

Hecker switched to what he called “the doomsday slide,” a worst-case-scenario of what you might accidentally do if you’re interested in making a rewarding game.

You try make an intrinsically interesting game, but you add extrinsic motivators because you think it’ll make your game even better. This destroys intrinsic motivation to play your game. What Hecker calls “metrics fetishism” leads you to design dull tasks based around extrinsic motivators, and since

women lose even more intrinsic motivation than men do when given extrinsic motivators, you’re suddenly making games targeted solely at males aged 18-35. Which is sort of where games are now, anyway.

But what if you like achievements? One might argue that if you don’t like Achievements, you could just ignore them. Unfortunately, Hecker illustrated, it isn’t that simple. Hecker’s colleage Casey Muratori pointed out the problem of playing Gears of War online. You can only get Achievements in ranked matches, which means that all the good players play ranked matches so they can get Achievements. Since your friends can’t follow you into ranked matches, you have to jump through a bunch of ludicrous hoops to get your friend into the same server as you. The entire player experience has been warped, almost solely because of Achievements.

But what if you think Achievements encourage players to try wacky new methods of playing, like trying to get through the first level using only a knife? Historically, gamers have been doing this sort of thing for years now, without needing gold stars as incentive. The guy who did the Super Mario Bros 3 speedrun didn’t do it for an Achievement.

Even if you’re forced to use extrinsic motivators (as of now, all XBLA games must have Achievements in order to pass certification), Hecker suggests that you can do certain things in order to mitigate the damage to the player’s intrinsic motivation. Don’t make a huge deal out of the motivators, make them as unexpected as possible (”this is really hard,” Hecker admitted), use absolute rather than relative measures (don’t grade your player on a curve — tell them they’ve killed five orcs, not that some dude in Korea killed 6 orcs), use informational rewards rather than controlling rewards, and make your rewards as endogenous as possible. If you’re giving the player an Achievement for killing a bunch of dudes with a sword, give them a cooler sword rather something totally unrelated.

Hecker ended his talk with a call to action: the industry needs to start studying the long-term impact of Achievements on players. Developers also need to be better versed in the literature and more thoughtful about extrinsic motivators. Even the wording of Achievements can make a huge difference on how they’re perceived, and so developers need to be extremely careful and thoughtful.

Most of the audience questions that followed significantly muddied the issue, further underscoring Hecker’s desire for more research. How does the concept of a score gel with the idea of external rewards? If the whole point of playing soccer is to get the highest score, does that mean that the game would be better without scores? Where do you draw the line?

Nobody seemed to have any definite answers.

 

+ Windows Phone 7 Achievements to feature up to 200 Gamerscore points per game By TewDoopswrips 10 March 2010 at 2:10 pm and have No Comments

We just got our hands on the Windows Phone 7 during an interview at GDC, and given our unnatural obsession with bolstering our online notoriety, the most prevalent question in our mind was: just how many Gamerscore points can we crank outta this thing? The answer: A beefy 200 Gamerscore points per game, which will be added to your total Gamerscore, as displayed on your Xbox Live Gamertag profile.

We’ll be writing up our impressions of the platform, as well as our interview with its creators, later today. For now, rest assured knowing that when you unlock an Achievement in a Windows Phone 7 game, it totally makes that satisfying “bloop-bloop” noise.

JoystiqWindows Phone 7 Achievements to feature up to 200 Gamerscore points per game originally appeared on Joystiq on Wed, 10 Mar 2010 15:10:00 EST. Please see our terms for use of feeds.

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+ XNA Game Studio 4.0 includes Windows Phone support By John.Laush 09 March 2010 at 2:00 pm and have No Comments

Microsoft took yet another step today in convincing us that Windows Phone 7 will be a legitimate gaming platform. The company just unveiled XNA Game Studio 4.0, which, in addition to supporting PC and Xbox 360, will also let designers make games for the new mobile platform. Besides being great news for indies, it also means that you’ll be able to use your gamertag and Avatar on the phone, as well as unlock Xbox Live Achievements.

You can read more about the technical integration of XNA and WP7 on Microsoft program manager Michael Klucher’s blog. Hopefully we’ll have even more details for you as the tech is rolled out during GDC.

JoystiqXNA Game Studio 4.0 includes Windows Phone support originally appeared on Joystiq on Tue, 09 Mar 2010 15:00:00 EST. Please see our terms for use of feeds.

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+ Steam UI update beta now live; Half-Life 2 achievements spotted By darkiblankozv 24 February 2010 at 4:00 pm and have No Comments

Click image to take a tour of the new Steam.

Active Steam users will likely find the first half of this post to be a bit on the old hat side, but we soldier on: Valve’s flipped the switch on a new and improved beta version of Steam. If you’ve already got a Steam account, you can download the new version by hitting up this page. The beta adds all kinds of nifty stuff, like accessible lists of what games your friends have downloaded (along with their personal stats for each title) and some new ways for you to sort and organize game libraries. There’s also cross-game achievement tracking — and Valve’s finally done away with Internet Explorer rendering, swapping it out for the friendlier open-source WebKit engine.

But, that’s not all! Our sister site Big Download was cruising around the new achievements interface and noticed that Half-Life 2 and Half-Life 2: Episode One now have achievements listed under them. As you know, Half-Life 2 released right around the time achievements were finalized, so it never arrived on Steam with them. Sadly, there’s no news other than the icons — which look a lot like those found in the Orange Box on Xbox 360. We’ll be sure to keep you posted.

Source – Half-Life 2 achievements spotted
Source – Steam beta update news

JoystiqSteam UI update beta now live; Half-Life 2 achievements spotted originally appeared on Joystiq on Wed, 24 Feb 2010 17:00:00 EST. Please see our terms for use of feeds.

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+ Your Final Shot at 100 Gamerscore Just for Showing Up [Update] [Xbox 360] By Whoddense 31 January 2010 at 11:30 am and have No Comments

Friendly reminder that beginning in about 30 minutes, Xbox 360 Achievements.org is staging one last run on NBA Live 07’s “Online with 1,000 People” achievement. This is the last chance to do it before EA shuts down the servers on Tuesday.

The boosting session starts at 1 p.m. U.S. Eastern/10 a.m. U.S. Pacific. Trueachievements.com said 217 people had joined the boosting session as of an hour ago. Basically, all you need to do is have a copy of NBA Live 07 and hang out in a lobby – not play an online game – the same time as 1,000 other people are signed in. Specific instructions on what is required may be found here.

They tried this back in October but it didn’t work, so it’s now or never. I’ll update this post with news of whether they pulled it off.

[Update] I’m getting word they have more than 1,100 in the lobby. I’ll try to confirm the final numbers. This event will be running for another 90 minutes, so if you have the game, it’s an easy 100 Gamerscore, just sign in. [updated 11:30 am MST]


IMPORTANT Information For The 1000 People Online Event
[Xbox360Achievements.org]


[Sponsored]
 

+ The Future: Achieving failure By attailfeT 30 January 2010 at 6:00 am and have No Comments

The Future: Achieving failure screenshot

[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware it may not jive with the opinions of Destructoid as a whole, or how our moms raised us. Want to post your own article in response? Publish it now on our community blogs.]

Back in April, I was lazing about at a friend’s house in Orange County. I was staying there for the week after coming down from the Bay Area. It was hot, none of our other friends wanted to do anything (not that there was anything to do), and all we had was his 360. So, of course, we hop on and make with the gaming.

About halfway through a level of Halo 3 (or some other shooter; it’s hard to tell the difference these days), my friend gets a message. So we pause and he reads it:  

While I hyperventilated over the sheer epic fail of this kid’s typing, my friend replied back, saying he would aid him in this noble affair after this match of [insert FPS here]. After recovering from my loss of brain cells, I turned to my friend with a furrowed brow. A look of perplexion painted my face.

“My friend,” I secreted, “what is this boosting, and why is it done? It is a question that has plagued my mind for an eternity!”

“Well,” my friend extricated, “to boost is to make it easier to gain achievements. If you are given the task of winning 90 matches with your eyebrows, you call upon an assistant who lets you kill him consistently, eventually taking you to a 90 match completion. Then ‘bloop’, achievement obtained. I am rewarded, for I have achieved what others have not.”

“But why oh why must the achievement be stolen rather than fought for? Would you not rather go through the process of gaining the achievement without halp?” I gave a sigh, shoulders slumped.

“You dare question the mighty power of HAX?” My friend asked, taking on a tone of authority. He flexed, muscles bulging with gamerscore. “That is not what I would rather. No it is not.”

It was then that I realized where we have fallen in the gaming world.

Not too long ago, I remember when games were created and played for the sake of story, environment, characters, and gameplay. We used to enhale the atmosphere of the world we stepped into, appreciating what the artists, writers, and directors did. It was a Garden of Eden, per se. Then, as the gaming world unfurled further and found a home in the vast tubes of the internet, achievements began to rise from the shadows. Of course I found these most intriguing; in addition to beating the game I could also be awarded for my struggles! It was a brilliant idea that I would have sexually assaulted if it weren’t for one small problem: Greedy Greedy Pantses. Yes, that is a legitimate pronoun, for I just made it.

I never thought there would ever be a day when someone would buy a game — and even howl its name for months before its release — and only play it for achievements. Rather than putting the game company’s money to good use, they sit for hours, days even, finding and comparing reasons why their penises (Or boobies? Or both, on awkward occasions) are larger than the next person’s. This is nearly understandable due to the fact that the achievements were put out by the game company for the sole reason of being “achieved”. That, however, doesn’t mean that you should forget the rest of the game existed. And then — oh dear lord AND THEN — you have the people who know their genitalia could never be any larger, so rather than getting achievements the crappy way (sitting for hours on end trying to get that single perfect jump or kill) they do it the shitty way (sitting for hours raising their Gamerscore 4 million points by cheating). They’re winners and they know it.

So where does that leave the future? As years progress, gamers grow more and more numb to the hard work the game developers put into their products. Instead of staring misty-eyed at the Fuck Yes Scenery, they’re busy lining people up on a firing range so they can get that Killtacular achievement they’ve been eying. Not that that’s the case for every game; if you haven’t heard of COD: Modern Warfare 2 and had the storyline spoiled for you then you need to work out some lifestyle choices. But this is now. Who knows how different the future will be? At the rate we’re going, games might put achievements first and gameplay later. Even MMOs like WoW, who already have an achievement system, might become one with the fail. Which makes me wonder if up-and-starting MMO companies like Undead Labs will end up setting achievements upon a pedestal.

What about retro-gaming? Will we still remember the past? I can’t seem to recall the last time I saw a leaderboard for Toe Jam & Earl. Unless I’ve been in the dark all this time and there’s a giant floating hamster reciting the Gettysburg Address outside my window. Retro-games could become more a thing of the past than they are now. We won’t get these beautifully created, retro-inspired Indie games that we cherish so much. What would Pixel say? I grew up in the retro days, so seeing such a powerful art form perish would send me reeling.

Here, let’s make a new game. I will call it Achievements. In this game you collect achievements. You can even go on side-quests to collect achievements. Boosting is a lvl30 skill that requires a gamerscore of 900 million. One achievement will be the Achievement achievement, where you gather 5,000 achievements. Another could be the Achievement Achievement achievement, where you have 5,000 of the Achievement achievements. A third could be the Achievement Achievement Ach — Okay, you get my point.

In a nutshell, the gaming world has fallen into the Achievement Crevice. We’re too caught up in leaderboards and gamerscores to remember that we have an actual game to play. It feels like we’re opening the game developers’ refrigerators and taking a massive crap in their meat drawer. Then they come home after a long day’s work and fix themselves a fucking sandwich.

Let’s clean the future before the walls of this Achievement Crevice get too steep to climb again. Cause there’s no way in hell I’m reaching in to pull people out, lest I get stuck in there with them.

I’m not bitter, I’m overjoyed.


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+ Here are the Mega Man 10 Achievements you’ll never earn By DrEurope 22 January 2010 at 3:00 pm and have No Comments

If you managed to get all of the Achievements in Mega Man 9, then either your father’s name is Jor-El or you’re some kind of robotic boy yourself. Well, the Achievements (via Xbox360 Achievements) for Mega Man 10 look like they’re going to be along the same lines: incredibly tough to unlock. Actually, some of them are identical to Mega Man 9, including the Achievement for defeating all eight bosses with just your standard weapon and finishing the game in under an hour. But, there’s even tougher ones this time, such as the ridiculous defeat the eight bosses without your helmet on, the extremely ridiculous clear the game without using any energy, mystery, or weapon tanks and even the ain’t ever gonna happen clear the entire game without taking any damage.

However, there’s hope in Easy Mode — it’s possible some of these could be unlocked by playing the game that way, though we were unable to get confirmation on this from Capcom. As for PS3 Trophies, it’s a safe bet they’ll be the same as the Achievements.

[Via Protodude's Rockman Corner]

JoystiqHere are the Mega Man 10 Achievements you’ll never earn originally appeared on Joystiq on Fri, 22 Jan 2010 16:00:00 EST. Please see our terms for use of feeds.

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+ The best of WoW.com: January 14th-20th By buibroroult 21 January 2010 at 3:00 am and have No Comments

Filed under:

This week on WoW.com saw World of Warcraft in the news yet again, when a man from Clearwater, Florida was arrested for fraud after he sold his WoW account and failed to hand over the goods. On the gameplay side of things, Lead Systems Designer Greg Street and Lead Producer J. Allen Brack hit Twitter to answer numerous questions about patch 3.3, Icecrown Citadel, and the upcoming expansion, Cataclysm.

For all of this and much more, keep reading to see the best of WoW.com from the last week.

Continue reading The best of WoW.com: January 14th-20th

JoystiqThe best of WoW.com: January 14th-20th originally appeared on Joystiq on Thu, 21 Jan 2010 04:00:00 EST. Please see our terms for use of feeds.

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+ The best of WoW.com: January 14th-20th By Pluginsunny 21 January 2010 at 3:00 am and have No Comments

Filed under:

This week on WoW.com saw World of Warcraft in the news yet again, when a man from Clearwater, Florida was arrested for fraud after he sold his WoW account and failed to hand over the goods. On the gameplay side of things, Lead Systems Designer Greg Street and Lead Producer J. Allen Brack hit Twitter to answer numerous questions about patch 3.3, Icecrown Citadel, and the upcoming expansion, Cataclysm.

For all of this and much more, keep reading to see the best of WoW.com from the last week.

Continue reading The best of WoW.com: January 14th-20th

JoystiqThe best of WoW.com: January 14th-20th originally appeared on Joystiq on Thu, 21 Jan 2010 04:00:00 EST. Please see our terms for use of feeds.

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