Achievement Design
Posted on Sep 25, 2011 by Michael Gugel in Gaming
Check out Greg McClanahan’s awesome post on Achievement design from Gamasutra.
Here’s the best part:
GOOD reasons for making achievements hard to get:
- High skill component
- Perfection of a core game mechanic
- Handicapping the player (in a way that makes sense and is still fun)
BAD reasons for making achievements hard to get:
- Completely luck-based (and rare)
- Perfection of non-central game mechanic that isn’t overly fun on its own
- Handicapping the player by removing a fun element of core gameplay
- Excessively grindy
- Severe punishments for small mistakes
- Real-life sacrifices (completing a game within 24 hours)
- Difficult logistics of even attempting a task (such as finding an active multiplayer game)
- High reliance on specific behavior of opponents (especially in a multiplayer setting)

