Either one or both works.

Mine is completing the Pokedex in the original Pokemon games. All you get is just Professor Oak giving you a wink and a small few second cut scene. And a congratulations text. Imagine spending all of your time then, getting all 151 and even 252 pokemon just for that? Yeah no thanks, I never completed the pokedex.

Going the Joja-Route in Stardew Valley. I say this mainly because, it is what you make of it. You forfeit being able to complete the Community Center by earning things, when you sign your soul away to Joja. What I would’ve liked is seeing Pierre go out of business completely. I just think that would add a route of depth in the game where you have to make ends meet through Joja because Pierre is permanently closed.

But, that doesn’t happen, he’ll still be in business despite his depression about Joja running things. Kindof ruins the whole concept of doing it for the achievements even.

  • Zozano@aussie.zone
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    14 hours ago

    I’m an achievement hunter, I have 115 perfect games on Steam. Many of the games I’ve completed 100% are extremely difficult;

    list of games
    • Shovel Knight
    • Offspring Fling
    • Dead Cells
    • Dark Souls, +2 +3
    • Hotline Miami, +2
    • Binding of Isaac, + Rebirth
    • etc.

    I have two points to make:

    First, the Achievement Hunting community is autistic as fuck. I don’t mean that as an insult (I believe I’m on the spectrum myself), but rather, I’m convinced there is a correlation.

    Second, I believe achievement hunting is like the difference between playing sports for fun, or playing sports competitively/professionally. The challenge of 100% is occasionally so far beyond whatever ‘difficulty setting’ the game ships with.

    I believe some blend of these two factors are the impetus for achievement hunting (in most cases).

    In any case, I don’t disagree with you, achievements can feel hollow. In some ways, I think they have contributed to games losing their magic.

    Gone are the days of some rare and obscure secrets a game has, because you’ll always know there is something you missed when you check your achievements.

    “Discover the secret in the rotting wood graveyard” OK, cool, just fucking ruin the surprise I guess?

    From a development standpoint it kinda makes sense, you do want your audience to experience everything the team worked on, but yeah, magic gone…