My mate, Pete Davison wrote this great blog about Achievements intruding into gameplay.  He finished it with this statement:

“My favourite implementation of achievements in a narrative-based game? Deadly Premonition, which rewarded you with one achievement per completed chapter, one for completing 100% of its sidequests and one for completing it on each difficulty level. That’s how it’s done. I don’t need any more incentive than that. Build your reward structure into the game and build the achievements around that — don’t give me a list of arbitrary objectives that don’t actually improve my game experience at all.”

This was my reply:

I agree Pete.  Especially with your favourite implementation of the Achievements.  That’s how they are usually done for the Adventure/Hidden Object games, and if you want to have a look at the end to see how you did then you can.  They usually pop up the award announcement during the game as you reach it, but it doesn’t interfere with the gameplay – which is, as you say, why you are playing the game.  That is another reason why I hate Timed Games!  It takes away the enjoyment of playing, of exploring the locations, solving the problems, and following the story.  If the story is crap I exit and delete the game – only exceptions being if the gameplay is exceptional, but that is rare indeed.

The following is a link to the specific blog:

Jud House  23/07/2012

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