Multiple awards in the set #718
Replies: 20 comments 83 replies
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Bonus-type achievements needs a different treatment, they need to be isolated. Most bonus achievements are not something that players should be expected to endure. Bonus IS a trash bin; you could look at it like that. It's like NG+++ for people who've mastered everything and still want to toy with the game. These challenges need to be separate from the rest or we need to completely scrap bonus sets. They usually do break the rules for what is considered good achievements; e.g. too hard, glitch based, or maybe just an overflow when a set gets super bloated. I'm all for the tiered awards as presented; great approach.
Sure, if you want to make mini-sets to feature a hack, why not. This needs to be handled carefully, otherwise it'll get messy. |
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In my opinion Bonus type of achievements really don't need a seperate treatment, if the set will be "quasi open" (offering not only one award).
Additionally we could prearrange that bronze+silver (with completion) will be 100% of the whole set, and gold+platinum will be additional 100% (giving 200% in total).
@GameDragon2k suggested we could use subachievements here, creating single but complex challenges based on unique features. |
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As I understand it the main goal is to merge Core and Bonus and then give you trophies based on total percent of completion. When there are super hard challenges present a platinum trophy level is available. |
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As I understand, both someone with 80% completion and someone with 100% completion would have platinum badges, is that correct? In this case, wouldn't people think 100% completion should award something better/unique? Also, as badges would be even more the focus of RA, wouldn't people feel incentivized just to reach 75% of a game instead of 100%? On the other hand, if someone with 100% completion would have a better/unique badge: what if I want to make an insane difficult cheevo, like WR tier or very close? Nowadays I can do it because they fit in bonus sets (specially in the original idea where they didn't even award a badge), but what about in that system? Let's say I wanna do a cheevo in which only one person in the world is currently able to achieve it (to incentivize someone else to get to that world record level, for example), would only those one/two persons in the whole world be able to reach the 100% completion and no one else? |
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Hey fellows, I was focused on other parts of the site and was leaving this subject to a later moment. But as this topic is in vogue I think it's time to step in. I'm speaking as one of the programmers who probably will help on the implementation of what is being discussed here (tagging the other nerds: @ScottFromDerby, @GameDragon2k, @Jamiras and @luchaos). And although I think it's possible to implement such schemes, it would be a hard work (many changes on the site, on the integration and on RetroArch). I tend to be resistant to what adds complexity. I'm always trying to simplify things. And while thinking on this topic I found an approach where I can see these advantages:
My proposal
P.S.: After looking for related issue-threads I realized that I'm kinda giving more input for what @kdecks proposed in this issue moved to RAIntegration's issue tracker. |
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Right now I think about giving awards only for what would be considered a core set, and anything alse would bring additional procentage and points. For example if you would get both core and bonus achievements in Mega Man, you would have 150% Platinum, with just core you would have 100% Platinum. About single achievement with exceptional difficulty - doesn't those achievements a proof enough of your deeds? Why everyone forgets about value of single achievements themselves? This could also create a possibility to include multiplayer achievements in the same pool (you could earn regular awards with multiplayer achievements, if it would be possible for you), or any other extension to add more to the beyond 100% procentage. Achievements which currently qualifies for bonus or multiplayer could be properly marked (with specific tag, or even additional overlay element). There also could be additional feature to hide bonus and mulitplayer achievements, if they are disturbing by any meaning. This system honors all players, not only completionists, but also keeps everything, which really don't need to be seperated in one place. Completionists are not the only type of players to consider, and I think this soultion could be attractive to them regardless. Not every single player aims for all achievements in the pool, and here you have several goals to aim for. I think this system is the most attractive for largest group of player - those who joins the site just to play games. If someone obtain 5 achievements from a pool of 40, they will have 12,5% of whole set in old system. In new system they will have 50% of bronze award, and I think that could motivate more to stay an play the game more or return to it to reach the bronze goal. There is also a matter of potential issues, and technical problems of implementing a system where something is seperated. It will require more complex structure, and might make other features harder to implement (like any change in the point system, which desperately cries for the change in my opinion). This Multi-award system technically would only use procentages and numbers with graphic overlay for game icons. |
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I wouldn't mind discussing something like this futher. With all the new implementations and features we're getting might be a good time to revise this idea. Being able to tag achievements to count towards a specific tier style seems to be a way of doing things and allowing for people to complete a set without having to do everything a developer wants to put in to a set or a developer holding back on content or having to split it up and people having to swap to a patched rom (soon to not be required hopefully). Take for example my Final Fantasy I (PlayStation Portable) Set. This set could be broken down into a few categories. [Progression] [SideQuest/Extras] [Collection/Completeionist] [Subsets]
People who may just want to do progression only and move on to another game, they could at least showcase that they've cleared just the completion in some form instead of being stuck at like 40% of the game's completion and hurting their overall ratio. Random mock-ups I did as examples |
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This is similar to what was discussed in a staff meeting near the end of last year so I'll try to summarise it here and see how it overlaps.
For consistency earning all achievements in a set would reward a gold mastery badge even if the set is missing the Content tier (due to being a simple game) or the Challenge tier (due to having no developer imposed restricted achievements). With the core/subset merge looming on the horizon I'm in favour of keeping them to their own badges (perhaps separated from normal badges on the site visually but that's outside the scope of this discussion). With a lot more data now since we have many more subsets on site, we can see that they could easily be split using this tier system. For subsets that are largely challenge based, we could instead repurpose bronze/silver/gold based on difficulty since all achievements are either dev enforced or glitch showcases. This has the added benefit of encouraging users to attempt bonus sets like the one for Super Mario World and being able to secure a badge without having to earn every achievement, making progress in those sets visible over time. If the set dev is unwilling to segment the set in this way, they could instead opt to have all achievements be gold tier. Tagging is the big thing here, with achievements being tagged 0/1/2 on the site for each tier. This could also be a good time to tag missable or secret achievements since it could be marked in a different field, 0/1/2/3 (with 3 meaning both secret and missable). |
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As mentioned in #687 (comment), a lot of older games don't really have a clear-cut Completion point.
Would those games just not have a Progression category and everything be under Challenge? |
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i think tiers are an awful idea. It's a ton of work for something that ultimately doesn't accomplish much. People are still going to complain about challenges being too hard for the challenge tier, or certain in-game content being in the content tier. I think there's way better ways of removing the "all or nothing" approach to being rewarded for playing a game. |
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Man though doesn't that just break an unwelcome concept? I mean, I guess there is a point, but it's so obviously ridiculously grindy. |
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As getting to the sweet spot of how tiering should be handled will likely take a lot of theory crafting and then a lot of work on site, I would like to propose a temporal quick (or so I hope) solution to this that can work as a base for the future:
This solution ignores the fact of having to divide ingame content, challenges and glitches, it is just "Progression - Core Set - Bonus Set" but I feel this would be enough for the community while a bigger and better solution is made, as this encourages casual people to play on hardcore and getting a nice badge on their profile while maintaining mastery as the bigger goal, as currently people don't have a way of showing their games if the don't 100% master them. |
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I love this idea. I fully support it. It allows for people to collect badges for their favorite games. It rewards those who put in more effort.
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I'm strongly in favor of this idea. A few thoughts I had while reading through the discussion so far: The biggest benefit of this system would be in its potential for drawing in and retaining new players. When we become deeply invested in a community like this, it's easy to lose sight of this greater perspective. This is a common pitfall you see all the time with MMO development: updates are increasingly focused on the most elite players while the early game is off-putting, ultimately resulting in these games gradually dying as the veteran players eventually move on. When I first joined RA, I was intimidated by some of the ridiculous achievements in many of my childhood games, and I assumed there would be very few sets I would actually be capable of mastering. Although I eventually realized I was capable of far more than I expected, it took a while to get to that point, and many potential users would likely bail before overcoming that hurdle. We're all attracted to RA because we place value on the concept of achievements. I've seen some comments suggest that such a feature would be unnecessary because it's already covered by sites like Backloggery, but the key difference here is rather than manually organizing the completion status of your game collection, RA provides a way to actually prove what you have accomplished. When you play a game outside of RA, beating or completing it are both major milestone moments, and it only makes sense that they should be rewarded within this sort of system. I struggle to understand the "participation trophy" argument, because isn't that what RA is at its core, just a bunch of small recognitions that "you did it!" for that extra dopamine rush? From a personal perspective, this feature would motivate me to play sets that I have previously ignored due to perceived difficulty. Reading through the Discord conversation, I see that I'm far from alone in feeling this way. In fact, I wouldn't be surprised if there were situations where earning the silver qualification would be that push I needed to go just a tiny bit further to complete those last few super hard challenges for the mastery. It's ultimately a system that gives players far more options in how to approach their game playing, rather than the strict "all-or-nothing" that is the current implementation. I do think it's vital that this system be implemented in a way that does not remove any existing features, however. As a mastery hunter, I place great emphasis on the number of total masteries as seen on the global leaderboard, and would hope that anything short of a full mastery would not increment this number, as that would entirely change the meta and devalue masteries. Ideally, I would like to see a separate number for each tier. One of the most common arguments I've seen from veteran players is "why would I go for the mastery when I can get the badge just for beating the game?", and while I do not necessarily share this way of thinking, I do think it is important to somehow visually present the mastery badge as a far greater accomplishment than lower tiers. In what form this may take, I'm not sure, but this is an issue that seems to be important to many. Finally, I think it's worth noting that the introduction of this system would inevitably lead to a certain amount of infighting. There will be disagreements on things like what exactly constitutes beating a game, or whether or not certain extreme challenges that are technically included within the game should count toward the silver tier. There's inherently a certain amount of subjectivity that goes into trying to define these sorts of things, and it will never be possible to outline a comprehensive list of criteria that applies to all games. Still, the rescore initiative has shown what the most dedicated members of this community are capable of (as well as the kind of fallout that can occur), and none of this should be interpreted as a reason not to proceed with this project. |
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I share Sting's concerns about emulating the PSN achievement model, which I think is awful. I'm concerned about making too many tiers and diluting things so much that it all becomes meaningless. I kind of understand the over arching goal, but the implementation has a lot of risk. I'd advocate for not changing the concept of "mastery" - that is getting all available achievements in the primary set. I think "mastery" should remain the primary showcase reward for set accomplishment. "Completion" badges really kind of feel like participation trophies to me and to have them prominently displayed and potentially nearly indistinguishable from "mastery" badges is a big mistake in my opinion. Someone at some point mentioned a concept of badges for "mastery" as we currently have them and stickers for "completion". If the sticker icon was noticeably less impressive then I think a model like in SHANEvsGAME's second picture is doable. I'd like the option to hide completion though as I think there will be a sizeable portion of folks who don't value it and don't want it displayed on their profile. |
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I've got no idea how this would be perceived by the "veterans" mentioned in the thread but a recent idea that I had would be a Titles system. Each game would be split into drop downs like seen in SHANEvsGAME's first picture with separate groups of achievements joined under a category (can't think of a noun for progression but examples like 'Completionist' for 100% in-game content, 'Secret Discoverer' for easter eggs, 'Speedrunner' for timed challenges and stuff in the current Speedrun Showcase subsets, 'Hacker'? for glitches etc.) with each title having it's own completion percentage. Examples like mentioned above would have their names agreed upon and feature in most sets consistently, with other titles for game or series specific challenges as well. Some of these would then have their own badges like with current subsets (one off the top of my head would be solo class FF games being 'Lone Thief' with the badge of that class perhaps featuring everyone else in the party dead with the thief holding a trophy for every single class) to signify particularly difficult challenges. I think this fixes a current problem I have with mastery badges being their value. Genres like JRPG's have in my opinion much easier badges to gain than platformers or action games because of the vastly lower achievement count/difficulty due to their length, and placing these next to each other on the profile makes them look like they took the same amount of time/effort. By giving specific challenges like low level or damageless runs their own spot, it could show just how much effort you spent mastering a game, as well as exactly what you had to do rather than a more generalized mastery. For example, I've personally mastered Dragon Quest 1 so let's say I have a single badge for 100% completion which in this case is reaching max level, getting all the endings (only took about 10 minutes with FF and a save) and collecting all special optional equipment. This would then be placed next to several Super Mario Bros badges: beating warpless, pacifist, coinless, all coins etc. (probably less than that but you get the picture) Somebody viewing my profile could then, with no knowledge of the games or their sets, see at a glance that I've completed Dragon Quest, and finished several challenge runs of SMB. I think this helps to answer the question of 'What should count as a mastery?' Do you think it's doing everything the game has to offer? Maybe that's too vague, how about knowing a game like the back of your hand? But does that mean being able to beat it as quickly as possible, or as perfectly, or understanding its mechanics so you can break it to pieces and abuse its programming flaws? What about community-made challenges that have been dubbed an ultimate test of skill like whatever the hell LLNIIENACMO means? This system would give that choice to the player, letting them decide what they deem worthy of their time and effort in each game to feel truly 'mastered'. There would probably have to be a seperate 'traditional' mastery badge which could be either every single achievement, or a mix of several "subsets" and/or certain achievements from more difficult ones. My inspiration came from the recent split of the SM64 Coin Collector subset from the core set, so this is really just the current subset system except expanded upon and given a much larger focus now that Core+Subset is hypothetically released, but I don't think that's necessarily a bad thing as it gives much more headroom for more subsets without "controversial" revisions and new features like:
I'm sure this would need a lot of work but my creatively bankrupt brain is already brimming with ideas. |
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I observed players reactions in relation and generally I think Core/Bonus/Multi is a concept which is missing some points. The biggest issue with it right now is the fact Bonus is treated more like a trash bin for all achievements not fitting some standards. I think it would be all better if we should join the core and bonus content together, and use the procentage of achievement. What I want to propose is:
crown/star on top: game beaten "Beaten" game, NEW trophy award level #56
0%>25% one star (bronze - easy*)
25%>50% two stars (silver - medium*)
50%>75% three stars (gold - hard*)
75%>100% four stars (platinum - master*)
*in well balanced set
This pic is just a kind of visualization of the idea, not a complete concept.
In my opinion in such system overall set balance will still be something very important, the bonus content will be included, but will be more justified.
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