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	<title>Reiding... &#187; tf2</title>
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	<description>Thoughts and perceptions of game designer, Reid Bryant Kimball</description>
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		<title>Achievments in Multiplayer</title>
		<link>http://blog.rbkdesign.com/2008/06/achievments-in-multiplayer/</link>
		<comments>http://blog.rbkdesign.com/2008/06/achievments-in-multiplayer/#comments</comments>
		<pubDate>Thu, 26 Jun 2008 23:12:49 +0000</pubDate>
		<dc:creator>Reid Bryant Kimball</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[achievements]]></category>
		<category><![CDATA[gamedesign]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[tf2]]></category>
		<category><![CDATA[theship]]></category>

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		<description><![CDATA[A friend of mine pointed me to this criticism of achievements in multiplayer games that happen to detract from the experience because the achievements don&#8217;t complement the intended gameplay. I agree 100%, achievements should be integrated into the gameplay seamlessly without encouraging players to deviate from preferred play behaviors. Some examples: In The Ship, an [...]]]></description>
			<content:encoded><![CDATA[<p>A friend of mine pointed me to this <a title="article about online achievements ruining games" href="http://news.filefront.com/online-achievements-ruin-games/">criticism of achievements in multiplayer games</a> that happen to detract from the experience because the achievements don&#8217;t complement the intended gameplay. I agree 100%, achievements should be integrated into the gameplay seamlessly without encouraging players to deviate from preferred play behaviors.</p>
<p>Some examples:</p>
<p>In <a title="Link to The Ship videogame" href="http://www.theshiponline.com/about-the-game.php">The Ship</a>, an achievement could be successfully killing your target without being caught 5 times in a row. It fits within the intended gameplay and lets players be creative, to explore how they can accomplish the achievement.</p>
<p>A poor achievement for the The Ship could be  asking the player to kill an opponent only with a knife. This forces players to play a certain way and if too many are trying to get the same achievement simultaneously it hurts the play experience for everyone.</p>
<p>In the early TF2 concepts, there was a plan to allow players to collaborate and help each other, such as a player helping to load ammo for a turret, which would increase the rate of fire for the other player using the turret. Achievements that encourage this kind of collaboration are highly desired.</p>
<p>Speaking of TF2, over at <a title="Rock, Paper, Shotgun website" href="http://www.rockpapershotgun.com/2008/06/21/achieving-nothing/">Rock, Paper, Shotgun</a> they show just how much achievements can cause people to stray from the ideal experience the designers intend. I think a solution could be tying achievements to officially released levels. This way, people can&#8217;t make special maps solely for the purpose of farming experience points to acquire achievements.</p>
<p>For those trying to find a way to design better multiplayer achievements, a good question to ask yourself is, &#8220;If everyone in the game tried to accomplish this achievement simultaneously, would it detract or add to the multiplayer experience?&#8221;</p>
<p style='text-align:left'>&copy; 2008, <a href='http://blog.rbkdesign.com'>Reid Bryant Kimball</a>. All rights reserved. </p>
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