Gaming
Feature: Achieving Greatness?
Published Sunday, Apr 26 2009, 08:00 BST | By Matthew Reynolds

It’s remarkable that the most ground-breaking feature is not a visual or gameplay specific, but something that simply records what we play. Achievements, a numerical representation of gaming prowess, have changed the way many of us play games. By completing a level, discovering a hidden item, or by beating the game in a fast time, points are added to a global Gamerscore for us to show off to the world.

Gamasutra recently unearthed stats that over 2.5 billion achievements have been unlocked, adding up to 52 billion points in total - they mean serious business, and the competition knows that. Sony has recently made Trophies mandatory in all PS3 games, and even MMO behemoth World Of Warcraft has introduced them. They have become a powerful metric for both gamers and developers. Not only can developers track how games are being played to aid how they are designed in future, but they can be a virtual guide for those wanting to explore off the beaten track.

The other more revered type of achievement is for rewarding experimentation within the realms of the game. Fable II is one the best examples of paying out points for curiosity; playing fetch with the dog, kicking chickens, jumping off cliffs, stealing from houses, taking part in orgies - all seemingly random tasks but are led to the player through an achievement, and enrich the experience through finding them. It’s for this reason that designers love achievements, as an indirect means to guide players to try things that they would often miss.


But in the end, achievements merely tap into the competitive and completionist nature that’s always been there in games; from topping the scoreboard in Space Invaders to finding that last Skulltula in Zelda: Ocarina Of Time, players have always strove to see and do everything there is on offer. Achievements offer a helping hand - a virtual tourist map of things to see and do - and reward the player for doing it. Even if the idea isn’t necessarily a new one, there is no denying the colossal impact of achievements have on how we play games.
Most Notorious Achievements

Perhaps the most infamous set of achievements, the game allows players to obtain all 1,000 points in thirty seconds by holding the B button to initiate a series of combos. Cue thousands of players borrowing the game from their local Blockbuster in order to boost their Gamerscores. It’s a good job, because apparently the game is a little on the rubbish side.

The idea here is to play through Episode One by firing no more than a single bullet, which is required for an padlock in order to continue. (You’d be screwed if you missed, eh?) Luckily kills by other means - crowbar, gravity gun, flying toilet - don’t count against you, so just put down the lead and flush away the enemy.

Described by the game as the ‘Easiest Achievement Ever’, pressing Start at the opening menu gives you five Gamerscore points. Soul Calibur IV’s ‘Start of a New Era’ almost pips it by giving you an achievement for literally doing nothing but watch the opening cinematic, but we believe all achievements need to be earned, even if it is just by one button press.

To get this, you must complete the last level on the hardest difficulty with three others, set up so it resets the party back at the last checkpoint if someone dies. Plus, you have to end it in Ghost vehicles hidden in the level, and it won’t unlock if someone falls off at the last second. (I name no names.) Best of all, it yields no points for completion.

The aim is to kill 10,000 people total in ranked matches, meaning you can’t ask a friend to leave their console on when they go to work. It can take months to get this if you wanted it that much. The most staggering thing is that while only 6% of users at trueachievements.com have unlocked it, that amounts to 1,682 players. That’s the power of achievements!
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