Achievement points are only the first step - Wardell

Thu 22 Apr 2010 7:26am GMT / 3:26am EDT / 12:26am PDT
OnlineDevelopment

Stardock CEO pushes the opportunity for games to integrate less generic player reward systems

Stardock CEO Brad Wardell believes that while achievement point systems in games, or on game platforms have been successful, there's still a lot more to come.

Speaking at a demonstration of the company's new Impulse Reactor platform, which allows developers of PC games to integrate a host of functions into their games - such as reward systems and multiplayer skill matching - he explained that developers should feel more able to explore alternatives to just points.

"In order for the user to enjoy the extra-game capabilities to really take off it needs to become more integrated with the game," he told GamesIndustry.biz. "Achievements just happen to be the easiest thing - but we can go so much further than that. You might play a shooter - play long enough and you could get extra weapons, and different games should have the flexibility to reward or encourage their players in different ways.

"But that can be expensive to do, so what we're hoping to do with Impulse Reactor is that because the client is integrated into the game, it's not some external client we're calling, or importing source code, we can incorporate DLC and all kinds of interesting virtual storage features that the developer can make use of.

"As a result it allows the developers, and their creativity and knowledge of their own game, to come up with less generic methods of rewarding. The reason why achievements are popular is because they're generic, and so easy to implement. The solution to that is to provide developers with the tools to make less generic reward systems."

He rejected the point that one of the reasons that achievement points have been successful, in the likes of World of Warcraft, or on the Xbox Live platform, is because they allow people to compare themselves to others more easily.

"I think that if each game is a little different... In Starcraft II, rankings obviously matter, but if I'm playing a roleplaying game, just because somebody has gone around and completed all the 'rats-in-the-basement' quests, that doesn't mean he deserves a better ranking than me," he said.

"Every developer probably has their own idea on how to reward their players - and as developers who are trying provide platforms to the market, I think it's our job to make sure they can think of unique ways to reward their customers and make them glad they purchased that game."

The full interview with Brad Wardell, in which he outlines more of the plans for Impulse Reactor, as well as explaining the origins of his book deal with Random House, is available now.

11 Comments

Barrie Tingle
Live Producer

"He rejected the point that one of the reasons that achievement points have been successful, in the likes of World of Warcraft, or on the Xbox Live platform, is because they allow people to compare themselves to others more easily."

That is one of the major reasons why achievements are so successful. They are a quick way to measure against other players. You see what GamerScore your friends have and you compete with them to beat their score/prevent them beating your score.

Posted:3 years ago

#1

Exactly... and while I agree that developers may have different ideas about how players should be rewarded, creating a unified system, like the one that Microsoft pioneered on 360, is a much better plan all round.

Posted:3 years ago

#2

The rewarding on the X360 is very little in my opinion.
Sure you have points, sure yu can boast you completely finish a game up side down, but, what for?

It's an old debate, but points should be used somehow.
Every 1000gamerpoints (or more) users could get a 400MSpoint voucher, or something, an XBLA game (in a list, or any game within a xx MSP limit).

The 360 is the only console I currently have, and I always like getting an achievement, but make it worth something... Please.

Posted:3 years ago

#3

On a sidenote: I wonder why MS never connected Achievements/Gamerscore to a specific disc so you would only be able to "milk" this game once of it's 1000 GS and thereby getting rid of a big share of the 2nd-hand market. I guess 80% of xboxes are online by now...

Posted:3 years ago

#4

Kingman Cheng
Illustrator and Animator

What I really want to see is being able to use these points somehow.

Posted:3 years ago

#5

Its a nice idea but needs to be implemented properly, shooters for example and in its current form CODMW2 utilize a ranking system to upgrade which means you're rewarded more quickly to remain competetive in terms of gameplay against other players - acheivement points based on long term goals are fine for something like overall class upgrades or things like day and night map laternatives etc-there's no way MS will bow to dishing out 400MS points against 1000 when its linked to a monetary value but who knows.

Posted:3 years ago

#6

Andrew Clayton
QA Weapons Tester

Frederick, that creates problems with co-op gamers. My girlfriend and I play together all the time, and if only one of us were allowed to get achievements the games would provide much fewer hours of replay value.

Personally I agree with Wardell. There are very few times, other than for curiosity, that I ever look at other players' gamertags to see how many points they have. I would much rather get achievements for playing the game rather than the point value. The point isn't that I got points but that I performed the action to earn the achievement.

Posted:3 years ago

#7

Chris Nash
Compliance Technician

Frederick's idea would also require adding some kind of individual hash code to each pressed disc, and maintaining a database of these numbers, all of which costs money.

Wardell believes that achievements should give you in-game unlockables, if I'm reading this article correctly. Games did this before Microsoft introduced the Achievements system! In many games, finding twenty hidden artifacts (or whatever) not only gives you a 20G achievement via the Xbox's API, but also adds to an in-game list that provides the player with game-related rewards. Integrating this with DLC shouldn't be too difficult - a large amount of DLC is in in the form of an unlock key for content already on the disc, after all.

Posted:3 years ago

#8

I think Achievements can be linked to different types of players, i.e.: http://en.wikipedia.org/wiki/Bartle_Test

Posted:3 years ago

#9

Charles Lentz
Game Developer

"The rewarding on the X360 is very little in my opinion.
Sure you have points, sure you can boast you completely finish a game up side down, but, what for?
It's an old debate, but points should be used somehow. Every 1000gamerpoints (or more) users could get a 400MSpoint voucher"

I don't think that is necessary. People play games because they enjoy the experience. Your gamerscore is a sort of gamer leaderboard where you can use it to compare yourself to your friends list. That's it. And many people really like that. It's similar to wanting to have the best lap time on a global leader board of a racing game. The gamer doesn't "get" anything for accomplishing it, except the satisfaction for having done so. And I think that's the way it should stay.

Posted:3 years ago

#10

Jay Crowe
Creative Director

"The reason why achievements are popular is because they're generic, and so easy to implement. The solution to that is to provide developers with the tools to make less generic reward systems."

I've read this sentence a few times and still don't understand the connection between: '..the reason achviements are popular" and " the solution is..".

Aside from nit picking - and to pick up on @Christopher Pickford's point - an interesting (I suppose classic) article on the psychological profiling of player motivations for playing/ achieving taks:

[link url=http://www.mud.co.uk/richard/hcds.htm
]http://www.mud.co.uk/richard/hcds.htm
[/link]

Old perhaps, but nevertheless worthy of browsing through for those unaware of the field. At least as a starting point for debate.

Posted:3 years ago

#11

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