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Here's another problem with having multiplayer achievements at all:
Someday, those servers are going to go offline. At that point, you can no longer obtain those achievements. Ever. So, if you pick up a game that's 10 years old and 50% or more of its achievements are multiplayer-based... Well, there's no guarantee those servers are still online. You've essentially just bought a game where half of the achievements are unobtainable.
I would also like to point out that while I agree that game designers don't have actual time to be playing the game they're making... It's stupid of them (and it shows how bad they are at their job) to not know how a system of theirs works, how it could be exploited, how it might be grindtastic, or even how it might be pretty boring. I am not a professional game designer. I dabble in it from time to time. I can usually spend 2 hours in a game and tell you how freakin' terrible X system is, or how much fun Y system is. It takes very little effort to figure out and very little time to examine how it would impact player reaction. Granted, I might have a slight leg-up on most developers in that I don't get blinded "by my own brilliance" in creating some system that I poured hours into and don't have the heart to think it might be absolute crap... Or another leg-up on game developers who never really learned much about human behavior or human reactions (or even history and basic research!). But, I don't think that should excuse any "poor achievement design". We've had these things for 10 years. Maybe a bit longer than that. Ten years is a long time. They should know by now, by default, by history of other achievements in games, and history of other games that use similar systems to theirs, what will work and will not work as an achievement. Furthermore, many of the developers should at least have some kind of history with playing games before ever jumping into the world of creating them. A history of playing games is a history of learning how they work, how they interact, and how you perceived what was or was not fun in previous titles you've played.
To put it simply:
There is enough history with achievements/trophies out there that very few developers/designers/publishers should be getting them wrong. But, many of them still are. Many of those people are simply working in their jobs to earn a paycheck and don't actually care what kind of product they made. They're trying to meet deadlines and keep the boss off their back. They aren't ever thinking about whether or not what they're making might actually be fun to someone else. They want to finish their job, get paid, and go home and see their family. I get it. The industry really isn't very kind to game designers because of how its structured and its inherent lack of useful regulation (or even development cycles that make sense).
I do not have problems with achievements in multiplayer on their own. I have many games in my library with cooperative and competitive achievements. The problem lies in the fact that a vast majority of multiplayer achievements absolutely suck to obtain. They're hopelessly annoying, grindtastic, difficult, luck based, or completely broken in every way. My solution to this isn't "let's teach them how to make them better". It's not, because I believe the people currently in the industry are utterly incapable of any kind of reform or even basic learning skills. My solution is "Let's get rid of multiplayer achievements for now, until someone with more brains than our current crop of developers comes along and does such a great job at multiplayer achievements that they become the new standard".
In short, I'd rather something that was 98% broken, annoying, grindtastic, difficult, luck based, etcetera be nixed entirely instead of crossing my fingers and hoping someone on the dev team had ever played a video game before and knew what was/was not a good achievement idea. It's broken and shows no sign of ever being fixed. I think it should just be pulled entirely and put in a desk drawer somewhere until someone comes along and decides that they actually care about the quality of the multiplayer achievements. Let that person who has the talent, brains, and experience define how multiplayer achievements should be done. Let that person show the world so that we've got only 50% of really terrible multiplayer achievements in the industry instead of a staggering 98%. If a dev doesn't know what they're doing when they make the achievement, they shouldn't make the achievement. Pure and simple.
Someday, those servers are going to go offline. At that point, you can no longer obtain those achievements. Ever. So, if you pick up a game that's 10 years old and 50% or more of its achievements are multiplayer-based... Well, there's no guarantee those servers are still online. You've essentially just bought a game where half of the achievements are unobtainable.
I would also like to point out that while I agree that game designers don't have actual time to be playing the game they're making... It's stupid of them (and it shows how bad they are at their job) to not know how a system of theirs works, how it could be exploited, how it might be grindtastic, or even how it might be pretty boring. I am not a professional game designer. I dabble in it from time to time. I can usually spend 2 hours in a game and tell you how freakin' terrible X system is, or how much fun Y system is. It takes very little effort to figure out and very little time to examine how it would impact player reaction. Granted, I might have a slight leg-up on most developers in that I don't get blinded "by my own brilliance" in creating some system that I poured hours into and don't have the heart to think it might be absolute crap... Or another leg-up on game developers who never really learned much about human behavior or human reactions (or even history and basic research!). But, I don't think that should excuse any "poor achievement design". We've had these things for 10 years. Maybe a bit longer than that. Ten years is a long time. They should know by now, by default, by history of other achievements in games, and history of other games that use similar systems to theirs, what will work and will not work as an achievement. Furthermore, many of the developers should at least have some kind of history with playing games before ever jumping into the world of creating them. A history of playing games is a history of learning how they work, how they interact, and how you perceived what was or was not fun in previous titles you've played.
To put it simply:
There is enough history with achievements/trophies out there that very few developers/designers/publishers should be getting them wrong. But, many of them still are. Many of those people are simply working in their jobs to earn a paycheck and don't actually care what kind of product they made. They're trying to meet deadlines and keep the boss off their back. They aren't ever thinking about whether or not what they're making might actually be fun to someone else. They want to finish their job, get paid, and go home and see their family. I get it. The industry really isn't very kind to game designers because of how its structured and its inherent lack of useful regulation (or even development cycles that make sense).
I do not have problems with achievements in multiplayer on their own. I have many games in my library with cooperative and competitive achievements. The problem lies in the fact that a vast majority of multiplayer achievements absolutely suck to obtain. They're hopelessly annoying, grindtastic, difficult, luck based, or completely broken in every way. My solution to this isn't "let's teach them how to make them better". It's not, because I believe the people currently in the industry are utterly incapable of any kind of reform or even basic learning skills. My solution is "Let's get rid of multiplayer achievements for now, until someone with more brains than our current crop of developers comes along and does such a great job at multiplayer achievements that they become the new standard".
In short, I'd rather something that was 98% broken, annoying, grindtastic, difficult, luck based, etcetera be nixed entirely instead of crossing my fingers and hoping someone on the dev team had ever played a video game before and knew what was/was not a good achievement idea. It's broken and shows no sign of ever being fixed. I think it should just be pulled entirely and put in a desk drawer somewhere until someone comes along and decides that they actually care about the quality of the multiplayer achievements. Let that person who has the talent, brains, and experience define how multiplayer achievements should be done. Let that person show the world so that we've got only 50% of really terrible multiplayer achievements in the industry instead of a staggering 98%. If a dev doesn't know what they're doing when they make the achievement, they shouldn't make the achievement. Pure and simple.
