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Game Spark's Warning: Why DLC, Multiplayer, and Early Access Achievements Are the Bane of Completionists
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For many gamers, the pursuit of achievements, trophies, or any form of in-game recognition is a core part of the experience. It adds replayability, encourages exploration, and offers a tangible goal beyond simply finishing the story. However, as Game Spark recently highlighted, not all achievements are created equal, and some have become a source of significant frustration, eliciting the strong sentiment of "こんな実績はイヤだ!" (I hate these achievements!).
As a game analyst and a dedicated gamer myself, this "つらい実績問題" (difficult achievement problem) resonates deeply. The specific culprits identified – achievements requiring DLC, mandatory multiplayer, or early access play – represent a concerning trend that impacts player demographics, game system innovation, and the industry's relationship with its most dedicated fans.
The Core Grievance: "I Hate These Achievements!"
The sentiment is clear: players are growing weary of achievements that feel less like a reward for skill or dedication and more like a hurdle designed to extract more time or money. Let's break down why these particular categories are so problematic.
The DLC Dilemma
Achievements tied to downloadable content (DLC) are perhaps the most straightforward source of player ire. From a gamer's perspective, purchasing a base game should allow for 100% completion of that base game's achievement list. When DLC is "早期アクセスプレイ必須" (early access play required) or even mandatory for certain achievements, it feels like a paywall for true completion.
Analyst Insight: While DLC is a vital revenue stream for developers and publishers, integrating achievements into it can alienate players who are content with the base game. It effectively makes the full achievement list a premium feature, rather than a reward for mastering the core experience. This isn't innovative game design; it's a monetization strategy that leverages player completionism, potentially turning a positive incentive into a source of resentment.
The Multiplayer Minefield
Achievements that demand "マルチプレイ" (multiplayer) are another significant pain point. These often require specific multiplayer wins, reaching certain ranks, or performing niche actions in an online environment. The challenges here are manifold: skill disparity, reliance on an active player base, and the inevitable server shutdowns that render such achievements permanently unattainable over time.
Gamer's Plea: As a player, few things are more frustrating than having a game's single-player content fully completed, only to be blocked from 100% due to an archaic multiplayer requirement. This is especially true for older games where servers have long since been decommissioned. It punishes players for discovering a game late or for simply preferring a solo experience. The "達成がつらい実績" (difficult achievements to achieve) here aren't about skill in the game's core mechanics, but often about navigating external factors like server health or finding willing participants.
The Early Access Expectation
The concept of achievements requiring "早期アクセスプレイ必須" (early access play required) is particularly perplexing. Early access is, by its very nature, an incomplete and evolving product. Tying permanent achievements to a state of a game that is subject to drastic changes, or even removal, creates a volatile and unfair scenario for completionists.
Industry Impact: This practice blurs the line between beta testing and a finished product. It suggests that players should invest their time in potentially unstable builds for the sake of achievements that might be altered or become unachievable in the final release. It's a system that prioritizes early engagement over a stable, rewarding completion path, potentially devaluing the achievement system itself.
A Gamer's Plea for Better Design
The "つらい実績問題" (difficult achievement problem) highlighted by Game Spark underscores a fundamental disconnect. Achievements should enhance the gaming experience, not detract from it. They should celebrate player engagement and mastery, not serve as a hidden cost or a time-sensitive obligation.
Developers hold the power to design more thoughtful achievement systems. This means:
- Keeping base game achievements within the base game: DLC achievements should be a separate, optional list.
- Making multiplayer achievements optional or AI-achievable: For games with a strong single-player focus, multiplayer achievements should not gate 100% completion of the main game's list.
- Reserving achievements for final releases: Early access is for feedback and development, not for permanent recognition.
The innovativeness of game systems should extend to how we reward players. By listening to the collective "こんな実績はイヤだ!", the industry can foster a healthier, more respectful relationship with its player base, ensuring that the pursuit of completion remains a joy, not a chore.
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