Oh man, I completely forgot about UT. Audible recognition for achievements. I’d reckon those “Headshot” announcements during UT and Q3 did a lot more to encourage actual game PLAY than the achievement announcements in CoD (which has become somewhat of a stat whoring activity, what with the whole prestige grinding obsession some people have). You’re right, BulletStorm also handled that kind of thing well, just unfortunate that it was so porno-centric with it’s terminology. Those skill shot challenges were very inviting to want-to-achieve.
Personally I think the whole achievement situation as far as long term/performance milestones could be handled like a questing system. There’s no reason there shouldn’t be an accounting of traditional stats like total kills with X weapon and X attachment… and X class awards won. But a questing style system could also come into play in the sense that, you don’t earn those achievements unless you perform a specific string of tasks. This could be another subtle, and entirely optional dynamic that encourages teamplay, and perhaps even class based education.
It would have to be the kind of thing we all proof so that each quest-ee achievement doesn’t seem forced, shallow, and uttelry skill-less (like many achievements on Steam… congratulations, you just watched the opening cinematic). For a crude example, I could see an achievement that involved a medic healing an engineer during the plant/repair of the first objective, and then consistent and specific support activity during the rest of a single session to fulfill the requirements of that quest/achievement. Perhaps Combo-Achievement is a better way of selling this idea. Keep the engy alive for the first objective > escort/heal any other escortees during the second objective > defend whoever else is carrying/looting/covering-the-engy at the next objective>etc.
I can see this being an effective way of actually teaching people certain elementary tactics, per map. In some ways this basic example could be looked upon as a tutorial for that particular map, but because it’s voluntary and entirely mutable to the experience, I think the tactical nature of learning that class’s role for that map will actually stick inside people’s heads a lot quicker and more deeply than an out and out tutorial. Learning by doing, for most people, is the quickest way to learn.
I could also see this being used for seasonal/promo events… again, to reference the achievement based events that happen in Killing Floor… it could add depth to doing more than racking up 5 kills of medics wearing a santa suit (stupid example, but you get what I mean). Having something like; melee 3 elf decorations near first objective > use and explosive on a medic wearing a santa hat > during a fuel cell style objective, don’t let the santa suited enemy class steal any “milk” for his cookies.
Stupid example, but with the right kind of finesse for normal achievements, and the right kind of silly for seasonal/promo events… those would be achievements that people would actually feel a little extra proud about having achieved. And it doesn’t hurt for the bragging rights. Some people really do care about that kind of thing being visible in their player profile as a mark of skill and dedication to the game/community. Others will brag from the perspective of a smart arse, if just to joke about being a big shot amongst their friends.
it’s those little things that not only bind people to the game, like Raster mentioned, but also adds to the fun, therein adding to the reputation of ‘fun’ the game can develop which then extends to new players making the choice to try and hopefully committing to the game.
Achievements are something nobody has really tried evolving too deeply. Valve can take the credit for popularising it on the PC platform, maybe even cross platform. Maybe I’m wrong on that count but I always saw them as leading the way as far as marketing what was once an RPG only mechanic. There’s no reason why DB can’t pioneer some sort of an evolution on this front. If anything I think it would also enhance the profile of the game, give it that sense of “new” and “unique”.