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NGai Croal's picture

By NGai Croal

September 9, 2009

Off-Label Gaming

When Microsoft released the Xbox 360 in the autumn of 2005, with Sony’s PlayStation 3 and Nintendo’s Wii already announced but still a year away from store shelves, journalists like myself were focused on system specs, launch titles and initial shipment volumes. Few of us were thinking about Achievements and what they could mean for games. Now, while I’m certainly willing to own up to my then-myopic obsession with the coming console war, part of the reason that I failed to consider their implication is that Microsoft introduced them side-by-side with Gamerscore, like a pair of Siamese twins. That’s why I found it difficult to separate the two until much later.

To this day I don’t get the value of Gamerscore’s cumulative tally of points across disparate and often unrelated games – other than as a pointless measuring stick. Is it measuring skill? Time invested? Brand loyalty? Disposable income? The time-twisting 2D platformer Braid, however, woke me up to the potential of Achievements with its very simple implementation: for merely traversing each of the worlds that were open to me, I got an Achievement. ‘Traversed World 2’, the game said, accompanied by that distinctive and increasingly Pavlovian tone.

On first blush, that isn’t very special. But if you’ve played Braid, you know that some of the worlds aren’t easy to navigate from beginning to end, and even if you traverse a world from start to finish, you very likely haven’t obtained all of the puzzle pieces necessary to complete that world. Not on your first attempt, anyway. Without that recognition of our partial accomplishment, we might start to feel discouraged, especially by some of the later worlds, where it’s not uncommon to exit having only acquired one puzzle piece or none at all. By giving players a pat on the back for getting from point A to point B, Braid subtly exhorts us to gird ourselves for the inevitable return – and re-return – to each world in order to finish the associated puzzle.

Even more interesting than the use of Achievements as in-game pep talks is when they’re employed to encourage what I call the ‘off-label’ use of a game. And no, I don’t mean using the disc as a coaster. I mean games like Geometry Wars: Retro Evolved, with its Pacifism Achievement, described as ‘Survive the first 60 seconds of the game without firing’. What I liked about this Achievement is that it inspires us to try playing the game in a manner that’s rather different from its original intent. Even the fact that I have yet to, er, achieve this Achievement didn’t obscure its potential. And when Geometry Wars: Retro Evolved 2 debuted, Pacifism had been promoted from an off-label Achievement to a dedicated game mode, with the Wax On (‘Rub your ship along all four arena walls in Pacifism’) and Wax Off (‘Perform the Wax On achievement twice in a single game, don’t forget to breathe’) taking its place on the Achievement list.

I don’t mean to suggest that off-label uses of videogames are a new invention. Think of speed runs, which the majority of traversal-based titles don’t explicitly support, yet a minority of players have a go at it anyway just to see how quickly they can complete a level or a game. Or think of iron man playthroughs: one life only – no reloads, no continues – where if you die, it’s game over. One of the most interesting series of blog posts I’ve read in recent months has been Ben Abraham’s multipart entry on replaying Far Cry 2 under iron man conditions, where the penalty for death is the end of that playthrough. Abraham undertook these dispatches out of curiosity as to whether the threat of permadeath would add more weight to in-game choices and decisions. From my perspective, the narrative impact of off-label play is of less interest than its interactive impact, because the more we learn about how people can play a particular game, the richer we can make it.

That’s where, in my opinion, Microsoft’s Achievements (and Sony’s Trophies), could stand to evolve. For while developers would be wise to expressly recognise and enable off-label play, much of this is activity generated outside of the development community and among the larger base of gamers themselves. So why not empower them to recognise each other with user-generated Achievements?

Imagine that Microsoft allotted each game between 50-100 points for Achievements that players themselves could create and name from among a number of in-game variables – lives, health, completion time, accuracy and much more. Players get to challenge friends and strangers alike to beat their tests; developers get a slew of additional information about how their games are played in the wild; and Microsoft (or Sony) gets another way to make the games for their respective systems even stickier. Because if you’re going to make an off-label use of a game, why shouldn’t the industry make an off-label use of you? 

N’Gai Croal is a writer and videogame design consultant. You can follow him online at ncroal.tumblr.com.

AndyLC's picture

>> By giving players a pat on the back for getting from point A to point B, Braid subtly exhorts us to gird ourselves for the inevitable return – and re-return – to each world in order to finish the associated puzzle.

An achievement that tells you you've accomplished and achievement by beating a stage, like in any other game, except they don't usually give you trophies.
That's kind of the opposite of subtlety, that's the very definition of not-subtlety, the game goes and says "HEY GOOD JOB!! YOU GOT AN ACHIEVEMENT!! LOOK AT THIS ICON!! YOU COMPLETED THE STAGE!! TELL YOUR FRIENDS!!"
>>Without that recognition of our partial accomplishment, we might start to feel discouraged,
actually, wait, let me correct, an achievement for the partial accomplishment of a goal and finishing the stage without doing everything which most people will wind up doing, so I get a trophy for crossing the line (not necessarily finishing the race)

>>On first blush, that isn’t very special. But if you’ve played Braid, you know that some of the worlds aren’t easy to navigate from beginning to end, and even if you traverse a world from start to finish, you very likely haven’t obtained all of the puzzle pieces necessary to complete that world

That's kind of normal for a platformer though.
I don't always collect every ring in Sonic or every coin in Super Mario (nor did I break every brick). In Metal Slug it's quite an achievement to rescue every POW (including hidden ones), and by rescue I mean survive to the end because they aren't rescued if you died even once.

Mario never told you the pleasure of hitting two, three enemies with a single turtle shell, or the thrill of dodging a red shell in tight quarters for the no-gain challenge of dodging it. You simply did it on your own, or maybe a friend or sibling showed you.

This is actually very special and unique amongst most platformers. This is the opposite of subtlety, it is spoon feeding and screaming in your face how you're suppose to feel and act.

kanoe666's picture

i hate achievemenst i hate trophies

4thVariety's picture

For all the money spend on gaming, I'd rather see a return of my investment in the shape of fun. Sure, ever so often an achievement will make you aware of playing a game in a particular manner. But for the most part, achievements exploit the teenage behavior of arguing with your friends about who is best and condensing gaming into a weirdly shaped virtual genitalia that more often pushes people into cheating and exploiting the game engine, as it encourages them to have fun with their friends.

One does only have to look as far as Little Big Planet to see how some achievements linked to content creation and rating levels were exploited. Those "Personal Challenge" Achievements would be the same thing. Basically free achievements and the people who really would use it, are the ones that do not need it anyway.

I completed Fallout 3 controlling it with a Dance Dance Revolution mat and a Guitar Hero controller. Where do I get my 20 points?

AndyLC's picture

I played Resident Evil 1 on a Dance mat :0

you could say the controls were more intuitive like that hahah.

GeeLW's picture

Pictures, if you have 'em!

That would be pretty funny to see... besides, everyone KNOWS you need a Logitech Wheel and gas pedal to activate VATS...

GeeLW's picture

Brilliant, as usual - given that there are so many not so hot 360 and PS3 games one can play simply for scoring points or trophies that don't even require players to complete the game. Adding player created awards is a fantastic idea, although I'd love to see how Microsoft or Sony will go about implementing the feature without restricting players into a set amount of "random" award creation...