Posted February 17, 2021
low rated
Mori_Yuki: First of all thank you for explaining this to me! Since achievements are integrated in the code, I still don't understand why the same can't be done without Galaxy. Transmitting that data to this website, that is. I'm not talking about displaying popups in-game or any of that stuff. An immersion breaking distraction which I can very well do without.
My point is this: With only one set of files, both containing **achievements, both being able to access GOG's servers to transmit and receive data from it, there is no need for a separate set of patches or adapted DLC either. Which usually take longer to be dispatched to the website versus the client. Both parties get to enjoy what the other one's got access to and both should be happy. What's important is that GOG would profit most from this. Consider how several hundreds of terrabytes of server space could be saved! I would also assume that it takes lots of work off the shoulders of developers having to adapt their patches and updates for both.
Panaias: If I understood your idea correctly, the big difference is one: internet connection :) My point is this: With only one set of files, both containing **achievements, both being able to access GOG's servers to transmit and receive data from it, there is no need for a separate set of patches or adapted DLC either. Which usually take longer to be dispatched to the website versus the client. Both parties get to enjoy what the other one's got access to and both should be happy. What's important is that GOG would profit most from this. Consider how several hundreds of terrabytes of server space could be saved! I would also assume that it takes lots of work off the shoulders of developers having to adapt their patches and updates for both.
What's happening currently is that when the game decides a goal was achieved, it internally routes a call to the specific client which you launched your game through, so that the client can pop up the achievement banner with info provided from the game. In this scenario, internet connection is not required. The logic for the achievement (e.g. player resurrected 100 times) is within the game code. The way to display the achievement (e.g. "You are a level-100 zombie!") is within the client code. Both game and client are running locally so no internet is required for the achievement to happen and appear.
Your idea, while interesting in theory, would require an always online connection to the internet while playing. When the achievement logic would be triggered, it would have to be transmitted over network e.g. to GOG's servers so that it becomes available (to display on the web, to get permanently registered in your profile, to brag to your friends, whatever else). And then your game's code should get a reply from GOG's server over network to get the achievement confirmation back and display it in-game.
Panaias: It's not impossible (please read above), but also it's not desirable. Besides "locking" your game to require an online connection (which is a form of DRM), there are other issues such as your own connection quality, speed, bandwidth limits, etc. So imagine playing and defeating a super challenging secret boss. After you defeat it, you leave and walk 10 minutes to get to the next area. And then boom an achievement appears "You are a secret-boss slayer!". OK, I might have gone a bit far there, but you get my point :)