Posted August 13, 2021
amok: sub-clause 1 a:
It depends a little, and it also depends on what you mean by achivments.
There are games, for example GemCraft: Chasing Shadows, where achievemnts = challanges = rewards. In GemCraft you have a skillpoints system, each time you level up you get 10 skillpoints which you can use improve your stats. However, the game also have 419 achivements, unlocking one gives you 1 skillpoint, so within the game there are 419 (quite alot) of skillppoints linked to achivments. If you ignore the achivements you lose out on a very large chunck of upgrades and basicaly cripple yourself.
MeowCanuck: Specifically, I'm referring to client-based achievements. If it's in-game achievements like I think you're talking about, then those are absolutely fine and timeless. If that game does somehow ping your Steam profile for achievements to unlock in-game rewards, that's not a very good timeless design. It depends a little, and it also depends on what you mean by achivments.
There are games, for example GemCraft: Chasing Shadows, where achievemnts = challanges = rewards. In GemCraft you have a skillpoints system, each time you level up you get 10 skillpoints which you can use improve your stats. However, the game also have 419 achivements, unlocking one gives you 1 skillpoint, so within the game there are 419 (quite alot) of skillppoints linked to achivments. If you ignore the achivements you lose out on a very large chunck of upgrades and basicaly cripple yourself.