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nightcraw1er.488: You don’t play games to “achieve” anything, it’s a means of passing time in an enjoyable manner.
Anything can be an achievement for somebody, and your "enjoyment" might be a boring waste of time to someone else.
Didn't your daddy tell you that you're a lazy loser because real work is sweating your ass off in the mines? Maybe not, but now you sound like him anyway.
My point: semantics
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dtgreene: What about cases where the achievements are stored locally, then uploaded when an internet connection is available? (An internet connection would be required, but it wouldn't need to be constant, and would only be needed for the achievement to be registered; achievements earned offline would be awarded the next time the connection is available.)
It is fine for me.
Many virtual airlines work like this.
You play the flight simulation and upload your data.
After verification you earn your score on the forum.
Details, baby, details. ((;--))
It's a dick measuring contest, and GOG doesn't even come with a ruler to measure the dicks with, given how half-athed the implementation of the client is.

Even back when Nintendo Power was a publication, you'd turn to the back pages and see popular games with 999,999,999 scores (remove or add 9s as needed) which sort of makes one realize just how pointless those are.
Post edited March 26, 2022 by Darvond
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lepke1979: Oh, there is one thing I remembered disliking about achievements. When they're tied to unlocks.

A game that comes to mind is Into The Breach. Gotta do achievements to get coins to purchase unlocks I believe. Tales of Maj'Eyal does it too, although it's a little less egregious. Do X amount of damage. Stuff like that. A lot isn't usually too hard, but can take time. FTL might do it too, can't remember.
Tales of Maj'Eyal swings back into egregious by having achievements locked to your difficulty settings and you know, having to turn on the limited life settings. (In a game where, no thanks to monsters getting out of zone abilities, can and will kill you without warning.)

Not to mention that several features and abilities are locked to strictly "bastard" playstyles, such as rerolling items.

GOG customers continue to be treated like second-class citizens.
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VBProject: How do you put achievements in offline installers?
GOG games aren't inferior in any way when they have no dumb useless achievements.

Achievements are an optional feature that they can easily turn off permanently (or simply not use Galaxy at all)
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VBProject: Because of dumb achievements, some games have intrusive galaxy.dll - without it games don't start at all.
I don't think the problem w/ Achievements is them existing; it's how they are utilized by services and/or companies: often as a DRM of sorts.

The problem is it's often used as a sort of DRM, in a sense - as in you'd need to be online to connect to their servers to basically get credit for doing these Achievements, such as how EGS and Steam approach this stuff. To me, that's DRM - as you cannot earn this cool stuff or get credit for Achievements b/c you're offline...which is garbage. It should NEVER come to that, IMHO - especially in single-player games.

I don't need to be online to Achieve stuff - this stuff should ALSO be able to be achieved offline, even if I never share this stuff w/ the world.

I do NOT think this Achievements as "soft DRM" crap is the ideal way to do Achievements - especially for single-player offline type of games.

As far as I'm concerned, the idea of Achievements in general is a good idea to gives gamers some challenges and/more goals to accomplish, to get replay value out of their games. If this was all tied to players allowed to offline profiles for Achievement-earning and built right into a game with complete offline support, nobody would probably care about being for or against Achievements.

Again, I'll point at Divinity 2 DC/DKS/DC as my best example - as Achievements on PC weren't even a thing yet and Steam wasn't really doing much w/ these (even though consoles already were) - so Larian, who is not fond of DRM normally, BTW - built it right into the game itself as an offline thing and something to also do & earn in this game that was a total offline single player game. Companies should go back to them methodology, IMHO - there's no reason they can't build this as an extra option to access and see this stuff from an Inventory, Game Menu, or any offline feature that works within the game.

And of course, if a player is online - anything earned offline for these Achievements should be up to the user to allow for it to upload to services on EGS, Steam, GOG Galaxy, if the game ALSO supports those systems - only if the players selects an option to WANT Achievements shared; should be up to the player.

I'm all about options.


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Dogmaus: Ring of Pain has in-game achievements that work without Galaxy and unlock items. They are fun to achieve in creative ways, changing your gameplay in the runs in which you try to get them. I think it's a well-done system and a good example of achievements. It's not true that achievements have to be tied to a client. Here is a list of games on GOG that have in-game achivements:
https://docs.google.com/spreadsheets/d/188zSg0KYEnAReuY1OwjfhNWlvOdFCAvx1yrp-iDvC5g/edit#gid=0
There is the related thread.
THIS. We need more of THIS.
Especially if these straight-up work in-game while offline AND in an offline mode.
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Aenvar: I'm happy when a game is on Gog & Steam and it has achievements on both platforms, it shows the developer also commited to the gog version and was willing to devote time to it. I don't think it's essential, but I appreciate the gesture!
I agree w/ this, to an extent.

First and foremost, these Achievements should be built to work in-game while offline. They should be built into the game from scratch, for offline play and when not tied to a service.

Then, I'm cool w/ them adding EXTRA optional and additional support for GOG & Steam Achievements.
Post edited March 29, 2022 by MysterD