Monday, 17 September 2018

The Joy and Stress of Achievements


So lately, I been busy playing WarioWare Gold for the Nintendo 3DS. The WarioWare series is one of my favourite Nintendo series for its simplicity yet innovate and humorous gameplay. I completed the other WarioWare games (except for DIY and Snapped. The less said about Snapped the better) so naturally, I would set myself to complete Gold.


The WarioWare series are usually short but Gold took longer than expected to complete. This is primarily due to the Missions you can do which are basically the equivalent to the Playstation and Xbox Achievements. You see, Nintendo consoles do not have their own achievement systems unlike the other consoles (with Playstation calling them Trophies) but some of their games have in-game achievements which grants you in-game rewards. In this case, coins which can be used to buy souvenirs such as cards. And boy, there are loads of them.

They started off pretty simple from completing a character's stage to getting certain scores in microgames (2-8 second games where you have to do a certain action quickly to beat it. They can range from pressing a button, twisting the 3DS, touching the screen or even blowing into the microphone). Then I got to the minigame based missions (longer stand alone games compared to microgames) where progression slowed to a crawl.

There's a minigame called Pyoro, featuring a small red bird with a really long tongue. The aim is to eat as many falling seeds as possible. If a seed hits the floor, it'll destroy a piece of the ground which results in your area getting smaller. They can be restored but if a single seed hits you on the head, it's game over. There's also Super Pyoro which adds special seeds to enlarge the bird and make it invincible. The minigame is ok but there's a mission where you have to score 10000 or more points in the original Pyoro. For Super Pyoro, that is increased to 66000. If you think that's a big number…you're right. They took multiple attempts over the course of 3 days each in order to hit that target which became tiring and stressful.


Who would had thought that this bird would bring so much grief?

There isn't really any special tricks to play Pyoro (though in Super Pyoro, there is a secret bonus area you can access by climbing up a beanstalk) so it all came down to repetitive persistence. Repetitiveness is a common trait for Autistic people where they are often content with doing the same actions over and over and over…and over again. For me, I don't mind doing repetitive tasks…but it helps if there's a meaningful goal at the end and if the task isn't too dull. Here, despite the prospect of completing a mission, the game was getting tedious, especially if you do one mistake, you have to restart at the very beginning. Not to mention there was another tough mission for the original Pyoro where you have to restore all of the ground after having four pieces of it remaining.



I admit at times, I felt like giving up and abandoning the game but I eventually completed them in the end. Thankfully, the other minigame missions weren't as bad bar a few  for example, scoring over 15000 in Pumpkin Panic and defeating 200 enemies in Wario Kard  (yes it's spelt with a "K") which took about a week. I felt relieved having completed all the missions yet I did wish that I could have gotten some of the lost time back.

Generally speaking, I only aim to obtain all the achievements if I really enjoy playing the game and if I believe I can achieve them all without too many problems. I don't want to end up getting stressed over wasting so much time and enjoyment getting the hard ones.



That said, I would prefer it if there were more creative achievements that encourages you to play the game differently (for example, in WarioWare Gold, the Antisneeze Mission forbids you to use the A button to defeat the giant nose in the microgame Nose Dive)  as opposed to grinding based ones so it feels like an actual achievement when you unlock it. Some achievements could even teach you certain techniques. Team Fortress 2 is an excellent example of this with class based achievements which not only teaches you on how to play that character but also encourages you to do so.



Creative achievements are limited only by the developer's imagination. As  I hope you will agree, I have a good imagination with the pictures I made for this blog. I hope that when I get to develop my own games, I can come up with creative achievements.