Monthly Archives: October 2011

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Achievement Design Guidelines

Preface (3/24/2015): In 2011 I was tasked with designing an achievement system for one of the games I was working on. That system never saw the light of day, but I did write some guidelines on achievement design, intended to help future designers that might work on the system. This is an excerpt from those guidelines. Many of these were derived from reading achievement guides written by other designers – but because I never expected to publish this, I didn’t do a good job of saving links to those guides. If you have written similar guides on your own blog, please link to them in the comments here!

While researching achievement systems, I came up with a number of guidelines we should attempt to follow while designing achievements. An important thing to understand is that achievement systems can be used to incentivize a very wide variety of player behaviors, to the point that players will do things they do not enjoy just to earn an achievement.

Push players towards enjoyment

If there is a type of play-style or mechanic that players enjoy already, it’s a good candidate for achievements. Think carefully before incentivizing something they do NOT enjoy.

Evaluate an achievement by the most efficient method it could be earned

Ask yourself: if I was a dedicated player out to earn this achievement as fast as possible, how would I do it? Make sure the answer is something we’re willing to live with. Read More →