I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

  • TotesIllegit@pathfinder.social
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    1 year ago

    Fair, but from back when I played a ton on my 360, a large number of a games’ achievements were progression-based, sometimes entirely. That being said, tracking optional challenges within the save game itself can also be helpful in some instances.

    For example, if there are challenges that require you to not use special weapons at all, and then you violate the challenge requirements, it could be grayed out to signify that the player locked themselves out of anything related to completing that challenge in that playthrough.

    Resident Evil 4: Remake already does this to a degree, though my thought is that it would be most helpful in long rpgs, where it may not be clear after loading where you are in story or what you have and haven’t done if the save hadn’t been touched in months.

    • Knusper@feddit.de
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      1 year ago

      Oh yeah, I’m not arguing against your idea. It would need to be implemented per game anyways, so the devs can decide themselves, whether they want their achievements to be suitable or not.

      Having said that, maybe what you really want is a similar idea, which I saw pitched a while ago: Dynamic recaps.
      Basically, the game would detect that you haven’t started it in a while, so could offer a quick rundown of the controls. And if you’re loading a save from a few months ago, it could offer a quick summary of your most recent milestones in the story / game progression.

      So, yeah, pretty much your idea, but it’s not re-using achievements for that…