http://www.oxm.co.uk/article.php?id=14388
Apparently blatant scorewhores, like our own OXM Jipped, are an important enough demographic to be worth catering for.
"The Achievement hunter, who's going to make purchase decisions around the Achievements per minute to ratio - he's probably buying ten to twenty titles a year, or at least playing that many," Pitchford told us. "He's playing a lot. So he's a very frequent customer, and you want to be in that pile. That's just business."
Enough business to justify fiddling with the Achievements? Yes, apparently, because it's barely any more work than you'd do already.
"The time it takes is minimal," we were told, "because you're designing Achievements anyway, and you can probably affect your sales by something like 10 and 40 thousand units. If you're talking about a triple-A game selling between 1 and 2.5 million units. You're talking tens of thousands of units of impact there."
"Unfortunately most people in the industry don't think through it that much. You have designers designing achievements, and they're the worst."
Check back later this week when we'll go into more detail with Randy about bad Achievement design - or you can read the whole thing in the latest issue of OXM.


















