I've mostly been working on some miscellaneous things lately. I've implemented attributes, resistances, modifiers, and I'm starting to work on items and inventory. There is nothing really groundbreaking to say about any of that, but I may highlight my implementation in the future. For this post I'll be talking about what I plan for my achievements system.
I mentioned in a previous post my idea of the library, and how it would fill up independent if your current adventure. It would persist through all of your characters. Adding to that feeling is my achievements system (tentative title).
If anybody reading this has played any games on the Xbox360 you will notice every game has achievements. These are things you can do during the course of gameplay that give you some gamer points. Gamer points are pooled from multiple games, and each game has a hard limit on how many gamer points they can give out. This is nice in several ways. First it gives you tangible evidence of how much of the game you've experienced. It gives you goals that are independent of just finishing the game. They may highlight parts of the game you didn't know existed, or never thought about. They encourage you to play the game in different ways, or on higher difficulty levels. All in all they cater to the completionist in everyone that plays video games.
The most obvious achievements are those that are story related, beat a specific boss, finish the game, etc. These can easily be transferred over to mirage. I can have achievements related to the library as well. Find a certain book and get an achievement. Unlock the entire bestiary, obtain 75% of the library's knowledge, or even discover the library itself (since it won't be accessible from the beginning), and get an achievement. The possibilities are endless!
This system will provide tangible evidence to both the casual and hardcore player that they are indeed accomplishing something within the game. One of the primary complaints against roguelikes are that they are too hard. Most people lose patience and can't seem to progress very far into the game. With an achievements system it would push those types of players to achieve many small intermediate goals, which would naturally lead them into some of the harder to obtain achievements. If a player knows that if they kill 5 more goblins, or finally manage to unlock the power of the cursed ring and be emotionally awarded for that accomplishment, they will be more excited to continue playing.
There are several things I have to watch out for however. I can't add too many achievements or it will become overwhelming. Also, I can't add some super complex achievements or people may become frustrated. It's also my opinion that I can't have any "hidden" achievements, because if nobody knows about an achievement they won't strive to get it.
I'd like to hear people's comments about this system, and what they think its implications will be upon the game. It's a system that can be easily added to any game, and is basically completely independent of any actual game related code. I'm excited to see how it ends up working out.