
Whether achievement markers and dashboards are necessary is purely subjective. Kris Graft wrote a nice article on Gamasutra about the psychology behind achievement hoarding. The fact is: we all do.Īchievements are part of the ABC of why we play games and even of how games are created.

Just in June this year, Valve capped Steam Achievements to a total of 100 for games that have not achieved a certain ‘confidence metric’.Īnd that brings us back to the TotalBiscuit question. They can, they have, and they will likely continue to do so. How can Valve accurately attribute uniform value to any single achievement in such an open system? Why can’t Valve just implement some SteamWorks fair-use measures? Faster than you can say “Achievement Unlocked”. Keep steady fire on anything that moves in Blood Feed and you’ll be up to your knees in some of its 3,001 achievements. You basically just needed to blink at the screen to unlock the first 1,000. In a nutshell, some indie devs abuse SteamWorks to create ‘Achievement Spam’ games. This is the logic behind all those clones and asset flips piled with Trading Cards and Steam Achievements.


By creating what are now referred to as ‘game-shaped objects’ rife with features that Steam players love. How does a starving - or shady - indie dev hustle to survive in the saturated wilderness? How do indie devs minimize chances of failure?Įasy. As more developers realized the potential, the marketplace began to do what marketplaces do. Steam is unquestionably one of the main carriers that brought indie games to the mainstream.
