But at least Unity Telemetry, in-game achievements, etc, can be universally blocked via a firewall "whitelist". Well I can't say I like any offline game that wants an online connection either so I guess I'm one of the "resistance" :-). ![]() I am also not arguing that developers can not use them, just saying that progress achivments are very cheap and easy game metrics. I am also not arguing that developers can not use them, just saying that progress achivments are very cheap and easy game metrics.Īmok: If you want to argue the case for built-in telemetry in games, you will find a lot of resistance here :). If you want to argue the case for built-in telemetry in games, you will find a lot of resistance here :). The designers are also very bad play-testers as they have made the game and know all the ins and outs of it. ![]() As such, a game tester becomes experts in certain areas of the the game, and very biased towards difficulty. A typical task is to repeat the same action in the same level 100 times and see if it gets the same outcome each time. What most people don't realiase is what play-testing really is. play-testing can only get you so far, and for the most part what play-testing finds out is things like buggs and glitches. Unity Engine in particular has plenty of in-game telemetry as do Ubisoft engine stuff, such that external clients just aren't needed anymore for this stuff. Example statistics for Dragon Age Origins and Stardew Valley (both in-game and work client-less). kill boss BulletSponge) can in even more detail tell where players are falling off.īrianSim: That's true, but also generally the same thing that half-decent play-testing will reveal, and still something that could very easily be done with in-game achievements instead of tying it to a 3rd party client (and then having to rewrite it per additional 3rd party client). It is either too difficult, or it is too boring for the majority of players to progress. If they for example see that 90% of players unlock achivment "beat level 1", 86% unlockes ""beat level 2", and 45% unlockes ""beat level 3", then they know there is some serious problem with level 3. They are actually very good metrics for the game designers. Defeat boss BulletSponge, Climb the lava river, etc), stating that they are not really achivments, but just what happens when you play the game. I have seen people grumble about this as well (beat level 1. quite a lot of achivments are also linked to progression. I swear the people who most obsess about 100% achievement completions have undiagnosed OCD (Obsessive Compulsive Disorder) and game devs deliberately play on that. Game dev then links to his profile using it as cheap "the game is so great people play it 10x over!" advertising. Hours played shows 500hrs instead of 50hrs. 'That guy' who has unlocked 99/100 achievements except for that one then feels compelled to mindlessly grind the game 10x over to unlock it. Eg, Normal game = You kill 5,000 monsters. I swear the people who most obsess about 100% achievement completions have undiagnosed OCD (Obsessive Compulsive Disorder) and game devs deliberately play on that.īrianSim: Half the ones I've seen are all about cheap game-time padding. Half the ones I've seen are all about cheap game-time padding. I hit an achievement today, I breathed 2000 times, woohoo, post me up on nobit or twatter. ![]() Your playing a computer game, not inventing warp drives, or doing brain surgery. ![]() Not to mention you really are not “achieving” anything. They are there to milk your data, and lock you into platforms. It’s funny how people think clients are for their benefit. Nightcraw1er.488: But in-game achievements do not lock you in to a platform.
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