Most collecting achievements are just game filler really. The ones I find interesting are ones that, in a more free-form game, create an interesting goal to work towards.
For some of my favourites I’ve on occasion gone through the list and been like ‘Yeah that sounds like an interesting objective.’
The key for decent ones is usually that they are an achievable goal for one playthrough that act as a ‘guiding star’.
I expected a really bad take, but this is not it. HL2 has strength, but the story is not it. It’s okay, but I want you to remember that the ending of HL2 is just not good - neither to ‘boss fight’ nor the deus ex machina ending.
Even the gameplay gets boring when you have the “op” gravity gun.
I prefer HL1 to HL2. The physics riddles are not hard either and I think Stratholm is only “horror” for people with no xp in Survival Horror games.
I hunt down achievements when I enjoy the game and the achievements sound fun and not busywork. If it’s interesting side quests, minigames, or fun challenges, I almost always do them. I also like playing at max difficulty when it’s fair.
If it’s about going through a checklist to collect 100 feathers or spending 50 hours learning the entire game by heart to complete some hardcore challenge, I’d rather do something else with my time.
Mine is completing the Pokedex in the original Pokemon games. All you get is just Professor Oak giving you a wink and a small few second cut scene. And a congratulations text. Imagine spending all of your time then, getting all 151 and even 252 pokemon just for that? Yeah no thanks, I never completed the pokedex.
Well, to me this is worth it, because the journey is. Zelda Tears of the Kingdom is a similar thing. Doing all of the work for just a checkmark is not really worth it, but the adventure and the fun I have doing all of this is worth it. I am not after the price, but after the experience. Therefore its worth it, if its fun to do.
Any “no death” achievements/challenges in souls-like games. I don’t see a point in struggling for weeks/months just for a small badge on my account.
On the other hand, 100%'ing certain games like Stardew Valley is definitely worth it. I won’t spoil what happens, but just know that it is worth doing.
I’ve come close to getting all the capsule toys in Shenmue but in the end it was a lot if reloading saves and eventually I gave up. I barley finish any games so doing extra challenges is even rarer for me :/
Completing entire tech tree in minecraft modpacks. For those who dont know, many popular modpacks for minecraft has a questlines, usually its main progression chapters, explaining how to play the game, and many secondary queslines for specific stuff or mods. And many of this mods are optional for the main progression, so completing them or even using them at all is just useless extra work.
When I finish a game naturally I look at the list of stuff I didn’t do yet, and think “how much time will this take? Will I even remember doing completionist stuff in 5 years or would it be better to start a new game?”
You can beat factorio with extremely inefficient gameplay, layout, etc. There are two achievements in that sort of “taught” me how to play better. First was the one that limited how many items you could handcraft, and second was the speedrun achievements. Both were doable but forced me to automate more and plan things out in advance, and I can’t remember any other game’s achievements that qualitatively changed how I played.
I think something that makes a challenge worth it or not in a game is a combination of how fun it is and how much time it will take.
I recently got all the achievements in Another Crab’s Treasure. Most of the achievements you get naturally from playing the game, and I only had to hunt down a handful once I completed the game. All I had to do was fight 1 optional boss that I missed, grind a little bit to buy shells from a store, and play a couple of hours into NG+. Hunting those down was worth it because the combat is fun, and it showed that things are different in NG+ (I had to fight a brand new boss that wasn’t in the regular game), plus it didn’t take more than 3-4 hours.
On the other hand, I also played Schedule 1 again (post cartel update, but before shrooms were added). I love the game. I love the process of starting small and doing everything myself, and eventually building up to buy other properties, hiring employees, and refining the process to be more efficient. But man, that achievement to get $10 million is fucking nuts. I had all the properties producing drugs, the dealers and I were overflowing with product and I still haven’t gotten the $1 million achievement either. The game stopped being fun because everything was built up and I was basically there to restock the properties. Also actually getting to $10 million would have taken forever, so I gave up on it. I’ll definitely go back and play the game again, but I think I’ll wait until there’s another update after the one that added shrooms.
Gosh, y’know, these days breathing gives you an achievement because gamers like to get achievements to have achievements. Why do gamers like to have achievements? Sense of pride and accomplishment, I suppose. And because I am very simple, I’m the same - I crave that dopamine of the li’l 🎶Di-Ding. And platinuming a game is of course more dopamine. It’s just very useless in most games, it’s nothing but a number somewhere in some statistics. Paradoxically, I think nobody needs achievements and I’m annoyed at how important they’ve become, and at the same time I’m disappointed if there are none.
Challenges that give me equipment that simply has some better stats are … well, challenging. Especially when I don’t get around to them until after I finish the story. That’s when I care the least about increasing my ice damage by 2 points.
Make me explore the world to find things, that’s my jam. Especially if the things I find add to the lore. … No I can’t think of any examples right now.
A lot of Nexus modders have weird possessive licenses, eg “you have to manually download my mod, you can’t use my mod with X mod,” and so on.
Some mods need manual fixes (though Wabbajack should be able to do most of this).
There are a lot of external tools as part of the setup.
Lexy seems to be an “oldschool” modder. They seem wholy untinterested in trying to automate it. It’s ultimately their time to spend on the pack.
Last I checked, some folks have tried to automate the installation, but I have no idea what progress has been made, and it seems Lexy’s page is still full manual.
…But if you’re manual mod picking anyway, and interested in learning modding in depth, it’s quite a guide to follow. It’s been built and refined over like a decade.
There was this one that made Wabbajack randomly convert the target to a bunch of gold/cupcackes/a chicken/angry dremora/atronarch. It was hilarious. Is it still around?
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