I love achievements. There's a great satisfaction I feel from seeing my gamerscore hit 1000 or seeing that Platinum trophy pop up. But I'm beginning to wonder if achievements are starting to cause some problems.
Playing through Assassins Creed II, I was struck (as many people were) by how utterly pointless the money/villa-upgrading system was. Your money is only useful for buying armor (the best of which you get for free) and upgrading the villa (which in turn does nothing but pay you more money). Both Assassins Creed games have collection quests that serve no purpose (flags and feathers).
In the past, it seems, the side-quests and collection stuff had at least some point. In Banjo-Kazooie, for instance, you needed to collect notes and jigsaw pieces to progress. There were more to collect than you needed in order to finish, but if you're crazy like me and want to get "100%" then they functioned as a side quest. And if you didn't need/want 100% then they still served some purpose to the game.
There are a few other examples I could list, but it just seems as though there are a lot of side quests being put into games recently that seriously have no purpose whatsoever as far as the game and/or story is concerned. Side-quests who's only discernible function is to grant an achievement or two.
So my question: Is this becoming a problem? Can developers implement some quick and easy gameplay mechanic to pad out the game that doesn't really have anything to do with the game or story, but sort of "feels" like it does because it awards an achievement?
Or am I thinking about it too much?
Playing through Assassins Creed II, I was struck (as many people were) by how utterly pointless the money/villa-upgrading system was. Your money is only useful for buying armor (the best of which you get for free) and upgrading the villa (which in turn does nothing but pay you more money). Both Assassins Creed games have collection quests that serve no purpose (flags and feathers).
In the past, it seems, the side-quests and collection stuff had at least some point. In Banjo-Kazooie, for instance, you needed to collect notes and jigsaw pieces to progress. There were more to collect than you needed in order to finish, but if you're crazy like me and want to get "100%" then they functioned as a side quest. And if you didn't need/want 100% then they still served some purpose to the game.
There are a few other examples I could list, but it just seems as though there are a lot of side quests being put into games recently that seriously have no purpose whatsoever as far as the game and/or story is concerned. Side-quests who's only discernible function is to grant an achievement or two.
So my question: Is this becoming a problem? Can developers implement some quick and easy gameplay mechanic to pad out the game that doesn't really have anything to do with the game or story, but sort of "feels" like it does because it awards an achievement?
Or am I thinking about it too much?