"I ain't afraid of no ghosts" achievement: You watched a horror movie without flinching or looking away.
Entirely possible with Kinect 2.0, now that I gave it a bit of thought.
"I ain't afraid of no ghosts" achievement: You watched a horror movie without flinching or looking away.
Interesting... But if it doesn't add to your gamerscore, why would people want to seek these out?
if it was porn:OMG MICROSOFT ADD ACHIEVEMENTS THAT MAKE YOU WATCH MOVIE? WORST. FUCKING. COMPANY.
Kinetic is always watching.Will it be enough to just purchase the videos, or will users have to watch all of them from beginning to end in order to unlock the achievement? And how will the box verify if we've actually watched the videos instead of just leaving them running while we're out? Via Kinect?
That sort of thing I am quite happy to see, to encourage your players to try different things and then reward them in various ways is a key part of game design. Borderlands did it right for me with the whole experience for different weapons/doing odd things/pushing limits (not played the second yet but I imagine there are similar things there).
When it annoys me is when it is just points for the sake of points, if it was a loyalty card type thing and could be converted into a new game* I will still have some reservations but could see it. My main problem though is it (along with the even worse thing of paid DLC for it) kind of killed in game cheats.
*at various points I saw Microsoft flirt with the idea and gave discounts for various things if you got so many points in a month or something.
Teach me how to do this.
How do to what? Encourage players to try different strategies (some of which you may have spent some time adding into a game) and reward them accordingly?
Rewards above are likely more an incentive to do it rather than an equal part of it however as most people do respond to rewards and those that do not will tend to be 100%ing the game anyway they can be lumped together. This goes quite far as well with one of the more interesting examples coming out of Backgammon, here over the decades a given play style was developed but when someone set a computer to analysing it several more were discovered.
Giving rewards at a level equivalent or at least within the same order of magnitude* to the would be rewards of the "normal" strategies but for less effort works well. My favourite example in recent times would probably be Resonance of Fate. In it you had three weapon types (scratch damage, actual damage and grenades). As you levelled up in any of those weapons your main character would become more accurate, hold more weight (incredibly useful in this game), fire faster..... however levelling a weapon would become more difficult/need more experience. As the grenades you found were improved accordingly with the game (and had all sorts of nice effects) you could still deal good damage with them. To this end I often found myself tens of levels behind in grenades but as the other two were only crawling up at this point a few battles with grenades would see my character improved considerably in general. I am not sure but it may have also been boosted at times but even without that the maths would have made sense.
*Borderlands again had ones that followed from the other so you may have had to do the 100XP rewards to go along the progression to get the 10000xp ones a few rewards later. As Borderlands has hundreds of weapons you would usually at least find something you could get along with to try for these rewards, you may have even found something you liked along the way.
That borderlands example also brings you onto the second key part which is make the cost for trying it quite low. You pick up weapons in Borderlands all the time and ammo is not rare either, to this end you can try whatever you like. However if you have ever said "I need to save this weapon/ammo for a boss", saved your rare drop slime giblets for some potential future weapon (or had to consult a FAQ/reverse engineer the game/do save scumming), avoided trying out a random ability rather than upgrading your mainline ones, avoided trying out a battle formation as you only have limited options* or been apprehensive about using said giblets for a somewhat different type of weapon the one you got into then you have met a game that might have failed in this regard. The cost is an interesting one, on the face of it time would seem to be the least costly thing but time grinding might not seem that way so maybe having a surprise vendor show up with a sidequest or to sell you something for a lot of in game money could be a better idea at times. However if it is a puzzle game with a relatively short play time for a given instance you can change things a bit there, if you want a Tetris in Tetris you may leave a line at the side of the screen to put a 4 block down, it does not cost you much to instead play a few games where you put it in the middle.
*one of the earlier Shining Force games had this which, when tied to characters levelling up, meant an earlier experiment could cost the ability to finish the game even if you finished the current battle. It got better in later games but that one is a master class in what not to do for this sort of thing. Such things may also be why I do not like Monster Hunter despite it being the sort of thing I like on paper.
Another example might have been Rogue Legacy. In it you do not get to manually roll a character when you die (and you will die as health regeneration is not easy in that game) and get a choice of three random characters (and said choice may be reduced further by having bad traits for one or more of those characters). You will then be forced (basic probability says you are not going to complete the game before this unless you cheat) into playing in a radically different game.
This sort of thing also has an impact in multiplayer games with the whole DOTA/MOBA stuff being a fine example of how to do it badly. As the cost for having a "bad" player (and given the game is not what one would call intuitive that means everybody that has not invested serious amounts of time in it) is rather high when you are on a small team it tends to lead to new players being shunned and the opinion of the community being "I would not piss on them if they were on fire, unless they had already died" by most. Compare this to a shooting game where kill/death ratios influence scores or a defend the base/capture the flag type thing where it is all hands on deck even if you only serve to draw fire from a better player for a few seconds a life.
How do to what?