Hi Stephen, first time subscriber but long time fan of your work. Just started a trial sub. Wow. You're really digging deep into the industry and I appreciate that. You're not just word vomiting press releases. I hadn't subscribed for a while due to money, but I think you are doing such a great service to gamers, it's worth supporting. I know you were on Kotaku, and as a former contributing editor to PC Gamer from the turn of the century (ie old) you are doing great work. Thank you.
Seems like the entire industry fears the GTA6 launch, but I don't quite get it. As far as we know, it's not launching on the three biggest platforms in the world (mobile, Switch, PC). Also probably no online component at launch.
I get that GTA is a unique franchise, it will sell a ton of copies and probably some hardware, and that it's marketing spend/attention will be massive. But the reach still seems limited; wouldn't it be a great time to launch PC, mobile, and Switch games?
There was an interesting thread on Bluesky recently from a developer who was extremely bitter about achievements, specifically the requirement of them (“as a player or a designer?” “yes” was one notable moment). I’ll never be able to find it, I’m sure, but they brought up a lot of points that I thought were interesting and a lot that gets taken for granted by players in terms of work. At best, I’ve seen them as a very psychologically manipulative “nudge”, and I’ve always appreciated Nintendo being the holdout. I don’t think I’ve played a game where I’ve missed them. I even appreciate that things like Balatro that have them on other platforms won’t try to remake them on the Switch the way, say, Bayonetta did.
Nintendo's philosophy on how they want people to "explore" prompts the question of--to put it a bit drastically--whether achieving and exploring are opposing forces within a game. I do feel that an obsession with achievement can detract from exploratory pleasures, as this mindset often discourages the player from savoring game elements that don't directly contribute to a specific mission or quest.
On another note, I find the interview with Switch 2 developers fascinating. Never really deeply thought about how technological disparities between software and hardware can prompt developers to experiment and conceive new possibilities previously unseen in the gaming space.
I was playing AC Shadows recently and after dancing around a big armored guy to whom I wasn't doing too much damage for a while, I managed to kick him off a castle wall. As he was flying down, I thought "huehue, this is Sparta." A moment later, I get a pop-up saying "This is Japan, actually." Magical and hilarious moment.
I view achievements as something that provides value to games I really like while being easy to ignore in games I don't. Occasionally, they can also yield super memorable pats on the back, like AC Shadows did for me.
I'd prefer if Nintendo embraced them, especially since a decent chunk of their studios take the time to implement per-game achievements, but I'm not holding my breath at this point.
<p>The discussion around achievements in gaming has always been interesting, especially when it comes to Nintendo’s approach. Unlike many other companies, Nintendo has consistently focused on creating experiences that encourage exploration, creativity, and personal enjoyment rather than external reward systems.</p>
<p>Achievements can be motivating for many players, as they provide clear goals and a sense of completion. They also add replay value by encouraging players to try different strategies or explore hidden aspects of a game. However, they can sometimes shift the focus away from the natural flow of gameplay, making players feel like they are completing tasks instead of enjoying the experience.</p>
<p>Nintendo’s philosophy seems to prioritize immersion and discovery. Instead of telling players what to do next through achievement lists, their games often allow players to create their own goals and enjoy the journey at their own pace. This approach can feel more rewarding in the long run, especially for players who prefer a more relaxed and exploratory style of gaming.</p>
<p>That said, there could be a middle ground. Optional achievements that do not interfere with the core experience might satisfy both types of players—those who enjoy structured goals and those who prefer freedom.</p>
<p>Overall, this topic highlights an important difference in game design philosophy. It will be interesting to see how future systems balance these ideas and whether Nintendo eventually adopts a more flexible approach to achievements.</p>
<p>If you're interested in more gaming and tech insights, you can also explore:
Hi, just wanted to let you to know that in the story about the Russian government seizing the assets of Lesta Studios the VCG link is wrong, it goes to a Call of Duty article on IGN.
Hi Stephen, first time subscriber but long time fan of your work. Just started a trial sub. Wow. You're really digging deep into the industry and I appreciate that. You're not just word vomiting press releases. I hadn't subscribed for a while due to money, but I think you are doing such a great service to gamers, it's worth supporting. I know you were on Kotaku, and as a former contributing editor to PC Gamer from the turn of the century (ie old) you are doing great work. Thank you.
What a lovely comment. Thank you, Dan!
Hey Stephen,
Seems like the entire industry fears the GTA6 launch, but I don't quite get it. As far as we know, it's not launching on the three biggest platforms in the world (mobile, Switch, PC). Also probably no online component at launch.
I get that GTA is a unique franchise, it will sell a ton of copies and probably some hardware, and that it's marketing spend/attention will be massive. But the reach still seems limited; wouldn't it be a great time to launch PC, mobile, and Switch games?
There was an interesting thread on Bluesky recently from a developer who was extremely bitter about achievements, specifically the requirement of them (“as a player or a designer?” “yes” was one notable moment). I’ll never be able to find it, I’m sure, but they brought up a lot of points that I thought were interesting and a lot that gets taken for granted by players in terms of work. At best, I’ve seen them as a very psychologically manipulative “nudge”, and I’ve always appreciated Nintendo being the holdout. I don’t think I’ve played a game where I’ve missed them. I even appreciate that things like Balatro that have them on other platforms won’t try to remake them on the Switch the way, say, Bayonetta did.
Great food for thought here.
Nintendo's philosophy on how they want people to "explore" prompts the question of--to put it a bit drastically--whether achieving and exploring are opposing forces within a game. I do feel that an obsession with achievement can detract from exploratory pleasures, as this mindset often discourages the player from savoring game elements that don't directly contribute to a specific mission or quest.
On another note, I find the interview with Switch 2 developers fascinating. Never really deeply thought about how technological disparities between software and hardware can prompt developers to experiment and conceive new possibilities previously unseen in the gaming space.
I was playing AC Shadows recently and after dancing around a big armored guy to whom I wasn't doing too much damage for a while, I managed to kick him off a castle wall. As he was flying down, I thought "huehue, this is Sparta." A moment later, I get a pop-up saying "This is Japan, actually." Magical and hilarious moment.
I view achievements as something that provides value to games I really like while being easy to ignore in games I don't. Occasionally, they can also yield super memorable pats on the back, like AC Shadows did for me.
I'd prefer if Nintendo embraced them, especially since a decent chunk of their studios take the time to implement per-game achievements, but I'm not holding my breath at this point.
<p>The discussion around achievements in gaming has always been interesting, especially when it comes to Nintendo’s approach. Unlike many other companies, Nintendo has consistently focused on creating experiences that encourage exploration, creativity, and personal enjoyment rather than external reward systems.</p>
<p>Achievements can be motivating for many players, as they provide clear goals and a sense of completion. They also add replay value by encouraging players to try different strategies or explore hidden aspects of a game. However, they can sometimes shift the focus away from the natural flow of gameplay, making players feel like they are completing tasks instead of enjoying the experience.</p>
<p>Nintendo’s philosophy seems to prioritize immersion and discovery. Instead of telling players what to do next through achievement lists, their games often allow players to create their own goals and enjoy the journey at their own pace. This approach can feel more rewarding in the long run, especially for players who prefer a more relaxed and exploratory style of gaming.</p>
<p>That said, there could be a middle ground. Optional achievements that do not interfere with the core experience might satisfy both types of players—those who enjoy structured goals and those who prefer freedom.</p>
<p>Overall, this topic highlights an important difference in game design philosophy. It will be interesting to see how future systems balance these ideas and whether Nintendo eventually adopts a more flexible approach to achievements.</p>
<p>If you're interested in more gaming and tech insights, you can also explore:
<a href="https://gtamobiles.com/" target="_blank">Visit this website</a></p>
Hi, just wanted to let you to know that in the story about the Russian government seizing the assets of Lesta Studios the VCG link is wrong, it goes to a Call of Duty article on IGN.
Artificial points? As in finishing side quests in BOTW or TOTK isn't the same thing. I just can't brag about it on my Switch profile.