trap15 wrote:Again, it comes down to being an emulator. They can't easily make trophies for doing something in game because for the most part they can't tell what is actually going on in the game, so they just make them for using the interface.
What is the point of making achievements for opening and closing menus?
And it certainly would not be hard to determine where in memory the score and loop counter are located and read those for achievements. It would be piss easy to determine that using an emulator. These lazy bastards put ZERO effort into this.
Because the casual dickhead who only cares about making that number bigger may be tempted to spend the $8 or whatever on it, I can't be arsed looking for it, but I'd suggest there is probably evidence to support games with easy Trophies being snapped up by these people just for the Trophies. People mostly suck.
This emulator has achievements for a bunch of games on the NES, SNES, Genesis, PC Engine, etc. so I don't think that's the issue. The devs probably just didn't have the time, budget, and/or care to do a good job.
Just got around to watching fufufu's Crimzon Clover Boost run scoring 7.8 billion. Holy crap those bullets are fast. By Stage 4 it looks more normal at x0.5 speed.
NTSC-J:You know STGs are in trouble when you have threads on how to introduce them to a wider audience and get more people playing followed by threads on how to get its hardcore fan base to play them, too. 1CCs | Twitch | YouTube
pegboy wrote:
What is the point of making achievements for opening and closing menus?
Research. If you know that x % of your player base opened a certain menu, but a lower number closed it, you know that the got lost and quit. Also, you know that (100 - x) % didn't bother with that particular menu at all. Similarly, many games give you an achievement for starting/beating the first area, and in some games achievements are distributed so that they hand out more in the beginning and then get exponentially harder to get. It's all feedback for the publisher/developer.
An achievement for starting the game also lets you know how many people have actually played your game. You would be surprised how many people buy games and never even install them.
Wasn't there something that around or under 20% of players will actually bother to beat games(which was figured based on achievements and trophies). I think it was a general stat, but I don't remember where I saw it mentioned.
I'm not against the achievement/trophy systems, but it needs to actually be for completing content or doing something difficult in a game.
There are various stats like that, the most recent I can think of is this one for Octodad - Dadliest Catch, which says that 37% of people completed the story (which is already quite short, a couple of hours at most).
NTSC-J:You know STGs are in trouble when you have threads on how to introduce them to a wider audience and get more people playing followed by threads on how to get its hardcore fan base to play them, too. 1CCs | Twitch | YouTube
Satan wrote:Because the casual dickhead who only cares about making that number bigger may be tempted to spend the $8 or whatever on it, I can't be arsed looking for it, but I'd suggest there is probably evidence to support games with easy Trophies being snapped up by these people just for the Trophies. People mostly suck.
You don't want to guess how many Xbox Achievement lists I've seen Last Airbender: The Burning Earth on.
The last game I know of to have really well designed achievements that can't be acquired through normal play is the original Dead Rising. Space Giraffe being another example. Probably not coincidentally, they both came out early in the 360's life before achievement systems were taken for granted.
Wow. I like the idea of chaining individual, bite-size sections of a stage instead of entire stages. Reminds me of the "wave" gameplay of older games, like Galaga. Might be interesting to bring back.
This guy gets longer chains in DonPachi than I get in DoDonPachi...
This smashes the old record by quite a bit, doesn't it? I had no idea the game could even be counter-stopped until now.
NTSC-J:You know STGs are in trouble when you have threads on how to introduce them to a wider audience and get more people playing followed by threads on how to get its hardcore fan base to play them, too. 1CCs | Twitch | YouTube
Yes, I seem to recall ~90m was either done by someone and not recorded by arcadia, or someone TAS'd for it or something. I'd spoken with Sikraiken about DonPachi a few years ago and he told me it was probably possible to counterstop (and after hearing his reasoning, I agreed). I'd honestly never expected it to happen at this point though, and never expected any replay of 70m+ to ever surface. This is basically the best thing
Someone save it to hard disk before it disappears, haha. Seriously though, this is amazing. I've experimented with DonPachi a lot myself, and I knew there was the potential for a huge chain in Stage 5, but I've never been able to do it because my execution is just not good enough. Was really exciting to see that potential realized here.