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Cain on Games - Tim Cain's new YouTube channel

NecroLord

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Ah, Arcanum...
A shame that Arcanum 2 never was, but maybe it is better this way.
I do wonder what direction they would've taken with the game and its timeline. A World War 1 period in Arcanum, complete with machine guns, hellish trenches and cannon fire? Magick was already established to be in decline in Arcanum, only fully mastered by a few select individuals with very strong wills and minds, but people are turning towards Technology due to its applicability in the real world.
The racist stuff was also great. No dumb utopia where every damn elf, man and orc get together and sing IMAGINE, but one where race and relative racial homogeneity are very important. Elves and Dwarves wisely keep to themselves and are insular, while humans are the dominant culture of Arcanum. Fucking Gnomes are up to their historical tricks, as usual...

"Tarant needs MILLIONS of orcs if it is to survive!" - Anonymous Gnomish Professor at the Tarant University
 

Roguey

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Interesting that he would have swung for the fences rather than go for the safer GDQ adaptation, but that's very Cain. Not a Project Eternity guy (despite being a part of the actual Project Eternity :P).

It was hard enough telling some of our stories back then without being censored. In fact, about that time, putting in anything that was even vaguely homosexual was censored.
A better era as far as I'm concerned. :cool:
But these days I doubt if we'd be able to tell many of the stories from Arcanum in a game because people would be like "No no, you don't want to talk about that."
Tim's not a fan of the new political correctness where depiction = endorsement.

he should do it or shut up, is he pitching or is he just torturing fans by fueling their daydreams?
at this point he's getting off on teasing Arcanum 2 and cooming to the attention and people's pleas
He's stated repeatedly that he's retiring. He's just answering questions.
 

J_C

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This video is Reddit-tier cringe. Tim doesn't think it's okay to express a negative opinion unless you explicitly preface it with "I think..." or "In my opinion...". Failure to do so constitutes a character flaw. Naturally, positive opinions are not held to this standard.
Back in the early 00s it was Codex consensus that phrases like "in my opinion" were totally redundant and unnecessary because of course the thing you're saying is your opinion. Tim has forgotten this.
Tim specifically mentions this in the video. He states that obviously most of the time it is just people's opinions.

But he also says that this video is about people who think that their opinion about a game being bad is the absolute truth. So no, Tim hasn't forgotten this. But of course people on the Codex are up in arms about the video because they recognise themselves in it. And yes, these people are idiots.
 

StrongBelwas

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Thought he talked about this before, but apparently not (On this channel.) Will explain why they used it, and dispel a common explanation he hears that is completely wrong.
Troika is a Russian word for a carriage drawn by three horses who are all abreast, none of them are the lead horse.
Shows a box of Russian chocolates with two Troikas on the box art on them and links his chocolate blog. Also once had a chocolate bar named Troika that was one of the worst bars he ever ate
Troika being Russian had nothing to do with why they picked it, thinks Leonard might have russian/polish heritage, but when they were working on Fallout Leonard/Cain/Jason all worked very close together. Leonard came up with a lot of the look of the game (Would have been called Art Director today), Jason was very good at the technical aspects, figuring out how to make the art work in the engine. Frustrating to do the art for the game, lot of 3d art looked shiny and plastic, hard to do dirt/dust/rust. Cain's engine required things to be done in a certain way isometrically and Jason figured out a good way to get that out of the art packages.
Cain would bring both of them along when he had to do anything as a producer involving art, i.e approving the box cover or signing off on ads. Brought them for the manual layout, it was full of art and Cain wanted to make sure it was laid out correctly and at the right aspect ratio. Literally needed another set of eyes for the box art and ads because he was colorblind.
At some point, someone at Interplay referred to the three of them as 'The Troika'. First time Cain ever heard that word. Thought he heard Perestroika, asked about it and was corrected it was Troika, because 'you three are always together'. Didn't quite understand what was going on there, but later realized there weren't really many tight professional groups at Interplay. There were friend groups, but Cain can't recall another tight professional group like the three of them. They all complimented each other, all represented program/art/design.
They thought it was funny and remembered it. Later, after Cain quit and Leonard/Jason quit, they were just gonna look for jobs. Then they thought about making their own game and to make Arcanum, decided to make a company. Figured on making a small company LLC.
Cain's notes appear to break down here, despite knowing they had a lot of discussion about different names, he cannot find a single note on it. Once they settled on a name, there were ideas for logos, he can't find any of those.
Remembers someone joked about just calling themselves Troika, referring to the time they were called that at Interplay. They realized that was a great way to promoting their concept that they wouldn't push one discipline over the other. Not story forward or art forward or code forward, everything had to be synchronized.
Three horses abreast with none at the lead would have been great description of them, they went with that.
They got pushback, someone asked them if they were a bunch of communists when they heard about the equal payment and royalties, the connection didn't even occur to them, they just wanted to be fair on how they treated people and how they did design.

TL;DR: Funny nickname that represented not ever promoting code or art over each other, has nothing to do with Russia or Communism.
 
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BlackheartXIII

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Pure hideousness​

Posted on March 8, 2012
I started a new company in 1998 named Troika Games. Gary, a friend of mine and ex-coworker from a previous company, found this appropriately-named Norwegian candy bar the following year and gave it to me for my birthday.

I thought this would be a wonderful addition to my label collection, a candy bar with the same name as my new company. I opened the wrapper and bit into the bar…to taste one of the most hideous candy bars I had ever experienced! This bar is made from marzipan layered with fruit jelly and coated in milk chocolate. It was nasty! And the worst part is that the flavor stayed in my mouth for a long time, even after several glasses of water, until I finally ate some Altoids to get rid of it. Blech!
But I love the wrapper!
 

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I talk about the five traits that I found in every good producer I worked with, namely:
1. good communication skills
2. being organized
3. knowledgeable about game development
4. being proactive
5. good at handling deadlines
 

StrongBelwas

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May think Cain wants a producer that does what he says, but producers need to be a little tough, they work with all kinds of people. Often have to be the one who puts their foot down and say something has to be done or something won't be going into the game. The game director does this a lot, but the producer will often be the one telling them they are out of time/money or someone they want isn't available anymore.
First key trait may seem obvious but it's good communication. Need to have good communication skills even with people who do not have good communication skills. Many introverted people in game development, and you will have to handle all the different flavors of introversion. You will have people who never want you to come in and talk to them, email them. They'll want you to Slack them instead, or Slack them to get a time to come and talk to them. They may only want you to talk to them during certain hours of the day, or if they don't have a little thing hanging on their monitor (Don't talk to them if they have the thing on, even if they have forgotten to take the thing off, so you don't talk to them all day.) You just have to figure out how to work with them. Cain doesn't think this is entirely people getting full of themselves, he himself has issues with his mental structure of a program falling apart when he gets interrupted during coding. You can generally interrupt Cain whenever he is designing, would rather not when he is programming. But you have to work out a system, you can't just tell the producer never talk to me. Won't just be communicating with developers, but with publishers, press, and management in the company.
Second one is being organized, more than anyone else on the team, you have to be very organized. Game development has many moving parts, lots of half finished things being put in the game. Stuff that isn't completed in the game gets put in because it's what they have, or because they want to test it. Have to keep track of all that. Have to track all of the partially completed assets that are in pipelines. Now that almost everything is worked on by multiple people, you have to keep track of the self-set deadlines to ensure each component is sent off to the next person in the pipeline to be used. Can't expect everyone in that system to know those deadlines, you'll be telling people they need to get something done by Friday when the official deadline is next month. There's a lot of people who are going to need that asset, and you know that.
Third thing is knowing game development works. Some producers disagree with this, Cain has heard from some of them stuff like they might as well be making shoes, he disagrees with that. For example, making modern 3D assets is complicated. First it's modeled, then it is textured, then it is rigged, then it is animated. At every stage, a lot of design needs to be known. The modeler needs to know what it's supposed be shaped like and how big it is, the texture artist needs to know what it looks like and what environments it is expected to be in (Can it blend in?) The rigger has to know what parts to rig, is it ok if it's face isn't that expressive or do you need it to be ready to make a lot of expressions. The animator has to know what animations are needed, maybe it's never going to be attacked and doesn't need a death animation, maybe it needs multiple different death animations for all the different ways it can be attacked. As a bonus, can any of those things be done at the same time? Once model is done, can one person texture it while another person rigs it? Producer has to know that, if they look at the schedule and they see a model is being textured and rigged at the same time, they need to bring it up if they think that can't be done. Maybe your lead artist should have caught that, but making and managing the schedule is the producer's duty at the end of the day.
Fourth thing is proactivity, very important for a producer. You need to deal with problems before they happen, look for chokepoints in the schedule, notice when something has been to assigned to someone on leave/vacation, notice when someone quits and you had something you had scheduled them to do next month. You don't wait to get to the point where that person is needed and now you have a problem, you constantly check the schedule for possible problems and deal with them. Don't replace someone who quit just as you realize you need them for an asset, do that far earlier.
Finally, producers have to be very good at deadlines, figuring them out and enforcing them. They'll be looking at deadlines publishers set (Money, when they expect a demo), deadlines set by press (They want to see a walkthrough at this time showing off features), and localization. Localization needs dialogue locked way ahead of time.
If you think you'll be good at those five, you could be a good producer. To figure that out, go to a company and be an assistant producer. Sometimes they are hired, sometimes they come from other disciplines (Why good communication and good game development knowledge are important.) Cain had some great producers coming from QA or programming, Cain has also had some very good ones that started out wanting to be producers.
 
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Naraya

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You can clearly see what makes this man happy :D
1RSFxjz.png
 

StrongBelwas

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Most of what Cain is saying will generalize, but his experience is from RPGs and he will talk about why RPGs are buggy.
Will they always be buggy? Yes, they always have been. Despite what some people remember, especially console games on cartridges and other forms of media that could not be updated. They were heavily QA'd, and simplified in areas to prevent bugs, but there have always been bugs and there will always be bugs, Cain expects it to get at best the same or more probably worse in the future.
Cain speaks as someone who has released games with a lot of bugs, but the Outer Worlds had relatively few bugs compared to other Obsidian games and his own. You can ship a game with fewer bugs, shipping a game with no bugs is probably impossible
RPGs are extremely complex software, made of many interlocking pieces. Not to belittle these games, but compared to something like Street Fighter where you may have a dozen characters with some moves and animations, it's more difficult. Street Fighter has no inventory , quest history, levelling, inherently simpler to make. Now, there are some more complicated elements to Street Fighter, people will expect better animation and better fluidity of combat than from an RPG. But there are fewer pieces to it, so they can focus more on those.
In a lot of RPGs, especially nonlinear ones, that non linearity or the player doing different things in different orders can lead to blocking problems (Programming way to look at it.) Multiple solutions to things, multiple skills, multiple character builds. by necessity you now have multiple bugs. Emergent gameplay leads to emergent bugs. Ways of using skills and items in ways the developer didn't expect will lead to bugs. Ways of interacting with them emerging from the rules will lead to interactions that were not planned and do the wrong thing. Hard to track down, hard to anticipate. As games become more complex, almost impossible to anticipate, have to catch them after you make the game.
Simpler games have some of these, but not all of these. Have to account for every possible way a key could be pressed, the controller could be moved, what happens if the player tries to interact with something while doing something else or under the influence of a status effect. Even in the simplest games these are hard to test and can happen.
How would you rate bugs when you are making a game? Have to rate them somehow, at some point beyond the simplest game you will have more bugs on your bug queue than you could ever reach. Some bugs are minor, but how would you rate that?
Cain ranked the bugs on his RPGs, highest scoring ones take first priority: Crash bugs were number one, do not want people crashing, horrible for the player, but it shows an underlying instability in the game that will leave people unwilling to keep playing. If it keeps happening, if certain things keep causing it, they will just drop the game.
Highly ranked bug also goes to builds not being able to complete the games. You don't have the skills that are needed, or this build tends to get a set of quests that can't be done, or they can't acquired all the things that are needed to complete the game for whatever reasons. Can be miserable to realize your build can't beat the game after 5/10/15 hours of playing it.
Third highest rating bug are things that prevent the game from being certified. Windows/Consoles won't let your game ship if they can't meet certification. Can be anything from not connecting to their achievement systems to not being able to quit out of the game, or content in the game not fitting the age rating you asked for.
Those are the three highest kind of bugs. You may have a lot of those, which is why the next lower tiers might not be all fixed.
Next tier down would be finding things that were incorrectly implemented. A skill doesn't work like the design doc says it should, item should be doing X but isn't doing that. Flipside is something being correctly implemented, but is causing unanticipated issues. Interactions with other items cause issues. Two items work fine on their own, bring them together and cause problem. Maybe things aren't stacking, maybe they are stacking and that is causing problems. What do you to now? Delete the item or feature, you may be causing problems. Say, can't delete crafting because the item economy was prepared around it. Deleting can cause more work than leaving it in and trying to fix.
Lower tier ones are things like something isn't fun. Put something in, people are playing it, saying it isn't fun. Maybe a class or dungeon isn't fun. Maybe there is a skill nobody ever takes because it isn't fun. Works fine, it just isn't fun to play. Look for areas of the game that aren't clear, they check the telemetry for areas where the players stopped playing. Maybe it isn't clear what they are supposed to do next or advance the main questline. Maybe it isn't clear who you are supposed to talk to next or get the next item. Have to clarify, it, many solutions such as writing more dialogue, quest markers, have to discuss it and figure out what solution can be done with your time and resources.
Final one, Cain isn't sure how to clarify it, but 'sanding off friction'. Look for things that are frustrating people. Drop rates on some items are too low, some NPC is just too annoying. Maybe players are getting sick of interacting with a really sarcastic main quest NPC. These are very low priority, Cain obviously prioritizes crash bugs but he has shipped games with lots of friction and people don't like it.
People think it has gotten worse lately, Cain says everything he says is true for games since day 1 of the industry and games being released now. Things get worse when the people with the money like publishers say they can just patch it after release. Some things couldn't be fixed afterwards back in the day so they had to ship it as close as possible. Now, some people say they don't want to keep spending money, ship the game, make some money, and use that money to patch the game. If you're running off of a Kickstarter, maybe you just run out of money and have to ship what you got or throw it away. Lot of games you've never heard and will never play because the game got cancelled way before it could ever be announced.
How to prevent this from happening? It's complicated, Cain has some ideas. First, start QA/Playtesting as early as possible, at least once you have a vertical slice, maybe even when you have the First Playable. Try to have QA group playtest it. Make sure they are aware of the state, can be soul draining when you ask a QA group to test a greybox area for gameplay and they just complain about the game looking ugly. Playtesters who don't understand stages of playtesting can be frustrating. Second, in house QA. Cain has always had more luck with people he can walk over and talk to. People outside of the company may not even be in the same timezone, Cain would have to come in at 6 AM or stay until 11 PM to talk to playtest groups from halfway across the world. Having in house QA means they can access design docs, now that design docs are on the cloud they can always just check the most up to date version. If a QA staffer thinks a skill works weird, they can go to the design doc and see what is meant to happen, allowing them to write a bug knowing what is supposed to happen.
Another advantage of in house QA is something he loved doing during Fallout and wanted to do during Troika but couldn't always; weekly meetings with QA leads. Part of that would be the QA Lead telling Cain the worst bugs they have seen, and why he thinks they are the worst. Nobody will play it more than QA, ask them how it feels. A good QA Lead will tell you not only his own issues but will know his QA people well enough to know their issues, he'll know the people that like the action and the people that prefer the story, and the action people might be loving it but the story people have issues. Very valuable advice, he felt they got that in Outer Worlds and feels it shows in it's stability.
Final one is having test plans, as a designer you should be able to describe how your features should be tested. Here is a skill for lockpicking, ask QA to test it on doors and chests, and unusual cases like computers and dead bodies. Make sure those plans are followed, don't end up in a Bard/Nosferatu situation where QA hardly tests them. Those weekly meetings Cain likes help make sure those test plans are followed.
Everything Cain described? Costs money. Early QA costs money, meetings cost money, test plans costs time from developers that could be developing, so more money.

TL;DR: Games have bugs because of limited money and will always have bugs because no infinite money.
 
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ds

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Highly ranked bug also goes to builds not being able to complete the games.
Look for areas of the game that aren't clear, they check the telemetry for areas where the players stopped playing. Maybe it isn't clear what they are supposed to do next or advance the main questline. Maybe it isn't clear who you are supposed to talk to next or get the next item. Have to clarify, it, many solutions such as writing more dialogue, quest markers, have to discuss it and figure out what solution can be done with your time and resources.
:majordecline:
Optimizing the fun out of games to target your most retarded players smh…
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


I talk about the reasons you don't see more game developers doing channels like this one, and why I don't do more interview chats on this channel, and why it took me so long to even make a channel like this one.
 

StrongBelwas

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Seen people in the comments wonder why there aren't more channels like this and why Cain doesn't have more people on the channel.
There are a lot of thorny legal issues about what you can talk about, especially a few years after you worked on a game or were at a company. These can be NDA/contracts/employment agreements, some of them can be quite lengthy or have no end time. Even if they don't think anyone will come after them, they could be worried that it will keep anyone from hiring them in the future.
For some people it's just the amount of time it takes, even with Cain's minimal editing everything involved with making the video takes time and for some people after you spend all day working you just don't want to do that. Also, commitment, once you do it people come to expect it and if you don't deliver you will get negative feedback.
You may feel like you don't have enough experience, you haven't worked enough different places or made enough games to have a real prespective.
Also, negative comments. Most comments are positive and he generally loves the audience, but there are negative comments. Everyone has to deal with it, for Cain they fall into A) People who don't really watch the channel, they show up, say something snipey, and move on. You can kind of tell because they've never shown up before, just doing a drive by. What Cain doesn't get is B) People who watch his videos, and don't seem to understand what he is saying. This comes in the form of people honestly misunderstanding what he said and going on a tangent, some people assume things and once they have assumed something is different they go into a tangent in a different direction (i.e Cain could have fired someone or didn't understand what the other person was saying, when that isn't related to the problem.) Many people misunderstood Cain's video on five games to learn from as his five favorite games, they were confused why he brought up Half-Life 2 despite Cain putting it in the extra placing and saying it's not an RPG. People complained he didn't mention game X that wasn't made in the 21st century when the list was about the 21st century.
Some people watch Cain with a lens, everything gets viewed through that lens. Anything he says that fits the lens, good, anything that doesn't fit in gets ignored and they go off on a tangent on how they view the world stretching something Cain said into it.
If you don't really have that experience, listen. Cain would be listening a lot at an earlier stage of his career.
On why Cain has not done more interviews, Cain has asked a lot of people, won't say who. Also has not asked some people, would rather not talk to them again.
Doesn't want to make this an interview channel, not what it's meant to be. Also makes the channel less timeless, hope the channel still has worth in 5/10 years. Whenever a channel does commentary on something a company just did, it becomes more rooted in the here and now about something many people won't care about in a few months.
Some people turn Cain down because they don't like public speaking, they're introverted and didn't get into video games for public speaking. Also, they don't like the negative response and don't want to deal with that, they tell Cain they like what he is doing but they don't want to deal with getting sniped at by randos. Some people didn't like their experiences in the game industry and wouldn't want to dredge them up. There are people who specifically didn't like working with Cain, Cain respects that. Some people want to do things this way and you want to do things another way.
Cain wouldn't have done this channel 10 years ago, but for different reasons. When Cain was in the industry in 5 years it would have been 1986 and his one project would have been Grand Slam Bridge. Ignoring the impossibility of making a channel like this back then, Cain doesn't know how to play Bridge, didn't think it would define him, limited experience, doing it at that time would have been a very oddly focused channel. 10 years later, still had that one project and was doing contract work for Interplay on Bard's Tale, would have been a very limited view. 20 years, 2001, he just shipped Arcanum, so he had a few more projects. The internet is mature enough to support videos, why not do it then? Cain had learned enough to learn what he didn't know. Cain was learning things as an employer he never knew as an employee. 20 years in, was self aware enough and knowledgeable enough to know a channel would have been talking about things he knew he didn't know. 30 years, 2011, he has a lot of experience now. Made Troika, shut down Troika, worked at Carbine, was now going to Obsidian and making South Park as his first PlayStation game. Has seen a lot, would say he had a thousand yard stare. Doing a video channel in 2011 would have been horrific, would have cast a lot of people in a bad light and told very negative stories, probably would have scared a lot of people away from game development . Had seen it all, bad employees, bad employers, bad managers, bad team members, bad publishers, bad press people, bad support staff.
43 years, it's 2023. Why can he do a channel now? It took Cain a long time to get nuance, to not put things in black and white. Cain realized a lot of people are just trying their best. There are people phoning it in, super passionate people, Cain gets it now.
Beware of anyone who made one game and acts like they know how everything works. Would also be skeptical of anyone who worked in the business for 5/10 years, how many games have you shipped, what genres do you know? Could have great input, but be a little wary of people who quickly jump to being an expert, there is a lot of stuff to learn.
 
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NecroLord

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Makes sense that it's a lot about legal issues and such...
Otherwise why wouldn't a game developer/designer/writer NOT want to hang out with and discuss about his game with other nerds (preferrably) ?
I can respect one who is not an uppity fuck and talks honestly about his game, the game mechanics, story, development process, funny stories, etc.
 

Shadenuat

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Tbh modern rage hate train witch hunting culture is too dangerous for a nerdy awkward introvert developer to be any kind of public figure

It's too one dimensional, ie you can rage on creatorz but they can't tell gamers that they are dumbfuck consumers that don't understand at all how industry works.
 

Roguey

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There are always people who know less than you.

I bet it's more about legal issues.
"Not wanting to burn bridges" "not wanting to deal with negative comments" and "introversion" and are just as big.

I recall during the Project Eternity stream the chat asked for some peoples' names and they refused to give them out. :P

Also the kind of devs like Cain, Sawyer, and Avellone etc. who wade into negative forums are atypical. Seems to me that most devs react like Jeff Vogel or inXile (infamously turned on this place after all the harsh Wasteland 2 beta feedback).
 

StrongBelwas

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Took a while to figure out how to properly phrase his thoughts on achievements because he knows people will pick and choose what they hear from it, expects a "Tim Cain Hates Achievements" article.
High level, has a love/hate relationship with achievements. 90s, early 2000s, was doing RPGs with a lot of tracker variables, how he did endgame slides, story reactivity, how NPCs treated the player. Player did a thing, player found a thing. Used those for Fallout/Arcanum, very popular, did it with ToEE but also tracked a few more things, leading to the Ego page (Highest level monster you killed, most damage you did in one attack.) Pretty fun.
Then, achievements came along. Achievements was games doing tracking, but for achievements, which Cain sees as quests given to you from the very beginning with no context, given to everyone, may not even know they are there.
In general, liked them if what they were watching you do was aspirational, if it required the character to have some skill and the player to put forth some effort. For example, even something like killing 100 ogres would be great if you didn't just do that on the main storyline. Maybe there are only 50 ogres on the main quest and the others are hidden in a mountain cave. Maybe you find a weird treasure on the body of a dead adventurer and he has a note saying there are 20 others like this in the world and something special happens if you find them all, find them all, you get an achievement. Even pickpocketing could have a cool achievement in the form of pickpocketing of very high value item, which would presumably come from a high value NPC in a difficult area, requiring thought from the player. It's a pure communication channel between the designer and player, saw what you did, they are impressed.
But as Cain saw more games doing achievements, he saw them doing it for non aspirational things. Could give many examples, doesn't want to pick on games, will name two he saw as achievements got very popular. There was one game that gave you an achievement for falling 100 feet but not dying. Had to at least a certain level to survive it, some classes could do it earlier. Cain wondered why they were encouraging players to die, felt it lost sight of what the achievement system was trying to do. Cain has seen some games give you achievements for things you do just in multiplayer, like you and your team did X, or you did this while another player did Y. Cain doesn't like this because the player's own skill doesn't matter, it requires you to be lucky to find other people willing to cooperate. It made achievements into a list of things to do.
Worst, companies started requiring them. Consoles had achievements as part of their requirement system, Valve implemented an API for their achievements in Steam. Had to have certain kind of achievements, had to have certain amount, achievements became just another thing to do, instead of something to aspire to. Like all things that go from being optional to required , they lost sight of their original goal and achievements lost their luster. From another way to think about playing the game, to a soulless point based checklist. Not what they started out as, at least for him, but what they became.
Of course, they aren't like that in all games, some games still have cool achievements. But Cain gets into an argument with designers about what counts as aspirational or not. Doesn't like how some people are made to feel like they didn't really finish the game if they don't have certain achievements. Really hates achievements that require you to play a particular class, basically forces you to play a class you don't want to to 'finish' the game. Dislikes achievements that have a limited time window to obtain them, you can only get them on this map and when that map is in a certain state, and when the map is done you are cut off from getting it. Feels like it requires metaknowledge, by the time you realize you may want to get it, too late.
Achievements should be 'I noticed you did this cool thing", they became "Do this thing".
Loves the underlying system of tracking what the player does, just not for achievements.
Nowadays some games have good achievements, some game have bad achievements, some games have achievements that Cain just stops paying attention to.
 
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