I never really thought about why I play video games.
When you grew up like me in the days that saw the inception of video games, it’s not a question you ask yourself, it was just another and new media of entertainment. As a kid that sees Arcades moving into our homes, there was nothing more exciting than being able to have the fun available at our fingertips, and ‘free’. As I then grew up, I didn’t give it much more thought, I carried on playing. On the way, what I played, where I played and how I played changed of course, it had to fit in a personal and professional life that evolves, but there was never too much of a rift.
The arrival of achievements didn’t change much the way I played either, but since I’ve started using TA however, that may be another story.

Before I get to TA I’m going to have to go through a simplified history of my gaming experience first.
As a kid I almost never played on my own. Back in those days, most of the fun was playing with or against one or more friend. Games were about total replayability, and this was achieved either via simple but fun game mechanics, often involving competitive play, or hard as nails gameplay that kept you coming back for more trying to get just a bit further each time. I’ve spent countless hours playing the fantastic Epyx Games (World Games, California Games, Winter Games, …). Just as much time as I spent playing games that were designed to become really hard and almost never meant to reach the end level (Impossible Mission (!), Bubble Bubble, Digger, Skweek, Boulder Dash, …). Somehow the gameplay was king and it was never frustrating to die.
Another type of games then started to come up slightly later, those were story based games. Given the limited amount of space available on floppies at the time, those required a lot of disc swapping which was painful, and as a result it was very early days for those type of games, but they provided new experiences that were pretty fun. I remember the fantastic feeling I had when I first completed Indiana Jones and the Last Crusade (and that was at the time when the internet did not exist and solution guides didn’t exist). And so the game industry started changing.
Probably in a drive to get you to stay longer in front of your screen using their product, games started to be longer, more story driven, with a beginning and an end, and a difficulty that wasn’t as punishing as before. The reason you were playing a game actually was wanting to see a final scene video animation. And it gave a sense of fulfilment getting there. The democratisation and lower price of CD-ROMs and then DVD-ROMS, sped up that transformation. And I always felt a lot of the great advances of gaming were meant to either dazzle or overwhelm the players (as in giving them bang for their buck), but it didn’t prevent me from embracing and loving where it was going. And so I was slowly changing, from a quick 15 mn gameplay type dominated gamer, to a single player story driven RPG/Adventure/Action dominated one (although I still love me a good party game, not enough of those and couch gaming games).

Then achievements appeared. I was far from impressed, although I don’t mean that negatively, it just didn’t do much for me. I actually saw them back then as small bragging right material. If that existed before, I could have proven I finished that Indy game (and the ones after). It was a great tool I thought to compare how good I was at playing a given game, with a mate, but nothing more. Until I started using them as a measure of if I was done playing a game or not, if I was ready to sell it back. This now feels like a turning point.
I was never anal (or should I say OCD) about playing a game. I remember when the first Tomb Raider game came out. I had a discussion with a friend who proudly boasted how they had gone through every nook and cranny, had been in every single secret cave there was and picked up all stash and weapon ammo there was. Me, I was happy I made it through the game to the end and did so on my own with no help or hack and patch. I didn’t care about seeing every single secret room or easter egg there may be. And that was generally my approach, I never felt the need to unlock absolutely everything there was, costumes and cheat codes, I was happy to do, whatever felt right. Until I wondered if using those newly created achievements could be used as a measure of that, and started doing so.
You could say I gave away control of my gaming hobby just as I did this, however this wouldn’t be true. I could agree to say I may have started using a tool inappropriately, but I was always in control of what I wanted to play. When to stop playing is what I gave some control of, when I did this.

And so I now come to TA. As I started to use achievements to measure part of my completion assessment of games, I started to need to complete certain tasks I’d never have otherwise. So when a friend told me they were part of this community and recommended I should join, I did.
So how did my gaming change because of TA? I can see two so far.
1- Boosting
Before TA I used to hate boosters. I never knew there was a word before actually, but I had experienced the behaviour. To me that had been part of the reason a lot of my online experiences had been sour. I considered those as cheats and I had only one word for these people: tw@ts.
After TA… well without getting into a full on discussion on it, I still don’t think much of boosters actually, and I still consider it cheating. But I’ve had to make use of it in order to ‘achieve’ and ‘complete’ several games. I don’t boost to gain an advantage but to complete a task so it may be a special kind of boosting, but it is definitely a change of behaviour. Yet the fact that it is in the process of doing this that I collected all my negative session feedbacks, confirmed a lot to me about what I thought of boosters.
2- Achievements list
Even as I started to get into single player story games, I never liked doing something I’ve already done. And I’m not talking about grinding (although I do abhor this) but multiple playthroughs. It may seem contradictory that I still absolutely love short burst of repeatable fun gameplay but hate replaying a game, however the key word is ‘fun’. Re-doing something that took me 20h+ to complete, will hardly ever be as fun as doing something completely new and just as good. When I had to replay Half-Life 2 almost completely because I made the mistake of playing offline and then recovered my gamertag before I connected back online (that’s how I thought it’d get offline achievements online, I didn’t know any better), even though the game is clearly fantastic, I did not have as much fun.
I used to not understand why someone would look at an achievement list first before deciding to play the game or not. Well I still don’t really get that, but I now have some sympathy as I’ve started looking at that list as well sometimes, not to decide whether to play or not, but to plan how to tackle a game I want to play, so I can minimise the number of replays.
That is a very small list in the end and one that arguably has only limited impact, but still is more than I would have expected.
Yet I do feel maybe I’m lucky that is the case. I’d hate to feel hostage of achievements, completion or ratios as some gamers seem to be these days.
Maybe that comes from having had a different history with video games from the start.
Maybe that’s a benefit of being an ‘old generation’ gamer.

Ker
First posted on 7 April 16






