![]() Crash and BurnĬrash Bandicoot 4 is what happens when achievement goals are taken too far. Then came Crash Bandicoot 4: It’s About Time, and everything came crashing down all at once. Regardless of the gold relic issue, I found the completionist aspect of the Crash Bandicoot series to be one of the most enjoyable parts of it. Gem completion does trigger the ‘true’ ending in each game, so perhaps there is less motivation to go beyond that threshold. Taking a look at the Steam achievement rates, all of the gold relic achievements were obtained by less than 3% of the players, while obtaining all of the gems ranges from 8% for the first game to 5% for the third. ![]() For the average player, these are much more difficult than the base sapphire relic and could potentially be unobtainable for many players who would normally have been more keen on doing everything the game had to offer. Sane Trilogy, the trophy requirements are slightly different from the in-game percentage meter – each game in the trilogy has an achievement for getting every relic in at least a gold version. If I so desired, I could go back and try to improve my time, but I had otherwise fully completed the game. In the original PS1 release, the percentage meter only cared if a relic was obtained at all, so the gold and platinum ones were only for bragging rights. However, there are multiple levels of these relics: sapphire, gold, and platinum. Each relic is obtained by completing a level within a set time limit. These relics are the most notable crack in a completionist’s resolve to get everything. The third Crash game introduced time relics, which were retroactively added to the first two games in the 2017 N. The sequel, Crash Bandicoot 2: Cortex Strikes Back, changed the colored gems to be hidden within certain levels and removed the death requirement, but the indents above each level were still obvious enough to help guide the player as to where they could be obtained. Both were awarded simply for destroying every crate in a level without a death. This extended further into the levels themselves, where there was a crate icon at the top of the screen telling me how many there were left to break.Ĭompletion in Crash Bandicoot, the first game in the series, presented the player with two simple main collectibles: gems and colored gems. Each level had a preview of some sort telling me what I could find within it. There was always a clear set of collectibles and a percentage meter to indicate how much left there was for me to get. The PlayStation 1 (PS1) Crash trilogy was an integral part of my childhood. Crash CourseĪ clear example of achievement lists gone wrong is the Crash Bandicoot series. Even worse still is when these last few achievements are not fun. When all achievement lists are treated equal (each platinum trophy is worth the same amount for PlayStation’s user level, for instance), it can be frustrating when a few elusive achievements take up the vast majority of the time. Unfortunately, these lists can also be a negative when the achievements go beyond the original scope of the game. This can be a good thing: no longer are people uncertain whether there is anything left to experience when the developers plaster what counts as full completion. Nearly every game released nowadays has some list of achievements (there are some notable exceptions such as Undertale). The game was over when the player was done playing with it, which could leave an air of uncertainty if there actually was anything else left to experience.Įnter the modern age with the advent of the achievement system. ![]() Even after the credits roll, there were other side objectives that could be completed for additional loot. When it came to more open worlds like Final Fantasy though, it was not very clear. Others had a clear indicator of when the game was done, either via a percentage meter like Donkey Kong Country or Super Metroid or simply by nature of being a linear experience like Mega Man. Some games had a menu that showcased a variety of collectibles, such as The Legend of Zelda or Super Mario 64. In times past, what counted as ‘everything’ in a game was much smaller in scope. ![]() This can be expanded upon further when considering the time cost of experiencing everything a game has to offer – or in other words, going for one-hundred percent. As I age, however, I tend to value my time a bit more than I have in the past, and the variety of games I have available lets me be pickier with what I choose to spend my time with. More content means more stuff to do, and thus more time spent playing a game. For the longest time, I didn’t know what could possibly qualify as ‘too much content’ in a game.
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