As a tester, this makes me cry. However, this is just dumb:
[quote]Part 3: Thwart Progress.
Create an achievement that can be unlocked only by playing the game actively for 300 hours. Create achievements that reward completion on the hardest difficulty setting in one sitting in a game with one-hit kills and no checkpoints. Don’t put in any debug commands to unlock them. Ask the testers to do a pass through the full game progression, in all modes and difficulty levels, and then update the build with a small code change as soon as they’re done and ask for it again. [/quote]
No designer should ever leave out certain achievements because it would be difficult to test, nor would we want them to. Achievements should be fun for the user, period. Who cares if we have to run through the game on the hardest difficulty? That's part of what makes our jobs fun. Also - good testers know how to use automation.
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[quote]Achievements should be fun for the user, period.[/quote] Like the Vidmaster achievement Deja vu? I can point out that there are some achievements in certain games that are frankly hard to achieve. To be absolute honest, you're right, it does bring pain to those testers who have to ensure that they work.
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[quote]No designer should ever leave out certain achievements because it would be difficult to test, nor would we want them to.[/quote] Absolutely. Think of all the achievements that are like this. Plus, playing the whole game through gives plenty of opportunity to look for bugs.
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Agreed. +1