Archives for game-mechanics category

Recently there were some new achievements and trophies revealed by some screenshots from Red Dead Redemption – and now we get to know some more!

Below are some more of the achievements and trophies you can unlock, with 13 more not included in this list that you will have to wait to see when the game is released on May 21st .

The new lot includes:

Austin Overpowered
Complete Twin Rocks, Pike’s Basin, and Gaptooth Breach Hideouts in Single Player.

Bearly Legal
Kill and skin 18 grizzly bears.

Buckin’ Awesome
Break the Kentucky Saddler, the American Standardbred, and the Hungarian Half-bred.

Bullseye
Get 250 headshots in any game mode.

Clemency Pays
Capture a bounty alive.

Evil Spirits
Complete Tumbeweed and Tesoro Azul Hideouts in Single Player.

Exquisite Taste
Purchase a rare weapon from a gunsmith.

Fightin’ Around the World
Knock someone out in melee in every saloon in the game in Single Player.

Friends in High Places
Use a Pardon Letter with more than $5,000 Bounty in Single Player.

Frontiersman
Obtain Legendary rank in any Single Player Ambient Challenge.

Go Team
Be on the winning team for four consecutive victories in any team based game in public matches

Gold Medal
Earn a Gold Medal Rank for a combat mission in Single Player.

Have Gun Will Travel
Complete all Hideouts in a single public Free Roam session

He Cleans Up Well!
Obtain the Elegant Suit.

High Roller
Win over 2,000 chips in a hand of Poker or Blackjack.

Hit the Trail
Get from Blackwater to Escalera before sundown in a public Free Roam session

How the West Was Won
Reach the top rank for multiplayer experience.

In a Hail of Bullets
Kill 500 enemies with any pistol or revolver in any game mode.

Instinto Asesino
Complete Fort Mercer and Nosalida Hideouts in Single Player.

Long Arm of Marston
Kill 500 enemies with any rifle, repeater, or shotgun in any game mode.

Man of Honor / Chivalry’s Dead
Attain highest Fame rank and either highest Honor rank or lowest Honor rank.

More than a Fistful
Earn $10,000 in Single Player.

Most Wanted
Maintain a max wanted level for 10 minutes and escape alive in a public Free Roam session.

Mowing Them Down
Kill 500 enemies with a mounted weapon in any game mode.

No Dice
Complete a game of Liar’s Dice without losing a single die.

People are Still Strange
Complete 15 tasks for Strangers.

Posse Up!
Create a posse and get the maximum number of members

Red Dead Rockstar
Kill a Rockstar or someone with this achievement in a public multiplayer match.

Redeemed
Attain 100% in the Single Player Game Completion stat.

Slow on the Draw
Get 10 assists in a single Hideout in a public Free Roam session

Strange Things are Afoot
Complete a task for a Stranger.

The Gunslinger
Get a headshot while in Expert Mode in Single Player.

The Quick and everyone else…
Be the top scoring player in any three consecutive FFA games in public matches

Unnatural Selection
Kill one of every animal species in the game in any game mode.

What About Hand Grenades?
Get a ringer in a game of Horseshoes in any game mode.

It looks like an interesting game (even though I don’t like the idea of skinning bears). Who else is considering getting it?

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One of the major problems of a game in which you can do anything is that… well, there’s not necessarily much of a reason to do anything. That’s a Terrible Idea recently had an interesting piece on the difficulty of generating goals and objectives in MMOs, especially in contrast with single-player games where your goals are equally pre-generated. The difference, as the article notes, is that single-player games have individual characters with a large impact on the game world. There’s no issue of making quests compatible with a wide variety of characters of different races and classes, until the individual motivations and goals can no longer fit into the equation. You don’t have anything but the end of content to shoot for.

So what’s the answer? The original post notes that it’s not really possible to reconcile anything but achievement-oriented goals within MMOs due to the fact that the character will still inhabit a static world no matter what you do. Certainly, there are attempts to create larger-scale impacts for individual characters, but so long as every character goes through the same content or has the same opportunities, there’s less of a sense of distinct accomplishment. Player-generated content in games such as City of Heroes offers an opportunity for a different path for each character, but there’s still not much of a difference in the actual process. Procedural generation is also bandied about as a solution to the issue, though it lacks any truly successful implementation at this point. Is there even a solution, or is this simply part of the weakness of the genre?

MassivelyThe trouble with goals in MMOs originally appeared on Massively on Sun, 29 Nov 2009 20:00:00 EST. Please see our terms for use of feeds.

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We can all stop making “Waiting for Godot” (Godhuum?) jokes. Thursday evening ArenaNet quietly updated “The Waiting Game“, the Guild Wars quest we all picked up back around Halloween. Dhuum is awake, he’s not happy, and the Shadow Form debate rages on.

The update to The Waiting Game revealed that Dhuum will appear once all of the Underworld quests have been completed, and defeating him is now required to “complete” the Underworld. With a skill set including things like “Judgement of Dhuum“, this new addition to the Underworld is most likely the challenge that bored Guild Wars players have been looking for.

Shadow Form continues to be a hot topic, however. Many players expected this to be the thing that put an end to Shadow Form Underworld farming, but one of the earliest reported successes proved that wrong very quickly. Players responded quickly with one commenter summing up many people’s thoughts: “It’s…disappointing that even a God of Unholy Death can’t bypass shadowform…”. (Community Manager Regina Buenaobra stepped in to mention that the goal was new content, not a nerf of SF farming.)

In the meantime, Dhuum seems to be the biggest challenge around in Guild Wars — kudos to ArenaNet for the new content!

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Guild Wars updates Halloween quest, bringing permanant changes originally appeared on Massively on Sun, 22 Nov 2009 20:00:00 EST. Please see our terms for use of feeds.

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A new patch for an MMO is a bit like a present. At best, it can provide a number of new opportunities for fun and enjoyment. At worst, it can break several things you already liked and now have to replace. Aion has recently deployed the new patch 1.5.1 and, as could be expected, fan reaction is somewhat split on whether it’s a nice present or the immortal pairing of socks and underwear. Certainly there isn’t a major content influx, and the often-requested reduction of the game’s grind has yet to be implemented, but there are still a number of nice updates and additions.

Leaving aside the bugfixes and optimization with only a mention that they should help the game play more smoothly all around, several instanced dungeons have been adjusted somewhat. Nearly all of these changes look beneficial to players — reductions in difficulty and increases in reward, as well as added UI displays for important objectives. They’ve also added stealth-detecting NPCs to starter areas and increased several NPC health totals in an effort to curb destructive PvP tendencies. Quest experience at mid-to-high levels has been adjusted upward, rewards have been slightly improved on several quests, and level-difference experience penalties have been reduced. Last but not least, there’s now more incentive to hold a fortress in the Abyss and work to defend it, as rewards are offered for defending players. Aion’s fans aren’t all happy about the changes, but it’s best if you take a look at the changes yourself. Just remember that even if you don’t like it, this present is unreturnable.

MassivelyPatch 1.5.1 goes live for Aion originally appeared on Massively on Sat, 21 Nov 2009 12:00:00 EST. Please see our terms for use of feeds.

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The EVE Online developers have announced that some of their proposed changes to capital ships will not deploy with the Dominion expansion as originally planned. This may come as good news to some of EVE’s supercarrier (formerly “mothership”) pilots who’ve expressed no small amount of dissatisfaction at how their ships were slated to be changed. With the supercarrier changes not going through, this also means that the fighter bombers — anti-capital ship drones intended to bathe EVE’s largest ships in waves of torpedo explosions — will not arrive on December 1 with Dominion.

Changes to other capital ship weapons systems like XL Turrets, however, are another matter entirely. They’re discussed at length in a dev blog from CCP Nozh titled “Capital Ships in Dominion” as are the new Citadel Cruise Missile Launchers intended to be a long range weapon system.

Continue reading CCP Games alters plans for EVE’s capital ships in Dominion expansion

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CCP Games alters plans for EVE’s capital ships in Dominion expansion originally appeared on Massively on Fri, 20 Nov 2009 21:00:00 EST. Please see our terms for use of feeds.

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