Talk:Dishonored: Death of the Outsider Achievements/@comment-16533050-20170926103329/@comment-16533050-20170926132340

I never really thought of achievements as a way of a game telling me HOW to play; if anything I rarely get more than 30% of the achievements not directly related to the storyline progress of a game since I neither look at them or even care what I am supposed to do. Therefore I don't need quick saves or other shortcuts/cheats to help me "complete" a game as quick as possible just for the sake of doing so. Besides I wouldn't really consider my success much of an "achievement" if that's the way I decided to go about accomplishing it.

Achievements don't really add anything to the game, in my opinion; they're a very lazy reward system that most of the time I ignore. It would be more interesting if they were like the Challenges found with the 2016 Hitman game. In-game Hitman Challenges were basically the same as achievements save that there were many more of them, and they actually opened up new items in-game and new starting locations and/or disguises for Agent 47. This gave new spins on every map making each playthrough a more unique experience. Quite innovative actually.

My original comment, however, was more of an observation. I usually consider achievements as offering an insight into what the devs/writers actually expected from the game and the way players could or would approach the game through their own experiences.

Take the original Lego:Batman (2008). One unique achievement is called Boy Wonder wherein you play as Lego Robin and have to perform 20 backflips in a row. That's it. I snagged this little achievement by accident as I was waiting for my co-op partner to finish messing around with the game map. It was odd, fun and a "outta nowhere" little thing. Goofy and pointless, but cute as the game itself was.

However, your comment has opened up a new avenue of thinking on this now. After reading it and then analysing the list further, the DotO achievement list does kinda seem "dumbed-down" as I would put it. Nothing really super hard or challenging. It almost reads as a simple checklist one would find Craxton having written and left as an obscure note somewhere.

Pairing this new insight with my aforementioned reasoning of what the devs/writers expect from the game and what experience they see players receiving from it, I'm hoping "dumbed-down" is inaccurate on my part.

Anyway, just my own thoughts. TL/DR