Interview: Sea of Stars creative director discusses achievement design

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Interview: Sea of Stars creative director discusses achievement design
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Creative director Thierry Boulanger talked to us all about Sabotage Studio's achievement design process for Sea of Stars for our interview about the turn-based RPG.

This thought process reflects Boulanger’s own opinion on what makes for an ideal achievement list. “For me, an ideal achievement list will kind of make me smile with a few puns that are way too ridiculous. Those make me feel like I’m having this handshake with the developers and an understanding that, ‘hey, we’re just here to have fun. You just killed a giant thing, let’s do a joke about it.’ So I think that’s a fun approach — it’s really lighthearted,” he says.

“I think a good list will offer closure and certainty about completion to players who are worrying about that; if you’re the achievement completionist type, you want to know for sure that you’ve turned every stone, so that confirmation is as good as it gets. And then also it should challenge you to approach the game in the way that you perhaps wouldn’t have.

Boulanger continues, adding, “I think achievements can be a great invitation to that sort of experimentation — and it can lead the player to discovery. They might think ‘Oh, I didn’t really care so much about this spell or this character or this way to think about combat, but now I’m putting these lenses on and I’m discovering a whole new game loop, a whole new way to play, and it kind of refreshes everything.

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