Analytics don’t need to be public. It’s often better for the analyst if they’re not. There are much better, much more detailed ways to gather analytics from your own game than achievements.
Achievements are very obviously not analytics. Not for the developers or publishers, at least, or for anyone whose livelihood depends on analysing how players play games. They’re incentives to drive player engagement. A way to further, uh, gamify the game.
You might be bored of killing goblins, but you’ve almost reached the achievement, just 132 goblins more. And then you’re almost up to some other achievement, so you keep playing a bit more.
And up goes the playtime.
Which is something analytics are very interested on (since it often contributes to discoverability), even if no achievement measures it.
Analytics don’t need to be public. It’s often better for the analyst if they’re not. There are much better, much more detailed ways to gather analytics from your own game than achievements.
Achievements are very obviously not analytics. Not for the developers or publishers, at least, or for anyone whose livelihood depends on analysing how players play games. They’re incentives to drive player engagement. A way to further, uh, gamify the game.
You might be bored of killing goblins, but you’ve almost reached the achievement, just 132 goblins more. And then you’re almost up to some other achievement, so you keep playing a bit more.
And up goes the playtime.
Which is something analytics are very interested on (since it often contributes to discoverability), even if no achievement measures it.