A game that punishes you for being a perfectionist

The core of video games almost always gives players some sort of end goal to strive for, whether it's defeating the final boss, completing every level, or exploring the ends of the world. However, even after completing all the must-do tasks, you may find that there are still many more items to complete, from small quests to collectibles, and this is where the concept of completionism comes into play. Almost all of the longest games consist primarily of this type of optional content.

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Many games have dozens, if not hundreds, of achievements to unlock and find, giving those who like the real hard work something to strive for. However, in some cases, developers decide to punish players for putting in extra effort with jokes or other results that result in the player's efforts being ridiculed or ultimately making them feel like they amounted to nothing. If you can’t handle the consequences, don’t invest the time.

Fit 9 games into the grid.

Fit 9 games into the grid.

The Legend of Zelda: Breath of the Wild

nothing and everything

details:

  • If you collect all the Korok seeds you literally end up with a gag item

  • Perfectionism becomes a commentary on compulsive play

The Legend of Zelda: Breath of the Wild Famous for hiding 900 Korok Seeds throughout Hyrule, players are encouraged to explore every nook and cranny of the world before thinking they're all done. Collecting them all will yield Hestu's Gift, a useless golden object that is far from being an actual reward and is intentionally designed as a joke.

Nintendo reframes the entire collectible hunt by effectively signaling that players aren't expected to collect every seed, turning the task into a satire of obsessive completionism. In general, the game satisfies curiosity, but this inclusion clearly mocks the excesses and time many players put into completing their checklists.

Nier: Automata

money is the answer

details:

  • Achievements up to Platinum can be purchased.

  • It undermines the traditional value of tracking completion.

Nier: Automata From the story to the gameplay sequences, player expectations are constantly challenged, but no challenge to order is more evident than the achievement system. After completing the main story content and Path C, players will have access to a store where they can literally purchase trophies directly instead of unlocking them normally.

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When I first saw this in-game, I was blown away because I had already prepared to play it several times. But just seeing Platinum sitting in the store completely changed my perception of the game. Although achievements are generally considered evidence of mastery or dedication, Near It reduces this to just another transaction within a world that is in as many ways as you might expect based on the context of the story.

shadow of the colossus

fruits of labor

details:

  • A secret garden that can only be accessed after multiple playthroughs.

  • The reward is a fruit that actually reduces the Wanderer's stats.

For a game that deals with the player's emotions in a very direct way, shadow of the colossus It is one of the most famous, if not the most famous. Players will gain more and more stats as they progress through the story, but even at the end of the game, if you try to climb the Sanctuary of Worship, you'll be flattened despite seemingly having all your stats maxed out.

I was quite confused, so without spoiling the rewards, I did some Googling and discovered that it actually takes multiple playthroughs to get enough stats to ascend. So I took a second or third turn and started scaling the wall, only to come across a secret garden and a fruit that actually reduces stats when eaten, making all that time a complete waste in just a few seconds.

stanley analogy

break down every wall possible

details:

  • The Go Outside achievement requires players to wait five years without cheating.

  • Completion leads to the absurdity of the game

stanley analogy is notorious for being highly self-aware, constantly disrupting the natural order of the experience through fourth wall breaking and constant references to the game's insanity. This madness extends beyond the game world to achievements, with one specific milestone being ensuring that players don't open the game for five years (10 years in the deluxe version).

I've already played the game several times upon release and was generally quite frustrated when I saw the achievements. Personally, I wanted to play the game 100% without cheating. Fortunately, I was able to beat the game and get a medal after ignoring it for a while, but in the end, the completionist strategy required much more patience than actual skill.

super mario sunshine

Thanks for your efforts

details:

  • The secret ending is just a postcard taunting the player.

  • tedious collection process

super mario sunshine is well-known as one of the most unique titles in the franchise, and part of its stardom comes from its setting and actual game completion. First of all, the 100% path is never simple. Players must find dozens of blue coins, often hidden in very inconsistent ways, requiring a huge amount of repetition and odd movements to even catch a few.

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However, if the player is able to overcome that obstacle after finally clearing everything the beach has to offer, they will receive a comical postcard wishing them a happy holiday, effectively saying “time to stop playing” after all their hard work. It's fun, but it's also very frustrating. This is especially true for those looking for a slightly more satisfying experience.

Ni no Kuni: Wrath of the White Witch

boss after boss

details:

  • Philmobile, which allows players to drive without encounters, even if they have already cleared the map

  • First of all, it represents the catalyst for all events in the game.

Ni no Kuni: Wrath of the White Witch Hiding one of the strangest rewards behind a long list of exhaustive completion requirements. Players who completely clear the game's side content will eventually be able to unlock the Philmobile, a bizarre vehicle based on Philip's car from the opening sequence.

The irony, in retrospect, is very intentional. Philip's death in that car is the event that catapults Oliver into the world. ni no kuni It sets the whole story in motion. After spending dozens of hours restoring the world, mastering familiars, and completing just about everything else possible, the ultimate reward becomes a symbol of the tragedy that gave rise to the adventure in the first place, which isn't all that useful since there's no content left to avoid it otherwise.

Claire Obsker: Expedition 33

grind the fun of it

details:

  • After completing all side activities, the final game boss is a cakewalk.

  • We actively punish those who seek out any content.

E33 It shattered every expectation imaginable, showing the world that with a small team and a good enough set of ideas, a genre-defining RPG can be created. Many players like the world-building, the story, or just the combat, but when it all comes together, it becomes a fairly expansive game, with plenty of side paths and additional content to explore throughout the continent.

Once the final act begins, players can jump straight into the final few battles or engage in a variety of side activities. If you travel around the world and check everything on your list, any challenges that existed until you reach the final stage are pretty much gone. I remember starting the last few boss fights and getting deep into them because I was mainly focused on the main story content. But after watching others who had invested my time elsewhere demolish it one after another, I'm glad I stuck with the cleaner, more challenging path.

god of war ragnarok

Become the True God

details:

  • Overwhelming levels of power in the later stages

  • It's hard to say how much extra content is too much.

in god of war ragnarokPlayers have a lot of freedom in how much side content they want to engage in, and there are no restrictions on how strong they can become at any given point in the story. There's a ton of quests, gear, and upgrades to be had, and for those who decide to complete everything and maximize their gear, they often find themselves in late-game encounters that are incredibly underwhelming compared to their intended progression curve.

This shifts combat from survival and adaptation to pure dominance that relies on your character's illusions of strength, but I personally think it takes away the emotional impact when late-game bosses drop like flies. It's satisfying in short bursts, but it removes the need for careful strategy, which flattens the encounter design and can steer gameplay into unbalanced territory rather than feeling like a slight bonus.

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