I’ll start with a few:

  • Cyberpunk 2077 (PS5). Only 53.8% of players earned the “Lovers” trophy, awarded for clearing the prologue at the No-Tell Motel, and only 77.3% of players earned the “Fool” trophy for clearing the preceding lifepath part of the prologue. Which means that ~20% of the people that played the game never made it out of the character creator, and another ~20% of the people that played the game went out into the open world, faffed around for a while, and then decided they were sufficiently entertained & then went back to playing FIFA.
  • Bonds of the Sky (PS4/Vita). You might have heard of Cyberpunk, but I doubt you’ve heard of this game, which is a low-budget Dragon Quest clone. It’s not one of those “pay us 3 dollars/euros/pounds games and we’ll give you an easy platinum” shovelware games that the PS4 had in abundance at one point in time, and yet, the platinum trophy has an insane 59% acquisition rate. (By contrast, Horizon Zero Dawn, a much more popular game with a trivial platinum trophy, has only a 5.4% acquisition rate for its platinum.) The few people that played this game must’ve really loved it.
  • Bloodborne (PS4). Only 44.6% of players beat the first boss, Father Gascoigne, but 25.9% of players beat the boss that triggers the endgame to start. So FromSoftware lost half their players in the game’s first area (or the character creator again), but of the roughly half that made it out, roughly half of that half went on to finish the game. Talk about polarizing opinions.
  • Kingdoms of Amalur Re-Reckoning (PS4). How common is it for players to rage-quit in the character creator in any given game, I wonder? Because only 69.1% of the people that played the game collected the “Reborn” trophy for clearing the prologue. I don’t get it; a 90% rate would make more sense, but even that would imply that 10% of their players started the game once, decided “oh hell no,” and then went back to playing FIFA.

What are others’ observations? All platforms with achievements/trophies are valid.

  • JowlesMcGee@kbin.social
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    1 year ago

    39.6% of players have beaten the final boss of Elden Ring. Considering how huge the game is, and how difficult it can be, I found that to be a surprisingly large number of people. I’m not sure how that compares to dark souls 3, but Dark Souls 2 has about 33% completion and dark souls 1 (prepare to die edition) has less than 25%

  • Computerchairgeneral@kbin.social
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    1 year ago

    Generally, I like using achievements to figure out where people called it quits on a game. Like Saints Row the Third. 90% of people cleared the first mission, but the percentages drop with each successive story achievement until you’ve got the achievement for the last mission which only 27.9% of players bothered to finish. Or you have Hades where around 50% of players just never finished a run of the game and only 25.6% completed enough runs to see the main ending.

    • Seasoned_Greetings@lemm.ee
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      1 year ago

      My roommate was one of those “completed a run but didn’t finish enough to see the ending” people.

      He said that completing the run alone felt like the end of the game to him and he couldn’t bare the thought of struggling for what he barely managed to achieve once.

      I was disappointed.

  • ampersandrew@kbin.social
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    1 year ago

    Bloodborne (PS4). Only 44.6% of players beat the first boss, Father Gascoigne

    He was the second boss for me. The first one I encountered was the Cleric Beast. Then I got so fed up with the frame rate after that I swore off the game, especially since I just found it to be Dark-Souls-but-less. Still, Gascoigne was a hard fight, so it’s not surprising that the first major souls-esque game on PS4 had a huge dropoff at a difficulty spike.

    The one that always got me is that even predominantly multiplayer games have a very low participation rate in multiplayer. I’ve heard about 70/30 split from developers in most cases (and I’ve gotten a peak behind the curtain at a few other games where this trend continues to hold up, within a margin of error), where even if your game has a bad single player mode and focuses on multiplayer, only 30% of the player base will ever go online. I’ll bet that’s why these games stopped putting in achievements for “win one online multiplayer match”, because it was astonishingly low. Far more people finished a single player story in Street Fighter V (which were awful) than those who went online to play multiplayer.

    • OfficialThunderbolt@beehaw.orgOP
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      1 year ago

      Multiplayer trophies are the worst, in general, except in multiplayer-only games. Once the servers go offline, those multiplayer trophies become unattainable. It’s especially a problem on PlayStation where, once the trophies become unattainable, so does the platinum.

  • hascat@programming.dev
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    1 year ago

    I think using mods disables achievements for cyberpunk, so that could bias the numbers. I don’t know how many people are actually using mods though.

    • Malgas@beehaw.org
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      1 year ago

      That’s the reason that only 15% of Crusader Kings II players have “The Marriage Game” achievement, which is awarded for getting married. In a game about dynastic politics.

      • smeg@feddit.uk
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        1 year ago

        It’s worse for CK2, you only get achievements if you’re playing on ironman mode. Given how complex it is to just understand how to play the game properly, even if you really enjoy it you might play for hundreds of hours before even starting an ironman run!

  • smeg@feddit.uk
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    1 year ago

    I’m not surprised at all to see a soulslike being polarising. Some people absolutely love them, but I think you find out pretty quickly if they’re not for you!

    • potterman28wxcv@beehaw.org
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      1 year ago

      I used to dislike dark souls. Recently I tried it again - I struggled but I finally got the hang of it!

      I think the hardest is to know what to do. I figured out I was struggling because I kept going in zones I was not expected to go yet.

      Also it’s such a big shift compared to what I was used to. You have to wait for the right opportunity to attack rather than going in there and relying on reflexes.

      • smeg@feddit.uk
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        1 year ago

        I tried it for a few hours and my review was “not telling you how to play the game doesn’t make it hard, it makes it badly designed”. I get that a lot of people like that, but I was just not having fun as I wandered around confused to be killed again.

        • potterman28wxcv@beehaw.org
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          1 year ago

          Yeah exactly. Here follows some spoiler for those who have never played Dark Souls

          spoiler

          Once you escape from the asylum you can get to the catacombs right away. I did that and got my ass kicked so I figured I was not supposed to get there first.

          So I went up towards the upper Bell. Which I did ring. But then afterwards it looked so clear to me, especially as you unlock the shortcut to Firelink : yes ! The other bell must be down in the catacombs! So I headed there.

          I struggled a lot to handle all the monsters. I kept going until the valley where you face skeletons on wheels and the black Knight. I figured “no something isn’t right, I don’t think the game is supposed to be that hard. There are tips on the ground about using a divine weapon but I don’t even know how to get one.”. I read a post online and figured I went the wrong way… Once again

          Once I fixed that and went the right way things got significantly easier. I heard how some players literally got down to the catacombs from the get go and somehow managed to get to the boss door only to be met by a yellow fog that can’t be passed, and how they struggled to get back to firelink without getting killed…

          The bottom line is that I think you need to have someone telling you where not to go to really enjoy Dark souls. Because its not obvious whether you die because of your incompetence or just because you were not supposed to be there right now. I wouldn’t say its bad design though - but it’s not for everyone for sure

          • smeg@feddit.uk
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            1 year ago

            I guess I can’t say its objectively bad because so many people enjoy it, but a game where I can’t even tell if I’m playing it correctly is definitely not for me

    • mutch@discuss.tchncs.de
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      1 year ago

      I remember trying dark souls once in like 2014 and calling it quits after like 1.5 hours. People love them and I wouldn’t ever want to take that away from them, but for me the game’s design was just so hostile toward the player.

      • smeg@feddit.uk
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        1 year ago

        I posted another comment about having pretty much this exact experience myself!

        • mutch@discuss.tchncs.de
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          1 year ago

          People hate this opinion but I felt like the controls and animations were horrible. Feels like trying to control a fighting game through an excel spreadsheet to me. Maybe that’s something that’s improved in the series since then, but I was always baffled when people told me the action was good

          • smeg@feddit.uk
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            1 year ago

            Did you play on PC? Apparently the original port was really badly done.

  • Schadrach@lemmy.sdf.org
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    1 year ago

    Actual Sunlight. It has one achievement, “Actual Sunlight”, whose description is “Thank you.” It’s awarded at the end of the game. 37.8% of players have the achievement.

    It’s a short RPG Maker game about depression that probably resonates a bit too much with a bit too much of it’s base. It’s bleak, and inane, and all the other sorts of ways that life generally sucks, especially for lonely, introverted, geeky 30-somethings. And the ending of the game is

    spoiler

    choosing suicide.

    I wouldn’t be shocked if a good half or more of players can’t bring themselves to drag through it, and some number further just shut the game down and quit when they reach

    spoiler

    the prompt: “Go to the roof of the building and jump off?” and both options are Yes.

  • bermuda@beehaw.org
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    1 year ago
    • Half Life 2: Despite Zombie Chopper only having 6.9% of steam players actually get it, including myself, it’s arguably the more famous of the Half Life 2 achievements.

    • Please, Don’t Touch Anything is a puzzle game where the player is presented with an empty room and a button, and pressing it unlocks more knobs and switches and levers that they have to figure out how to press to unlock endings. When it comes to the achievement for simply pressing the button, only 96.6% of all players have gotten it. That means a shocking 3.4% looked at the button and decided to just not press it and then didn’t continue playing the game.

    • The Talos Principle: About 20% of players have gotten the achievement for getting the “canon” ending of the game, but only 6.1% of players got the achievement for going up to where the canon ending takes place, changing their mind, and walking back down.

    • Myst (2021): In the 2021 remake a shocking 32% of players made it through Selenitic, but only 4.6% got the “Never Lost” achievement. This is a bit of a big leap in logic, I’ll admit, but I’m willing to bet that means only 4% of players actually know how to solve the mazerunner puzzle. It’s a puzzle you must solve to complete Selenitic. Without going into it too much, you control a train going through a maze of rails and at each junction you can spin to go to a set of different rails. Each cardinal direction corresponds to a series of 4 sounds you were supposed to have memorized from the previous age (level), the Mechanical age. If 2 sounds happen, then you have to go in the direction between those sounds. If you play the game in the non-randomized state then you can just look up a walkthrough of this puzzle, which is what most people did in the 90s and what most people still do because guaranteeing good sound quality for everyone is still difficult. Most new players might even play with the sound off just because they don’t know about this.