Thanks for your reply - interesting perspective. I’m also involved in the industry and am a long time player of ingress and pogo.
My post wasn’t about the achievement rewards DNA / coins or cash AT ALL, just the achievements themselves. Not the rewards, just the achievements themselves. I see the two as seperate game elements.
It’s too easy to come on these forums and complain that the game designers aren’t giving the players enough ingame currency / items - I’ll leave that up to the 100’s of other posts.
I’m making a distinction between an achievement and any tangle reward of ingame currency or items. E.g. the badges in Ingress, the majority of achievements in World of Warcraft etc. These offer no actual reward in ingame currency, items, points.
As a level 16(?) player it was rewarding and gave me a feeling of satisfaction to start knocking the achievements off. The paltry amounts of cash or coins were spent a long time ago, but the achievements remain on my profile. Then all of a sudden they stopped and I dont know why. When they stopped, my drive to collect more of them stopped as well.
A dimension of the game stopped.
Irrespective of the game theory side of things, as a player i felt disappointed that the achievement metagame stopped so quickly. My son and his best friend felt the same.
Ludia are missing a trick here, and a trick that works well in other games, especially in Ingress where many of the players are playing very different achievement based metagames.
There are so many potential untapped ingame metrics that Ludia are already recording that could easily be wrangled into a rewardless badge / achievement system.