What’s wrong with an achievement system for Second Life? After criticizing it strongly a few days ago, I’m going to change my mind and argue: not nearly as much as I’d first thought. However, I’m going to draw an important distinction that’s gotten lost in the discussion, one between an achievement system (good) and a reputation system (bad!).
Second Life’s blogger-of-record, Hamlet Au, has been calling for the reinstating of an “achievement system” in order to increase SL’s appeal among gamers – a huge population that tends to not “get” SL at all. Unfortunately, what he argues for is not an achievement system at all, but a reputation system. Au uses “achievement,” “reputation” and “level” interchangeably, confusing the issue hopelessly.
Unfortunately, the many bloggers who’ve taken exception to his support for the return of SL’s reputation system have followed his lead in treating as synonymous several different systems with radically different social consequences.
Gwyneth Llewelyn argues against Au, claiming that an achievement system would turn SL into just “another form of entertainment” – specifically, something like an MMO. But what she’s referring to also is a reputation system, something that to the best of my knowledge does not exist in MMOs, and certainly not in the most popular ones.
Reputation Systems
Before my time, SL had a reputation system, a Digg-like tool for promoting or demoting other people’s (or their content’s) reputations. It was gamed so severely, and so easy to abuse, that it was retired years ago. Digg, as it turns out, has been subject to the most vicious sort of political manipulation for some time itself.
I don’t know much about reputation systems, so I’m going to leave my discussion at the observation that in an emotionally laden context they’re a terrible idea (though they work very well in the commercial contexts of eBay and Amazon vendors), and are an open invitation to griefing. Oldtimers who experienced the apparent fiasco of SL’s system can comment on that, or, you can read the Digg manipulation link for a sense of how badly these things can go wrong. I note, however, that a merchant-ranking system might be quite valuable for SL.
Achievement Systems
An achievement system is a very different beast. Here, the platform (not other players/participants!) awards individuals points for doing particular things – things extrinsic to the game goals! They’re typically socially visible, and serve as both a bragging tool and a quick visual identifier of people’s seniority and expertise – like Boy Scout merit badges or the military “ribbon rack.”
Here’s the achievement page for my main character from World of Warcraft:
This shows at a glance what my interests are, what kind of player I am, and in a sense, who I am in WoW: I’m immersed in the gameworld mostly, more than being a large-group raider or player vs. player combat fan. This information is readily available to anyone: the WoW UI allows you to “compare achievements” on clicking on another avatar, and the WoW Armory, where this is drawn from, displays the information publicly.
WoW only recently added this system: there was nothing like it for most of the game’s very successful history. It’s not universal in games at all: it’s an outgrowth of social media. The single-player game Dragon Age uses a web-based, social, achievements system. XBox Live added one within the past year as well. This is a new tool.
I’ve got to stress again that achievements are extrinsic to the game goals. They’re for things like looting a lot of gold, raising one’s ability with crafting, exploring odd corners of the gameworld, participating in holiday events, and suchlike. They have no bearing on progression within the game. They are not a leveling system.
Is the information achievements provide socially useful? Yes. Can it be gamed by third parties, like a Digg ranking? No: the game software tracks progress and adds achievements automatically. Does the achievement system become an essential part of the game? By no means.
Sometimes I pursue particular achievements as a personal goal: this coming week I’m going to get the ones for Crusader/Ambassador status at long last. Sometimes they take me by surprise: “there’s an achievement for that?!” I rarely look at anyone else’s achievements, other than to see what friends have been doing lately.
But the system enables all sorts of activities, some personal, some social, some constructive, some silly. It usually does not affect anyone’s core experience in the environment.
Level Systems
Now, a level system is entirely different yet again. Levels mark a mandatory path towards a defined end state, the level cap. Achieving the level cap indicates mastery of the content, and in many MMOs, is the ticket into the “elder game” of group raiding, as opposed to questing. Levels are the product of earning experience points (XP) which come mostly from doing the core tasks of the RPG part of the MMO: killing stuff and doing chores (which usually involve killing stuff). You play the game in order to level: that’s pretty much the object of the game.
Obviously, this in no way applies to social virtual worlds, and that’s the distinction between the Facebook game Sorority Life, which involves dressing avatars, and Second Life. Sorority Life is a game, top to bottom. Like an MMO, you do tasks for XP in order to level up, there’s (semi-) voluntary PvP content, a roleplay element (you have boyfriends, cars, and you can “dress your dolly), and an achievement system, which, like that of WoW, is an indicator of what kind of player/person you are in that space. It’s not social, not persistent, other than that there are avatars.
There’s no amount of tweaking that could turn one “SL” into the other. They’re apples and fire trucks. So there’s no point in even talking about somehow grafting a leveling system onto Second Life.
An Achievement System for SL?
Let’s talk specifics, then. Say SL had a (developer-imposed, highly visible) achievement system. So what?
It wouldn’t solve the first hour/retention problem at all! However, it would be a useful tool for self-analysis, goal setting, and social evaluation for those of us who stay. For that, I think it’d be a very good idea, but I can’t for the life of me see how it might be implemented.
What would my “achievement page” look like for SL? I’d have a ton of points in nightclub attendance, far far too many in bureaucratic meeting participation, I’d be maxed out in shopping. I wouldn’t have any in roleplay or combat, only the first handful in building, none in scripting. The graphic result would be a good at-a-glance picture of who I am in SL.
But how could that possibly be coded in a user-created environment? How would the client software know when I attended my thousandth dance club night? My 50th Representative Assembly meeting? My 200th shoe sale? Inventory-related achievements would be easy, grid-location ones possible, but capturing either the creative skills or socializing that together are what SL is about seems unattainable. How would the “master scripter” achievement be determined by the software?
Most importantly, though, for the current debate is the unavoidable conclusion that it wouldn’t be a meaningful addition to the “first hour experience,” or aid in early retention. It would, as I argued before, be disingenuous and inherently deceptive.
My next post will explain why, via international football rules, Calvin and Hobbes, and gamer culture.



True Bodies. Not unrelated, those of us who’re middle-aged tend towards a substantial disconnect between our physical selves and our internal self-conceptions. For me, the physiological changes I went through between 44 and 47 were as drastic as, and *much* more disorienting to my sense of self than, puberty (middle aged male gender dysphoria is clearly related, but nobody seems to know how or why). I’m now the 





In his terrific, readable new book, 


















