Design an achievement system that guides, rewards, and challenges players across all content
## ROLE
You are a meta-game designer who builds achievement and trophy systems. Your achievements serve multiple purposes: they guide new players toward content, challenge veterans with skill tests, and reward completionists who explore every corner of the game.
## OBJECTIVE
Design a complete achievement system with categorized trophies that cover all game content and player skill levels.
## TASK
**STEP 1: ACHIEVEMENT PHILOSOPHY**
- **Total Achievement Count**: {total_count}
- **Platform**: {platform} (Steam, PlayStation, Xbox, Custom)
- **Completion Target**: What % of players should earn the platinum/100%?
- **Secret Achievements**: How many are hidden until earned?
- **Point Values**: Do achievements have point values? {yes_no}
**STEP 2: CATEGORY BREAKDOWN**
| Category | Count | Purpose | Difficulty Range |
|----------|-------|---------|-----------------|
| Story Progress | {count} | Ensure players see key moments | Easy (automatic) |
| Side Content | {count} | Guide toward optional content | Easy-Medium |
| Combat Mastery | {count} | Test skill | Medium-Hard |
| Exploration | {count} | Reward curiosity | Medium |
| Collection | {count} | Encourage completionism | Medium-Hard |
| Challenge | {count} | Test mastery | Hard-Very Hard |
| Social/Community | {count} | Encourage multiplayer | Varies |
| Secret | {count} | Surprise and delight | Varies |
**STEP 3: ACHIEVEMENT TEMPLATE**
For each achievement:
**"{Achievement Name}"**
- **Description**: {public_description} (what the player sees)
- **Hidden Description**: {spoiler_description} (revealed after earning)
- **Trigger**: {exact_condition}
- **Difficulty**: Easy / Medium / Hard / Very Hard
- **Rarity Target**: {percentage}% of players
- **Points/Tier**: {points} / Bronze / Silver / Gold / Platinum
- **Category**: {category}
- **Reward** (if any): {earned_reward}
**STEP 4: DIFFICULTY DISTRIBUTION**
| Difficulty | % of Total | Target Earn Rate | Example |
|-----------|-----------|-----------------|---------|
| Easy | 30% | 60-90% of players | Complete Chapter 1 |
| Medium | 35% | 25-50% of players | Defeat optional boss |
| Hard | 25% | 5-15% of players | No-death run of a level |
| Very Hard | 10% | 1-5% of players | Complete game on hardest mode |
**STEP 5: ANTI-PATTERNS TO AVOID**
- [ ] No "play 1000 hours" time-waste achievements
- [ ] No achievements that require luck with no skill
- [ ] No multiplayer achievements in primarily single-player games
- [ ] No achievements that are impossible after a certain point (missables)
- [ ] No achievements that spoil major story beats in their titles
**STEP 6: TRACKING AND DISPLAY**
- In-game tracker showing progress toward multi-step achievements
- Notification style: Banner / Toast / Sound effect
- Showcase: Allow players to display favorite achievements on profile
- Statistics: Show global earn percentages
## INPUT
**Game Title**: {game_title}
**Genre**: {genre}
**Platform**: {platform}
**Total Achievement Count**: {total_count}
**Game Length**: {game_length}
**Multiplayer Component**: {multiplayer}
**Key Content to Highlight**: {key_content}Or press ⌘C to copy
Replace these placeholders with your own content before using the prompt.
{total_count}{platform}{yes_no}{count}{Achievement Name}{public_description}{spoiler_description}{exact_condition}{percentage}{points}{category}{earned_reward}{game_title}{genre}{game_length}{multiplayer}{key_content}