this post was submitted on 08 Aug 2026
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The first one is the wrong opinion to have, because gamers unquestionably have the agency to choose whether or not to enable achievements. If anyone is telling them that it's an essential part of the experience of retrogaming, they should rightly be discredited... but they probably don't need to be because that attitude is absurd on its face since we're talking about games that people enjoyed well before RetroAchievements and maybe even before the internet. Even if somebody wants to play a game for the first time and pick up achievements as they go, what's the problem? I'm not referring to achievement-hunting, and, no, it's absolutely not the same as modding every game. Gameplay remains original, and a thingy that optionally goes "ding, you did a thing!" every once in a while is so far from the biggest ruiner of experiencing games "properly." How about pretty standard features like save states, rewind, and so on?
And, look, I say this as someone who absolutely believes that more people should experience things for reasons of intrinsic motivation, and play DOOM without mouselook and modern lighting effects. But I wouldn't take away these other way to play, even if people might incorrectly choose it.
The third one... it's a weird choice for a developer building a tool, who presumably cares about community feedback, to say no to an overwhelmingly popular feature. But that's certainly their choice, just as it's the choice of users to eschew the project in favor of one that has the features they want. Imagine a developer leaving out support for keyboard input because the "right way" to play any game originally released on home consoles is with a gamepad, or somebody saying that DOOM should only run in DOS on a 386.
I went down this road in our conversation because you asked, but this wasn't even my original issue with the article. It was the unfair strawman arguments that the author brought out to throw shade on achievement developers, to the point where the author had to invent naive or nefarious motivations for doing so. Some choice quotes:
Simply the least charitable, lowest empathy, most intellectually dishonest takes for throwing shade at some volunteers making stuff for other people.
Not all mods drastically change gameplay. Adding goals that never were in the game can totally influence how you approach a game. Doom was definitely not designed for secret hunting but when I first played I stayed at each level trying to find all the secrets because my map showed me how many secrets are left (a feature of Crispy Doom). Would I spend all this time hunting for secrets if there was no secret count? No, of course not. I wouldn't even think about it.
Save states can definitely be abused to ruin a game for you. E.g. if you save at the start of every level of Super Mario Bros. If an emulator did this automatically, would you recommend it to new players who want to learn how SMB felt back in the day?
I'm not familiar with what actually prompted that Cohost post that Kayin reacted to but it sounds more like the developers didn't really refuse to implement but more that the project was young and they didn't implement RA support yet. RA support is nice and all but having decent performance and no game-breaking bugs is more important.
Yep, I can see that. Whoever Kayin argues against is unlikely to be present in the RA developer team - if such a person exists at all!