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.

  • bermuda@beehaw.org
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    9 months 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.