Carefully Designed Compulsion
Completionist Whoring and You
In the vast and ever-evolving world of video games, the term "completionist" refers to players who seek to achieve 100% in a game—unlocking every achievement, collecting every hidden item, and leaving no stone unturned in their pursuit of total mastery. The more colorful term "completionist whores" has emerged within gaming communities to describe individuals who are not just driven, but obsessed with achieving full completion. These players willingly invest countless hours to reach the elusive 100%, often to the point of sacrificing enjoyment or efficiency. Game developers, keenly aware of this particular drive, have mastered the art of harnessing and exploiting the completionist mentality, designing games that both indulge and manipulate this natural human instinct.
The Psychology of Completionism
The desire to complete tasks is deeply rooted in human psychology. At its core, completionism taps into a fundamental aspect of human nature: the need for closure and mastery. Psychologist Bluma Zeigarnik's research on the "Zeigarnik effect" shows that people tend to remember unfinished tasks better than completed ones. This cognitive tension compels individuals to seek resolution, driving them to finish incomplete tasks. In the context of video games, this effect manifests as an urge to unlock that last achievement, explore that final secret area, or collect the last hidden item in a list of collectibles.
Completionism also appeals to the intrinsic need for control and mastery over one’s environment. Video games, as structured, rule-bound systems, offer a perfect playground for this psychological tendency. They present players with a series of challenges, tasks, and obstacles that can be overcome with enough skill, time, and dedication. For the completionist, the act of conquering every aspect of a game offers a powerful sense of accomplishment and control over a virtual world.
How Developers Exploit the Completionist Mentality
Game developers have become adept at leveraging the completionist drive to keep players engaged for extended periods of time. In many cases, the completionist elements of a game are not merely incidental or organic parts of the gameplay experience but are instead meticulously engineered to appeal to the completionist mindset. This manifests in a few key ways:
Achievement Systems and Unlockables: Almost every modern game features a system of achievements or trophies, often linked to specific tasks or milestones within the game. These achievements range from relatively simple tasks—like completing a level—to highly complex, time-consuming challenges that only the most dedicated players can achieve. Developers design these achievement systems with varying levels of difficulty and obscurity, encouraging players to spend additional time on the game beyond the core narrative. While some achievements reward players with tangible benefits such as new items or abilities, others exist purely as bragging rights, appealing to the player’s desire for status within the gaming community.
Collectibles and Side Quests: Another popular tactic is the inclusion of an overwhelming number of collectibles scattered throughout a game’s world. These can range from hidden items that reveal more about the game’s lore to arbitrary objects that offer little more than a checkmark in a completionist’s log. Developers often place these collectibles in hard-to-reach or out-of-the-way locations, ensuring that players must explore every nook and cranny of the game world. Additionally, side quests are often packed with additional rewards, storylines, or unique items that completionists feel compelled to undertake, even if they’re tangential to the main plot.
Artificial Progression Systems: Many games implement artificially inflated progression systems to stretch out playtime for completionists. Games with level caps, grind-heavy mechanics, or experience-based unlockables encourage players to invest more time in repetitive tasks. This system taps into a psychological principle known as "variable ratio reinforcement," the same mechanism that makes slot machines so addictive. Players never know when the next reward or breakthrough will occur, so they continue playing, driven by the hope of completing the next step or achieving the next milestone.
Completionist Rewards and Endings: Some games offer unique rewards or special endings only accessible to those who achieve 100% completion. These rewards, whether they be a secret cutscene, an overpowered weapon, or a special in-game title, serve as both a carrot and a badge of honor for completionists. Developers design these rewards to be tantalizing, often framing them as "exclusive" content reserved only for the most dedicated players. In many cases, these rewards have little bearing on the actual gameplay, but they hold significant symbolic value for completionists.
The Dark Side of Completionism
While the completionist mindset can be satisfying, there is also a dark side to this compulsion that developers have learned to exploit. For some players, the desire to complete a game can become more of a burden than a joy. Developers have increasingly relied on "completionist traps"—arbitrary tasks that add no meaningful value to the game, but prey on the player's fear of missing out or desire for 100% completion.
For example, many open-world games suffer from an excess of "fetch quests," tasks that require players to collect specific items or travel to specific locations, often without any real narrative justification. These quests add nothing to the game’s overall experience but serve to inflate the playtime for those who feel compelled to check every box. This phenomenon, sometimes referred to as "game padding," can lead to player burnout, as the desire for completion conflicts with the repetitive and often tedious nature of these tasks.
Additionally, the rise of live-service games and seasonal content has created a new form of completionist pressure. In games like Destiny 2 or Fortnite, players must constantly engage with time-limited events and unlockables, further fueling a sense of urgency and completionism. Developers use this model to maintain engagement and encourage microtransactions, as completionists feel compelled to stay on top of constantly shifting objectives.
Conclusion: The Dance Between Developers and Completionists
Completionism is a powerful force within the gaming world, and developers have become masters at crafting experiences that both satisfy and manipulate the completionist drive. By creating a delicate balance of rewarding, time-consuming, and often arbitrary tasks, they ensure that completionist players remain deeply invested in their games for longer periods of time. While this can lead to immense satisfaction for those who relish the challenge of 100% completion, it also raises questions about the ethics of exploiting psychological tendencies for profit. As long as there are players eager to collect every trophy, achievement, and hidden item, developers will continue to refine their methods, further blurring the line between genuine fulfillment and carefully designed compulsion.
(SINCERELY, GPT - AS PROMPTED BY GG - INSPIRED BY APHRAEL)



I find your lack of an AI disclaimer disturbing.
https://www.youtube.com/watch?v=YnNSnJbjdws
Another great post Grim. You should do this more often. I suffered from the completionist compulsion. Gaming used to be a big part of my life. As I think back on it, there was a definite progression in the industry to take advantage of this particular human quirk. The Battlefield franchise was my main addiction. If you know anything about that franchise, it was billed as a squad based shooter with different character classes that players could choose to build a balanced squad and work together toward team based objectives. I loved the game and made many virtual friendships amongst regular squadmates. In the first few iterations, the unlocks and awards seemed to come fairly naturally as a result of simply playing the game the way it was meant to be played. However, as the franchise aged, things began to change. There were battle boxes and season subscriptions for sale that yielded new weapons, skins, or abilities outside of earning them through gameplay. That was the first signal that things were going awry. The next thing was a progression system in one of the later games that seemed to be completely disconnected from the original gameplay mechanics. In order to progress through a weapon or class unlock tree you would have to do crazy things like camp a capture point in order to get 5 headshot kills with a sniper rifle within 25m of the objective. Not only is this very hard to do, you can imagine, but it completely takes the sniper class out of the role it was designed for and makes that player useless to the squad. This is just one example of many head scratching unlock challenges that resulted in essentially having to choose between trying to win by playing the game as intended or trying to move through the progression tree to unlock better weapons and abilities. There was much discussion and gnashing of teeth on the Battlefield forums about how inept and enraging this particular edition of the game was, but then something weird happened. The next version came out and the progression system was not only not “fixed”, but in many ways was worse. It finally dawned on me that we weren’t dealing with the same people at the top any more. This game had been created by people with a unique idea and vision, but had been slowly taken over by marketing shitheads and bean counters. The jacked up progression system was intentional. They wanted me to spend round after round camping an objective to try to complete ridiculous challenges. Either the frustration keeps me returning to the lobby to try to finish the challenge hour after hour, or I give up and buy the battle box with that unlock in it. They win either way. It was no longer about playing the game the way it was intended. Once I saw it, I couldn’t unsee it. It changed gaming for me. I wasn’t a customer or consumer, I was a stooge to be fleeced. To be fair, Battlefield was just doing what everyone else in the industry was doing. That was a big part of my going cold turkey on gaming, and I bailed on social media at about the same time and for mostly the same reasons.
Last thing, quitting gaming was hard, but not as hard as I thought it would be. Self discipline is a muscle. The more you exercise it the easier it gets.