view additional image 1
View in a Room ArtworkView in a Room Background
In video gaming parlance, an achievement, also sometimes known as a trophy, badge, award, stamp, medal, challenge, cheevo or in game achievement, is a meta-goal defined outside a game's parameters. Unlike the in-game systems of quests, tasks, and/or levels that usually define the goals of a video game and have a direct effect on further gameplay, the management of achievements usually takes place outside the confines of the game environment and architecture. Meeting the fulfillment conditions, and receiving recognition of fulfillment by the game, is referred to as unlocking the achievement.

Achievements are included within games to extend the title's longevity and provide players with the impetus to do more than simply complete the game but to also find all of its secrets and complete all of its challenges. They are effectively arbitrary challenges laid out by the developer to be met by the player. These achievements may coincide with the inherent goals of the game itself, when completing a standard milestone in the game (such as achievements for beating each level of a game), with secondary goals such as finding secret power-ups or hidden levels, or may also be independent of the game's primary or secondary goals and earned via completing a game in an especially difficult or non-standard fashion (such as speedrunning a game (Example: Braid) or playing without killing any enemies (Examples: Deus Ex: Human Revolution and Dishonored), playing a certain number of times, viewing an in-game video, and/or beating a certain number of online opponents. Certain achievements may refer to other achievements - many games have one achievement that requires the player to have gained every other achievement.

Unlike secrets, which traditionally provided some kind of direct benefit to the player in the form of easier gameplay (such as the warp pipe in Super Mario Bros.) or additional gameplay features (such as hidden weapons or levels in first-person shooters like Doom) even though they might have criteria similar to achievements in order to unlock, the narrative-independent nature of achievements allows them to be fulfilled without needing to provide the player with any direct, in-game benefit or additional feature. In addition, the achievements used in modern gaming are usually visible outside the game environment (on the Internet) and form part of the online profile for the player (Gamertag for Microsoft's Live Anywhere network, combining Xbox 360/Xbox One titles and also Games for Windows - Live supported PC Games; PSN ID for PlayStation Network (PSN); User Profile Achievement Showcases for Steam; Armory Profiles for World of Warcraft; and Lodestone Profiles for Final Fantasy XIV).

The motivation for the player to gain achievements lies in maximizing their own general cross-title score (known as Gamerscore on Live, Trophy Level on PSN, and the Achievement Showcase for Steam User Profiles) and obtaining recognition for their performance due to the publication of their achievement/trophy profiles. Some players pursue the unlocking of achievements as a goal in itself, without especially seeking to enjoy the game that awards them - this community of players typically refer to themselves as "Achievement Hunters".

Some implementations use a system of achievements that provide direct, in-game benefits to the gameplay, although the award is usually not congruent with the achievement itself. One example of such an implementation are "challenges" found in the multiplayer portions of the later Call of Duty titles. Challenges here may include a certain number of headshots or kills and are rewarded not only with the completion of the achievement but also a bonus item that can be equipped. Team Fortress 2 features 3 milestones for each of the nine classes. When a milestone is reached by obtaining a specific number of achievements for each class, the player will be awarded a non-tradable weapon unique to that class.
Source: Wikipedia
In video gaming parlance, an achievement, also sometimes known as a trophy, badge, award, stamp, medal, challenge, cheevo or in game achievement, is a meta-goal defined outside a game's parameters. Unlike the in-game systems of quests, tasks, and/or levels that usually define the goals of a video game and have a direct effect on further gameplay, the management of achievements usually takes place outside the confines of the game environment and architecture. Meeting the fulfillment conditions, and receiving recognition of fulfillment by the game, is referred to as unlocking the achievement.

Achievements are included within games to extend the title's longevity and provide players with the impetus to do more than simply complete the game but to also find all of its secrets and complete all of its challenges. They are effectively arbitrary challenges laid out by the developer to be met by the player. These achievements may coincide with the inherent goals of the game itself, when completing a standard milestone in the game (such as achievements for beating each level of a game), with secondary goals such as finding secret power-ups or hidden levels, or may also be independent of the game's primary or secondary goals and earned via completing a game in an especially difficult or non-standard fashion (such as speedrunning a game (Example: Braid) or playing without killing any enemies (Examples: Deus Ex: Human Revolution and Dishonored), playing a certain number of times, viewing an in-game video, and/or beating a certain number of online opponents. Certain achievements may refer to other achievements - many games have one achievement that requires the player to have gained every other achievement.

Unlike secrets, which traditionally provided some kind of direct benefit to the player in the form of easier gameplay (such as the warp pipe in Super Mario Bros.) or additional gameplay features (such as hidden weapons or levels in first-person shooters like Doom) even though they might have criteria similar to achievements in order to unlock, the narrative-independent nature of achievements allows them to be fulfilled without needing to provide the player with any direct, in-game benefit or additional feature. In addition, the achievements used in modern gaming are usually visible outside the game environment (on the Internet) and form part of the online profile for the player (Gamertag for Microsoft's Live Anywhere network, combining Xbox 360/Xbox One titles and also Games for Windows - Live supported PC Games; PSN ID for PlayStation Network (PSN); User Profile Achievement Showcases for Steam; Armory Profiles for World of Warcraft; and Lodestone Profiles for Final Fantasy XIV).

The motivation for the player to gain achievements lies in maximizing their own general cross-title score (known as Gamerscore on Live, Trophy Level on PSN, and the Achievement Showcase for Steam User Profiles) and obtaining recognition for their performance due to the publication of their achievement/trophy profiles. Some players pursue the unlocking of achievements as a goal in itself, without especially seeking to enjoy the game that awards them - this community of players typically refer to themselves as "Achievement Hunters".

Some implementations use a system of achievements that provide direct, in-game benefits to the gameplay, although the award is usually not congruent with the achievement itself. One example of such an implementation are "challenges" found in the multiplayer portions of the later Call of Duty titles. Challenges here may include a certain number of headshots or kills and are rewarded not only with the completion of the achievement but also a bonus item that can be equipped. Team Fortress 2 features 3 milestones for each of the nine classes. When a milestone is reached by obtaining a specific number of achievements for each class, the player will be awarded a non-tradable weapon unique to that class.
Source: Wikipedia
In video gaming parlance, an achievement, also sometimes known as a trophy, badge, award, stamp, medal, challenge, cheevo or in game achievement, is a meta-goal defined outside a game's parameters. Unlike the in-game systems of quests, tasks, and/or levels that usually define the goals of a video game and have a direct effect on further gameplay, the management of achievements usually takes place outside the confines of the game environment and architecture. Meeting the fulfillment conditions, and receiving recognition of fulfillment by the game, is referred to as unlocking the achievement.

Achievements are included within games to extend the title's longevity and provide players with the impetus to do more than simply complete the game but to also find all of its secrets and complete all of its challenges. They are effectively arbitrary challenges laid out by the developer to be met by the player. These achievements may coincide with the inherent goals of the game itself, when completing a standard milestone in the game (such as achievements for beating each level of a game), with secondary goals such as finding secret power-ups or hidden levels, or may also be independent of the game's primary or secondary goals and earned via completing a game in an especially difficult or non-standard fashion (such as speedrunning a game (Example: Braid) or playing without killing any enemies (Examples: Deus Ex: Human Revolution and Dishonored), playing a certain number of times, viewing an in-game video, and/or beating a certain number of online opponents. Certain achievements may refer to other achievements - many games have one achievement that requires the player to have gained every other achievement.

Unlike secrets, which traditionally provided some kind of direct benefit to the player in the form of easier gameplay (such as the warp pipe in Super Mario Bros.) or additional gameplay features (such as hidden weapons or levels in first-person shooters like Doom) even though they might have criteria similar to achievements in order to unlock, the narrative-independent nature of achievements allows them to be fulfilled without needing to provide the player with any direct, in-game benefit or additional feature. In addition, the achievements used in modern gaming are usually visible outside the game environment (on the Internet) and form part of the online profile for the player (Gamertag for Microsoft's Live Anywhere network, combining Xbox 360/Xbox One titles and also Games for Windows - Live supported PC Games; PSN ID for PlayStation Network (PSN); User Profile Achievement Showcases for Steam; Armory Profiles for World of Warcraft; and Lodestone Profiles for Final Fantasy XIV).

The motivation for the player to gain achievements lies in maximizing their own general cross-title score (known as Gamerscore on Live, Trophy Level on PSN, and the Achievement Showcase for Steam User Profiles) and obtaining recognition for their performance due to the publication of their achievement/trophy profiles. Some players pursue the unlocking of achievements as a goal in itself, without especially seeking to enjoy the game that awards them - this community of players typically refer to themselves as "Achievement Hunters".

Some implementations use a system of achievements that provide direct, in-game benefits to the gameplay, although the award is usually not congruent with the achievement itself. One example of such an implementation are "challenges" found in the multiplayer portions of the later Call of Duty titles. Challenges here may include a certain number of headshots or kills and are rewarded not only with the completion of the achievement but also a bonus item that can be equipped. Team Fortress 2 features 3 milestones for each of the nine classes. When a milestone is reached by obtaining a specific number of achievements for each class, the player will be awarded a non-tradable weapon unique to that class.
Source: Wikipedia
In video gaming parlance, an achievement, also sometimes known as a trophy, badge, award, stamp, medal, challenge, cheevo or in game achievement, is a meta-goal defined outside a game's parameters. Unlike the in-game systems of quests, tasks, and/or levels that usually define the goals of a video game and have a direct effect on further gameplay, the management of achievements usually takes place outside the confines of the game environment and architecture. Meeting the fulfillment conditions, and receiving recognition of fulfillment by the game, is referred to as unlocking the achievement.

Achievements are included within games to extend the title's longevity and provide players with the impetus to do more than simply complete the game but to also find all of its secrets and complete all of its challenges. They are effectively arbitrary challenges laid out by the developer to be met by the player. These achievements may coincide with the inherent goals of the game itself, when completing a standard milestone in the game (such as achievements for beating each level of a game), with secondary goals such as finding secret power-ups or hidden levels, or may also be independent of the game's primary or secondary goals and earned via completing a game in an especially difficult or non-standard fashion (such as speedrunning a game (Example: Braid) or playing without killing any enemies (Examples: Deus Ex: Human Revolution and Dishonored), playing a certain number of times, viewing an in-game video, and/or beating a certain number of online opponents. Certain achievements may refer to other achievements - many games have one achievement that requires the player to have gained every other achievement.

Unlike secrets, which traditionally provided some kind of direct benefit to the player in the form of easier gameplay (such as the warp pipe in Super Mario Bros.) or additional gameplay features (such as hidden weapons or levels in first-person shooters like Doom) even though they might have criteria similar to achievements in order to unlock, the narrative-independent nature of achievements allows them to be fulfilled without needing to provide the player with any direct, in-game benefit or additional feature. In addition, the achievements used in modern gaming are usually visible outside the game environment (on the Internet) and form part of the online profile for the player (Gamertag for Microsoft's Live Anywhere network, combining Xbox 360/Xbox One titles and also Games for Windows - Live supported PC Games; PSN ID for PlayStation Network (PSN); User Profile Achievement Showcases for Steam; Armory Profiles for World of Warcraft; and Lodestone Profiles for Final Fantasy XIV).

The motivation for the player to gain achievements lies in maximizing their own general cross-title score (known as Gamerscore on Live, Trophy Level on PSN, and the Achievement Showcase for Steam User Profiles) and obtaining recognition for their performance due to the publication of their achievement/trophy profiles. Some players pursue the unlocking of achievements as a goal in itself, without especially seeking to enjoy the game that awards them - this community of players typically refer to themselves as "Achievement Hunters".

Some implementations use a system of achievements that provide direct, in-game benefits to the gameplay, although the award is usually not congruent with the achievement itself. One example of such an implementation are "challenges" found in the multiplayer portions of the later Call of Duty titles. Challenges here may include a certain number of headshots or kills and are rewarded not only with the completion of the achievement but also a bonus item that can be equipped. Team Fortress 2 features 3 milestones for each of the nine classes. When a milestone is reached by obtaining a specific number of achievements for each class, the player will be awarded a non-tradable weapon unique to that class.
Source: Wikipedia
In video gaming parlance, an achievement, also sometimes known as a trophy, badge, award, stamp, medal, challenge, cheevo or in game achievement, is a meta-goal defined outside a game's parameters. Unlike the in-game systems of quests, tasks, and/or levels that usually define the goals of a video game and have a direct effect on further gameplay, the management of achievements usually takes place outside the confines of the game environment and architecture. Meeting the fulfillment conditions, and receiving recognition of fulfillment by the game, is referred to as unlocking the achievement.

Achievements are included within games to extend the title's longevity and provide players with the impetus to do more than simply complete the game but to also find all of its secrets and complete all of its challenges. They are effectively arbitrary challenges laid out by the developer to be met by the player. These achievements may coincide with the inherent goals of the game itself, when completing a standard milestone in the game (such as achievements for beating each level of a game), with secondary goals such as finding secret power-ups or hidden levels, or may also be independent of the game's primary or secondary goals and earned via completing a game in an especially difficult or non-standard fashion (such as speedrunning a game (Example: Braid) or playing without killing any enemies (Examples: Deus Ex: Human Revolution and Dishonored), playing a certain number of times, viewing an in-game video, and/or beating a certain number of online opponents. Certain achievements may refer to other achievements - many games have one achievement that requires the player to have gained every other achievement.

Unlike secrets, which traditionally provided some kind of direct benefit to the player in the form of easier gameplay (such as the warp pipe in Super Mario Bros.) or additional gameplay features (such as hidden weapons or levels in first-person shooters like Doom) even though they might have criteria similar to achievements in order to unlock, the narrative-independent nature of achievements allows them to be fulfilled without needing to provide the player with any direct, in-game benefit or additional feature. In addition, the achievements used in modern gaming are usually visible outside the game environment (on the Internet) and form part of the online profile for the player (Gamertag for Microsoft's Live Anywhere network, combining Xbox 360/Xbox One titles and also Games for Windows - Live supported PC Games; PSN ID for PlayStation Network (PSN); User Profile Achievement Showcases for Steam; Armory Profiles for World of Warcraft; and Lodestone Profiles for Final Fantasy XIV).

The motivation for the player to gain achievements lies in maximizing their own general cross-title score (known as Gamerscore on Live, Trophy Level on PSN, and the Achievement Showcase for Steam User Profiles) and obtaining recognition for their performance due to the publication of their achievement/trophy profiles. Some players pursue the unlocking of achievements as a goal in itself, without especially seeking to enjoy the game that awards them - this community of players typically refer to themselves as "Achievement Hunters".

Some implementations use a system of achievements that provide direct, in-game benefits to the gameplay, although the award is usually not congruent with the achievement itself. One example of such an implementation are "challenges" found in the multiplayer portions of the later Call of Duty titles. Challenges here may include a certain number of headshots or kills and are rewarded not only with the completion of the achievement but also a bonus item that can be equipped. Team Fortress 2 features 3 milestones for each of the nine classes. When a milestone is reached by obtaining a specific number of achievements for each class, the player will be awarded a non-tradable weapon unique to that class.
Source: Wikipedia
132 Views
1

VIEW IN MY ROOM

Achievement Unlocked - 40G Painting

Philip Leister

Painting, Acrylic on Canvas

Size: 36 W x 36 H x 0.5 D in

Ships in a Box

info-circle
$800

check Shipping included

check 14-day satisfaction guarantee

info-circle
Primary imagePrimary imagePrimary imagePrimary imagePrimary image Trustpilot Score
132 Views
1

Artist Recognition

link - Artist featured in a collection

Artist featured in a collection

About The Artwork

In video gaming parlance, an achievement, also sometimes known as a trophy, badge, award, stamp, medal, challenge, cheevo or in game achievement, is a meta-goal defined outside a game's parameters. Unlike the in-game systems of quests, tasks, and/or levels that usually define the goals of a video game and have a direct effect on further gameplay, the management of achievements usually takes place outside the confines of the game environment and architecture. Meeting the fulfillment conditions, and receiving recognition of fulfillment by the game, is referred to as unlocking the achievement. Achievements are included within games to extend the title's longevity and provide players with the impetus to do more than simply complete the game but to also find all of its secrets and complete all of its challenges. They are effectively arbitrary challenges laid out by the developer to be met by the player. These achievements may coincide with the inherent goals of the game itself, when completing a standard milestone in the game (such as achievements for beating each level of a game), with secondary goals such as finding secret power-ups or hidden levels, or may also be independent of the game's primary or secondary goals and earned via completing a game in an especially difficult or non-standard fashion (such as speedrunning a game (Example: Braid) or playing without killing any enemies (Examples: Deus Ex: Human Revolution and Dishonored), playing a certain number of times, viewing an in-game video, and/or beating a certain number of online opponents. Certain achievements may refer to other achievements - many games have one achievement that requires the player to have gained every other achievement. Unlike secrets, which traditionally provided some kind of direct benefit to the player in the form of easier gameplay (such as the warp pipe in Super Mario Bros.) or additional gameplay features (such as hidden weapons or levels in first-person shooters like Doom) even though they might have criteria similar to achievements in order to unlock, the narrative-independent nature of achievements allows them to be fulfilled without needing to provide the player with any direct, in-game benefit or additional feature. In addition, the achievements used in modern gaming are usually visible outside the game environment (on the Internet) and form part of the online profile for the player (Gamertag for Microsoft's Live Anywhere network, combining Xbox 360/Xbox One titles and also Games for Windows - Live supported PC Games; PSN ID for PlayStation Network (PSN); User Profile Achievement Showcases for Steam; Armory Profiles for World of Warcraft; and Lodestone Profiles for Final Fantasy XIV). The motivation for the player to gain achievements lies in maximizing their own general cross-title score (known as Gamerscore on Live, Trophy Level on PSN, and the Achievement Showcase for Steam User Profiles) and obtaining recognition for their performance due to the publication of their achievement/trophy profiles. Some players pursue the unlocking of achievements as a goal in itself, without especially seeking to enjoy the game that awards them - this community of players typically refer to themselves as "Achievement Hunters". Some implementations use a system of achievements that provide direct, in-game benefits to the gameplay, although the award is usually not congruent with the achievement itself. One example of such an implementation are "challenges" found in the multiplayer portions of the later Call of Duty titles. Challenges here may include a certain number of headshots or kills and are rewarded not only with the completion of the achievement but also a bonus item that can be equipped. Team Fortress 2 features 3 milestones for each of the nine classes. When a milestone is reached by obtaining a specific number of achievements for each class, the player will be awarded a non-tradable weapon unique to that class. Source: Wikipedia

Details & Dimensions

Painting:Acrylic on Canvas

Original:One-of-a-kind Artwork

Size:36 W x 36 H x 0.5 D in

Shipping & Returns

Delivery Time:Typically 5-7 business days for domestic shipments, 10-14 business days for international shipments.

I’m (I am?) a self-taught artist, originally from the north suburbs of Chicago (also known as John Hughes' America). Born in 1984, I started painting in 2017 and began to take it somewhat seriously in 2019. I currently reside in rural Montana and live a secluded life with my three dogs - Pebbles (a.k.a. Jaws, Brandy, Fang), Bam Bam (a.k.a. Scrat, Dinki-Di, Trash Panda, Dug), and Mystique (a.k.a. Lady), and five cats - Burglekutt (a.k.a. Ghostmouse Makah), Vohnkar! (a.k.a. Storm Shadow, Grogu), Falkor (a.k.a. Moro, The Mummy's Kryptonite, Wendigo, BFC), Nibbler (a.k.a. Cobblepot), and Meegosh (a.k.a. Lenny). Part of the preface to the 'Complete Works of Emily Dickinson helps sum me up as a person and an artist: "The verses of Emily Dickinson belong emphatically to what Emerson long since called ‘the Poetry of the Portfolio,’ something produced absolutely without the thought of publication, and solely by way of expression of the writer's own mind. Such verse must inevitably forfeit whatever advantage lies in the discipline of public criticism and the enforced conformity to accepted ways. On the other hand, it may often gain something through the habit of freedom and unconventional utterance of daring thoughts. In the case of the present author, there was no choice in the matter; she must write thus, or not at all. A recluse by temperament and habit, literally spending years without settling her foot beyond the doorstep, and many more years during which her walks were strictly limited to her father's grounds, she habitually concealed her mind, like her person, from all but a few friends; and it was with great difficulty that she was persuaded to print during her lifetime, three or four poems. Yet she wrote verses in great abundance; and though brought curiosity indifferent to all conventional rules, had yet a rigorous literary standard of her own, and often altered a word many times to suit an ear which had its own tenacious fastidiousness." -Thomas Wentworth Higginson "Not bad... you say this is your first lesson?" "Yes, but my father was an *art collector*, so…"

Artist Recognition

Artist featured in a collection

Artist featured by Saatchi Art in a collection

Thousands Of Five-Star Reviews

We deliver world-class customer service to all of our art buyers.

globe

Global Selection

Explore an unparalleled artwork selection by artists from around the world.

Satisfaction Guaranteed

Our 14-day satisfaction guarantee allows you to buy with confidence.

Support An Artist With Every Purchase

We pay our artists more on every sale than other galleries.

Need More Help?

Enjoy Complimentary Art Advisory Contact Customer Support