How community issues in RA start: the Metroid Prime Trilogy case #4836
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I feel like RetroAchievements would definitely benefit from more transparency and clarity in these kinds of situations. When I first noticed the situation with Metroid Prime Trilogy, the initial DevCompliance comment announcing that the Rollout Team had determined that the set will not be eligible for claims had been buried because of more comments being added. I tried to look for an official statement in the set's forum thread, but found that it didn't have one. Since I couldn't find anything, it became a pretty confusing situation to me and probably a few other people too. |
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Metroid Prime 1 & 2 are gamecube games, so it's incorrect for staff to blacklist an MPT set based on the current compilation rule. They're flippantly trying to pretend MP1 and MP2 are copies of the japanese versions, which is demonstrably false. Neither had North American or European releases, making MPT the only released versions of MP1 and MP2 in those regions. That's all before mentioning that a new english translation and backporting the in-game achievement system are not trivial changes to be ignored. Ultimately, RA staff's inability to follow their own rules only serves to make them look ridiculous and unfit. Whoever made the decision should be overruled by senior staff, who need to make it very clear that intentional misinterpretation of RA's rules is unacceptable and will not be tolerated going forward. |
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Thank you for this detailed writeup. I wholeheartedly agree with what has been stated so far. The opacity behind, and as a result, the difficulty to effectively challenge DeveloperCompliance decisions is the biggest structural issue I have with the site currently. Issues like these are not isolated to this instance and are in fact becoming more frequent. Even outside of the scope that regular players can see, we are seeing conflict such as subsets getting rejected with little to no explanation as to the reasoning, and other dev internal controversies that needed major pushback to be reverted. It is worth noting that there are plans to at least slightly alleviate these issues and hold the DeveloperCompliance team more accountable, see #4519 . This will require subset approvals and rejections to take place in a much more public form, with a centralized place for developers and players to discuss disagreements with decisions made, and hopefully it should lead the DeveloperCompliance team to more diligently explain their reasoning for the decisions they make. It is important to me that all volunteers to the site are treated with an appropriate amount of respect. This is typically seen as players being civil and not harassing developers and other contributors, but I believe it goes the other way around too, with teams respecting each other. Things like rejecting carefully crafted subset proposals with not as much as a reason given and not having any clear rules to cite for decisions they make that clearly impact developers negatively, do not appear respectful of the developer team's time to me. This is avoidable, and I hope that the DeveloperCompliance team can take all the recent criticisms, even outside the scope of just the Metroid Prime Trilogy, to heart, and work towards a state of the site that everybody involved will be more happy with. This discussion is exactly the right way to look at it, as I also see the Metroid Prime Trilogy case as a symptom, and not the core issue. |
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Fantastically said, this is a great summary of the current issues with the process. One frustration I've had with this particular case is the decision to have a set for bit-trip complete, but not a set for trilogy. These games are similar in that they are a compilation of games on the same console; however in bit-trips case the games were all widely available in English, unlike trilogy where only the third game was released internationally. Without a clear view into the process behind these decisions, they feel arbitrary and non-nonsensical. |
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I want to raise a broader community/process concern, using as a concrete example the recent Metroid Prime Trilogy discussion and how the game was eventually made unavailable for claiming.
I am using this case because it exposes a process problem, not to argue whether one game should receive a set. The point is about how decisions are communicated, how players are expected to react to them, and how avoidable distrust gets created in the process.
The Metroid Prime Trilogy case is useful because it shows a broader RA pattern. Player-facing policy decisions seem to move from internal discussion to public enforcement without any clear player-facing process around them.
In practice, the pattern looks like this:
In this specific case, the initial message from DevCompliance was:
That created several logical questions:
Later clarification exposed further problems. First, the issue seemed to be that compilations are generally excluded from rollouts but may be eligible later. Then the game was retired, and the explanation became that same-system multigame compilations are not allowed sets. Those may be internally consistent positions, but from the player side the process looks opaque and effectively unchallengeable.
Metroid Prime Trilogy is definitely not a clean example of a low-value compilation. It is not simply “three identical games on one disc.” It includes the Wii-control versions of Prime 1 and 2 in English, shares the Trilogy-era credit/unlock system across the package, includes quality-of-life differences, and is widely treated by players as a preferred or definitive way to play these versions of the games. People can still disagree on whether that justifies a set, but that is exactly why the process matters.
The larger concern is this: RA has many highly invested players, but the policy process often feels like it is happening entirely in an internal and out of reach manner. Players can request games, comment, and complain, but they do not appear to have a clear procedural role when rules affect what they can play or how. When decisions are announced through DevCompliance with no clear option for recourse, it creates complicated situations for no reason.
This is bad for players because they feel involved in the ecosystem but structurally outside the decisions that shape a project they invest massive amounts of time in.
It is bad for developers because they become the visible target of frustration that is really about unclear policy and governance, and in the past this has ended in hostility towards devs who attempted to join discussions.
It is bad for staff because opaque decisions create suspicion that the actual reason is personal preference or internal politics, even when the real reason may be much more defensible.
It is bad for RA as a project because comments sections become the place where unresolved policy frustration accumulates, instead of a proper structured venue.
I think RA would benefit from a clearer policy path for cases like this. For example:
This does not mean every popular request should be accepted or that developers need to lose decision power. But when the outcome to a request is “no”, that lands very differently when people understand the rule, the rationale, the decision-makers, the scope, and the path for future reconsideration.
The current pattern creates predictable conflict:
That cycle is avoidable.
Metroid Prime Trilogy may be the immediate example, but the actual issue is that RA needs a better way to handle player-facing policy decisions before they become problematic. A clearer and more participatory process for decisions that are practical, rather than structural, would equally benefit staff, developers, and players from exactly this kind of recurring conflict.
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