I'm a huge fan of secrets, but not much of a fan of achievements. That said, I liked how Minecraft used them. Minecraft, being an open-world game, let's you go wherever and do whatever, but for people who aren't as familiar with open-world games, needing direction and goals, Minecraft has a tree of achievements that give immediate goals that can focus players and give them something to work towards.
They start real simple:
Taking Inventory - Press '[defaults to E]' to open your inventory.
Getting Wood - Attack a tree until a block of wood pops out
...and then ramp up in difficulty leading players to the final boss and such.
The End - Defeat the Ender Dragon
The achievements branch off in multiple paths, once you accomplish the pre-requisites.
Paper Mario: Sticker Star has an example of achievements I'm not personally a fan of:
Sticker Star had eight banners in a centrally located area, and each banner had an achievement on it, along with your current status leading up to the achievement. This presentation is fine, but the achievements were all stuff like, "Spend 100,000 gold in the item stores.", "Defeat over a bajillion enemies.", "Get 1000 perfect victories."
These grind-like achievements don't appeal to me. They just feel like work instead of accomplishments. I know I can achieve them, I just don't want to spend ten hours doing repetitive mindless tasks to do so.
Now, I'm perfectly fine with there being records of those kinds of numbers ("You've killed 2,743 enemies, and have collected over 57,420 gold"). Just not when they try to make you grind to get your numbers higher to artificially stretch out gameplay. That's not gameplay for completists, that's gameplay for masochists.
Paper Mario: Sticker Star also had a cool example of an achievement that's not really recognized in-game as an Xbox-style "achievement":
In the game, there is a secret "sticker museum" (the game uses stickers in combat, it's kinda its gimmick). Stickers are found in various areas and collected in various ways as part of the normal playing process - but many of them are also hidden in areas. By collecting each sticker, and adding them to the museum, you can fill up the various halls of the museum with your collection and you can see the stickers framed on the walls like paintings in an art gallery.
When completed, a monster-gallery of monsters and their stats get unlocked - somewhat of a letdown to me, personally. But the accomplishment itself was cool - kinda like filling out your Pokedex in Pokemon, I'd imagine (never filled my Pokedex out ).
That said, many of the stickers were very well hidden - I don't like knowing there is a secret somewhere that I don't know the location of. I prefer stumbling upon or finding secret locations. So instead having to hunt down the location of the last few stickers by going over every map of the game looking for them (i.e. "grinding"/"working"), I instead just checked gamefaqs for their locations.
Paper Mario: Sticker Star also missed an opportunity to recognize some cool achievements of players:
Bosses in Sticker Star are ridiculously overpowered in terms of HP. This is because Sticker Star expects you to use certain holographic stickers that have special effects on bosses instead of using your regular attack stickers. The special stickers not only do immense damage in their own right (1/10th of their HP or more), if you use the correct one based on the theme of the boss, you take out 50% of their health right off the bat.
This takes the battles from a long-drawn (>20 minute) fight to survive and outlast the boss that depletes all of your finite resources, to a ridiculously easy finished-in-five-minutes battle.
The game expects you to take the easy route, and continually reminds you of it. But when I took the outlast-and-survive route, it was really exhilarating when the boss finally died and I had just-barely survived. It was a struggle for victory. But the game didn't recognize that achievement at all.
Because the game didn't recognize my achievements, and I had depleted all my resources, I reset and beat it the "easy" way so I wouldn't have to grind to recollect more resources.
I also don't like it when you encounter some puzzle in some side-room somewhere, or find some secret area, and you solve the puzzle or go through the secret area to reach someplace new, and you're all excited because of your accomplishment... and then you get a key-item and know that the game would've eventually led you here anyway, because visiting this area is required to beat the game. It takes your "achievement", makes you feel good about it, and then spits in your face and says, "Joke's on you chump, everyone who plays this game reaches this point - there's nothing special about it."
So the common threads for me personally are:
- Achievements are useful when they can be used to direct and guide players
- Achievements are enjoyable when they recognize a real accomplishment for a player.
- Achievements are NOT fun when they make you do repetitive tasks to reach some arbitrary number.
- Secrets are cool when you find them by observation or by dumb luck but didn't previously know they existed.
- Secrets are NOT cool when you already know they exist somewhere, but can't find them.
- Secrets are NOT cool when you're required to find them to progress forward in the game.
Here endeth the lesson.