From the game design perspective, achievements serve the following purposes (I am making this up as I go, so it is probably not a definitive list ; )
- Showcasing aspects of the game
- Pointing out nonobvious mechanics
- Adding social aspects to the game
Showcasing aspects of the game
Our map is large and beautiful? Letâs make an achievement for traveling it a lot and searching some stupid little conciliation crosses.
We have a lot of pickable flowers? Letâs make an achievement from that. This helps to get more value from the game assets. Every asset had to be modelled. Without achievements like this, people might explore less and therefore some assets might go unseen, which is a waste of developers time.
Pointing out nonobvious mechanics
Say the player is able not only to steal from NPCâs inventory, but also to âsteal intoâ. So we can have an achievement for solving a fight by placing some poisoned food into enemy inventory and waiting a bit. The possibility of this may be hard to spot and the achievement highlights that.
There are four ways how to solve a particular quest? Let the people know by making an achievement that counts down the ones they discovered.
In Team Fortress 2, a flame thrower is an effective weapon against cloaked spies. Make achievement for using it that way. In the very same game, engineers can rocket jump using their automatic turret. Another achievement candidate.
There is a line in a quest that people tend to miss, all the crafted dialogues going to waste and so on? Letâs add an achievement that will make people looking.
There is an interesting statistic that a vast majority of feature requests for Microsoft Office that the users submit is already implemented in the software, they just donât know about it.
Adding social aspects to the game
@YuusouAmazing Many games have some story driven achievements. You get it for getting to particular points in the story. The reason is that your achievement list is usually public, or at least visible to your Steam contacts. This adds social competitive aspects to playing otherwise a single player game: My friend got further along than me? This might not stay! The achievements tend to have cryptic names as to not spoil the story for people who did not yet made it this far.
Badges
It might make more sense to call it say badges, instead of achievements. Precisely for the reason that from the player perspective they oftentimes are not really meaningful achievements, as @NathanielBlack mentions. The StackOverflow site does it this way. According to the site founders, one of important roles of badges on that site is to make the users know what types of behaviour are encouraged.
What about Challenges?
There are some problems with achievements. First, there tends to be a lot of them and choosing which one to do next is a cognitive burden. Second, people need to go actively looking through them. Third, there isnât any sense of urgency in completing them.
So. What about having Challenges in the game? At every moment only few of them, say five, will be visible and the player has to fulfill at least some of them before being offered another set. Say, your character wakes up and you are thinking âWhat am I going to do nextâ. Challenges to the rescue. Say this pops up:
- Go see the sunrise over the lake
- Leave the inn before the rooster sounds for the third time
- Do not tread on black cobbles the whole day
- Steal from the same merchant three times in three different towns
And you either pick something of dismiss it.
Meaningful for our in game character?
Some ingame events which may be relatively mundane for the player may be actually very novel for our in game character. Say first real sword duel, first kill and so on. Not so much for me, since this is not the first game I played, I killed thousands of people before.
Maybe as part of this âachievementâ we could get a journal entry where our character would describe his own feelings and observations: salty stench known only from pig slaughter before, sticky fluid on the sword, mixture of regret and victoryâŠ
This might be a bad idea, because the essence of RPG is that I am becoming the hero in the game and having some intermediary between me and the game who has their own feelings might be distracting, the reason why FPS was chosen over third person camera, but whatever. Just saying.
Thatâs from the Bible. Which is probably the reason why it is totally international. We have it in Czech too.