Greg de Kongregate s'exprime sur
le design de hauts-faits et autres succès qui prospèrent notamment sur XBox et World of Warcraft. Grandes lignes de son pavé :
1. Why is this hard, and is that reason fun?
2. Grindy achievements are fine only if they overlap with something that the player would naturally do anyway.
3. Creating multiplayer achievements is like playing with fire; they influence player behavior in sometimes dangerous ways.
4. Always evaluate the weight and fun of an achievement by the most efficient method by which it is earned.
5. "Holy crap, did you see that?!" achievements should either be easy or fully within the player's control to accomplish.
6. Acknowledge the highest difficulty on which something has been accomplished.
7. Achievements will thrust their subject matter into the spotlight; make sure it's worthy.
8. Pretend that the player dies if he reaches a point where an achievement is no longer earnable, and then evaluate how frustrating that experience would be and whether it makes any sense.
9. Do not allow the player's save file to easily and accidentally reach a point where an achievement is no longer earnable.
10. Insultingly easy or excessive quantities of extremely difficult achievements can negatively influence players' perception of the system as a whole.
11. Don't use achievements to force the player down a specific path in an open-ended game.
12. Don't make timed achievements for puzzle games in which the solution can be easily memorized.
13. "Secret" achievements (in which the earning criteria are not displayed) are dumb.
14. "The player doesn't have to earn the achievement" is not an excuse.