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The notion that achievements or trophies detract from the game itself in any way seems extremely nit-picky.
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I would say that, if the achievements aren't adding something to the game, then they are taking away by their very nature. An achievement at the very heart of its concept is a reward for doing something in a game, meaning that an achievement exists almost exclusively to remind the player they are playing a game, breaking immersion and ruining the player's suspension of disbelief.
However, when done well and at the right time, this effect can be negligible, perhaps even a little beneficial to the over all experience, and, when coupled with the actual achievement reward, they can really bolster a player's attitudes towards a game.
HERE BE SPOILERS
A good example would be, for me, Star Wars: The Force Unleashed. When they player pulls that star destroyer down. Imagine if, just after doing that, whilst the in game cut-scene is playing, the blip happens and you're informed you've got 50 points. Not only has that just spoilt the cut-scene, but it's also ended the adrenaline fuelled immersion and ruined the (forgive me for using this word) afterglow of the whole event. You've now crashed right back down into just playing a hack and slash game, albeit a good one.
Now, if the the game leaves you to your cut-scene, one that is tailored to just the right length to allow you to take in the story, but also enjoy the endorphins that are circulating after pulling that ship out of orbit, then, after the cut-scene has ended and the screen fades to black for a second before loading the next zone the achievement pops up, what has that done? Well, it's let you enjoy the game, enjoy the psychological rush of the experience, and the wind down period, and then, as the game has to break immersion anyway to load the next zone, it just drops a sweet little 50 point cherry on top.
I know which one I would prefer.