Very much disagree with this. In my opinion Trophies/Achievements should be dolled out in the following categories:
1) Tracker/Progress Achievements - These are the ones you just get for playing the game. They should be dolled out in a regularly even cadence and are a nice way for both the player and the developers to see how far most people made it in games (or to compare between friends when discussing the game or whatever).
2) Skill based Achievements - for doing higher skill things like playing on Hard or whatever or getting high level grades/times in stuff. A big caveat is that these should not be INSANE in difficulty. Like....don't do something like "beat all 20 levels in under 5 minutes each", it should be something more like ""Beat a level in under 5 minutes". Depending on the game, i generally consider beating it on the very tippy-top highest difficulty to be out of the range of achievement territory.
3) Try something interesting/express yourself - one off trophy challenges or recognitions for doing something flavourful with the game mechanics. Anything from "shoot a slow moving RPG out of the air" to "beat a level using only a handgun" or something like that. Even better if it encourages the player to do something that will overall make them more skillful (or showing off how cool and expansive your player verbs are).
Types of thing trophies should absolutely never do:
1) Grinder achievements - any of the do "X for 1000 times" stuff should never happen. "Kill at least one enemy with every weapon" is okay, cuz it's getting the player to try everything, but "kill 50 enemies with each weapon" is just terrible. The designer also needs to look at the game they are making the trophy for. Like, if you are making something take X number of <things> to happen, but that only happens X minus 25 times in a playthrough, you're doing it wrong.
2) Random chance trophies - like...why? Just to show that it could happen?
3) Extreme difficulty - stuff that is just insane to do, difficulty-wise
4) Long term achievements - anything that requires a specific type of playing for a very long time. Unfortunately, what constitutes as a "very long time" has grown and grown. I'd say anything that takes 10 hours is too long, but now that games are regularly 50 hours, having to play through something twice should get thrown out the window.
5) Achievements that incentivize the player to play in the least interesting way possible for your entire game - ie - don't make your player play through the entire game with just the pistol for an achievement. They may value the achievement more than having a good time, and that's on you for encouraging it. That said, sometimes limited-moveset achievements can be fun, if your game actually has the gameplay breadth to do so (like, say, Dishonored 2)
6) Multiplayer achievements - basically, stuff that can eventually never be completed cuz no one is playing.
7) Doing this one thing 30 hours into a game that's 50 hours long.
I've designed a few achievement/trophy lists and typically I try to balance it out between three areas: acknowledging progress, encouraging exploration (of game systems or actual content), and rewarding skillful actions.
With a non even split, favoring each group in order.
Nothing should be missable, and none of the exploration elements should be long or arduous (ie use weapon X for 5 hours etc). And definitely nothing should be multiplayer only if the game is largely single player focused.
Paz knows what's up.