I admit that I often strive for a 'perfect' game, with most if not all of the secret stuff obtained (expecting the sort of ridiculously difficult and not worth the effect stuff, such as the Excalibur II, in Final Fantasy 9) and sometimes it kinda bugs me to realize that I've missed something really important and can't go back and get it. However, I don't really see this as a design issue. They are, after all, secrets; you're not suppose to find them all with the greatest of ease.
I agree with Extrarius to a large extent. I remember when I was younger, before I had easy access to free and thorough walkthroughs which so populate the internet, secrets were often hard-earned. You were very unlikely to find everything of value on your own. Now, of course, most people refer to online walkthroughs to find this stuff for us.
I pretty much make it a rule to never read them before I've beaten the game at least once, though. Basically, I play once though on my own first, then I'll go back, with the aid of a guide, and find all the stuff that I missed the first time around. I suppose this might take some of the fun out of it, but there is definitely a certain allure in the completeness of getting everything and it's neigh impossible to find EVERYTHING without a few hints.
Now, if you don't want to play a game twice yet still want to get everything, I suppose this might present a problem.... This probably does encourage some people to use a strategy guide from start to finish. I personally think that takes the fun out of it, but to each their own. However I'm not really sure I see a way out of this problem, if that's what you choose to call it.
Firstly, most people who are into games enough to care if they get everything also will probably play those games more than once. But that aside, even if none of the major secrets every become inaccessible, that's still not likely to stop people from searching for many of them on the internet rather than in the game. On top of that, I personally think that spending a large length of time searching for something that may or not even exist is quite a bit more boring than replaying the game at a later time, armed with a little additional knowledge.
As for this being bad design, I personally think that depends upon the game. In heavily story-driven games, such as the Final Fantasy series, I think it makes sense. The plot often demands that many of the places you will go to over the course of the game can't be returned to, at least not in the same state that they were when the secret was present. It may be impractical to make sure that everything really desirable is in some place you can still get to by the end of the game.
It may, however, be a little easier to avoid non-repeatable secrets in more open-ended games, where little really changes in the environment and you're free to go pretty much wherever you wish at any time.
.....man, I'm rambling tonight. I thought I had barely anything to say about this, and instead I've written a small (and not that well focussed) essay. Oh, well, people are free to ignore my long post if they so choose, because I don't feel like doing much more editing.
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Edit: What do you know, I ended up editing it anyway. Blasted typos
[edited by - Zarion on April 2, 2004 9:03:38 PM]