Collectathon: The Rights and Wrongs of Collection in Gaming

Bitmob_photo
Wednesday, September 09, 2009

Editor's note: Chris points out the right and wrong ways to implement collectibles in games. I have a bunch of examples as well (I have the same obsessive urge to collect everything), but I'll save my thoughts for the comments. -Shoe



I know I'm not the only gamer that has compulsive urge to just collect the shit out of everything, but over time I've slowly come to terms with how to deal with this quirk. My trick is to avoid doing it when it requires me to tediously look over a guide and check every single collectible location 8 million times because I missed flying rat #34 out of 200.

Grand Theft Auto and Assassin's Creed are prime offenders of this despite being good games. So in this feature, I'm going to go over a few great titles that really do things right and the techniques they used to make it all possible.

 

Okami and collectible identification

Now it's hard to argue what makes this game great, but I certainly know why I love it. Okami has an amazing tracking system that marks your progress in just about everything you do. This includes the stray beads you collect, animals you feed, fish you catch, enemies you fight, and techniques you obtain.

It's hard to not recommend this game to compulsive collectors. Another interesting feature in the stray bead section is that the game tells what sections of the map they're located in. Narrowing the search to a smaller area is always a solid way to help collectors get everything they want without easily handing it to them.

It also helps that all the collectibles are numbered, making it easy to check which ones you've missed. Compare this to games that drop 100 of the same collectible, making it difficult to check your progress toward completion. Assassin's Creed makes this concept even more difficult by the sheer fact that its cities are fairly uniform. Unlike GTA, which is loaded with street signs and easily recognizable locales, Assassin's Creed lookalike towns make collecting those flags nigh impossible -- even with a guide.

Honorable Mentions: Beyond Good and Evil, Fallout 3 (bobbleheads), The World Ends With You

Prime Offenders: Assassin's Creed


Bully and collectible locations

I'm still shocked this next feature came out of Rockstar, especially because they chose not to use it in GTA4, which came later. In Bully, taking fun geography mini-game classes gives you a real reward -- it unlocks collectible locations on the map.

Now Rockstar is not the first developer to do this, but it really showed how Bully favorably compared to the GTA series. The GTA games have always been the prime offenders with this sort of thing. Trying to shoot 200 poorly placed flying rats is just torture to anyone who likes to collect everything.

Honorable Mentions:Beyond Good and Evil, Metroid Prime 3, The Legend of Zelda: Twilight Princess

Prime Offenders: GTA Series


Beyond Good and Evil and the bread crumb trail home

Anyone else go for 100% completion in Metroid Prime, only to realize you missed a one-time scan about an hour into the game upon reaching 99%? To their credit, developer Retro Studios fixed this mistake for Metroid Prime 3, but the first and second are still "prime" offenders (yeah, I know it's a lame pun).

The concept of taking away the opportunity to collect or do something in a game, particularly if it counts toward the completion score, is completely mind-blowing to me as a gamer. At no point in the development process should that seem like a halfway decent idea. Obviously developers have their reasons for changing something in their game worlds, but there are always ways around that when it comes to completing a collection.

Beyond Good and Evil came up with an easy solution for its photography-collection problems, and after seeing it done, I had trouble figuring out why Retro Studios never thought of it. If Ubisoft had taken the Retro path, the only opportunity to photograph a boss would be during the boss fight itself. Not only would this be frustrating and annoying to pull off, once the fight is over the chance to get that picture is lost forever.

The solution? Leave the body once the fight is over for later photo ops. If you fight the flying worm boss, you'll find the corpse washed up on the rocks for the rest of the game. After the reaper fight, his corpse will also be found floating in the water at the bottom of the factory. Although most developers in their right minds allow you to backtrack, some just don't get the importance.

Honorable Mentions: Kingdom Hearts series

Prime Offenders: Final Fantasy series, Metroid Prime 1 and 2

It always seems like so many games out there are only one tiny feature or improvement away from being truly great. Although you can find plenty more examples out there, I can only speak for the games I've played.

It's also interesting how certain development houses will show such a large divide between studios in how they address these issues. Taking in-house Square-Enix developers as an example, games like Kingdom Hearts and The World Ends With You seem to do just about everything right, whereas the Final Fantasy series almost seems decades behind in allowing fans to get everything they want. As mentioned above, Rockstar is the same way, so I'm not sure if these developers are even thinking about or discussing this.

I also get the feeling reviewers don't particularly care about this stuff, as most of them never mention any of these things in their reviews. By no means am I disappointed in them or even criticizing them, because they just don't have the time to commit to collecting everything in games like I do. But even if it's not there, it's the thing I'm concerned about the most.

I used to collect every package in GTA, or attempt to collect every flag in Assassin's Creed, but I just can't bring myself to do it anymore at the cost of my enjoyment of the game. I find myself deciding early on whether I'm going to 100% it and get all the achievements, or leave them be and just beat the game. On the other hand, I am and will always be pleasantly surprised when a game adds those features -- just for me.

If anyone else has some good examples or thoughts on this, by all means, please share them. I'm always curious what other games exist out there that are pushing this concept forward.

 



GTA 4 flying rat screenshot courtesy of GTA4onlineguide.com.

 
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Comments (10)
Lance_darnell
September 09, 2009
From reading this, I gather that you think Beyond Good and Evil is a perfect game! I don't mind collecting stuff as long as it is part of the game. I used to try and collect all of the heart pieces in Zelda games, but then I realized that I don't even need a full health bar to beat the game! I like what Bully does. If you collect stuff it opens up more of the game, as opposed to GTA 4 where it is collecting purely for the sake of collecting. Great Post!!!
Bitmob_photo
September 14, 2009
I also still collect all the hearts in zelda even though I usually never need them all. I didn't mention it but I really liked the fortune telling feature in the latest zelda, where you could pay to see the location of a random heart piece. Instead of painstakingly checking over a guide to figure out which one I missed, all I had to do was go to the fortune teller and she would show me where it was. This really didn't ruin it because knowing the location of a heart piece is always half the battle, and doing the puzzle or mini-game necessary for the other half.
Shoe_headshot_-_square
September 18, 2009
You should try Batman: Arkham Asylum. It gets really creative with its collectibles. There are secret things to examine/scan, stuff to physically pick up, as well as hidden question marks that you have to position yourself perfectly to line up to see. Not far into the game, you get a map that shows non-exact locations for all of these, and I was told when you've beaten the game, you can go back to finish those up. And it is very specific letting you know what collectibles you're missing in what areas. I think Gears of War 2 does it pretty well, too. But I totally agree. I'm slowly getting fed up with those that you can only do with the help of a FAQ or guide. The worst are the open-world ones like Fallout 3. No WAY you'll find those bobbleheads on your own! The game gives you no clues whatsoever. For a lot of shooters, there may not be a decent tracking system, but at least their linearity keeps the hunt for collectibles a sane one (Call of Juarez 2, BioShock, etc.). I wish games would at the very least give you numbers/areas so you know your progress (like Burnout Paradise).
Pshades-s
September 18, 2009
Dan mentioned Batman as a game that gets collecting right, but he didn't point out my favorite thing about that game: completing all those Riddler challenges adds to your XP so Batman gets stronger. Too many of these games include collecting for collecting's sake, or sometimes just for atmosphere (i.e. BioShock's audio diaries). Batman does both at the same time while integrating it into the game.
Default_picture
September 18, 2009
I'm with Chris and Lance, in that I don't mind collection if it's tied to some kind of game progression or that the act of collection itself is entertaining. I also agree with "Two Shoes," as it was impossible to discern the locations of the Vault-Tec bobbleheads without a guide. The agility orbs strewn throughout Pacific City appear to be, at first, the best collectible system ever implemented. The player is rewarded for collecting an orb, and there are numerous other orbs around the original target. Then there's also the mechanic that enables nearby orbs to give off an audio cue, which helps draw the player to the prize. However, once you've collected about half of the agility orbs, it becomes very difficult to collect the rest of them. This quickly becomes frustrating, and leads to accidental orb absorption more often than intentional orb conquest. It would have been ideal to have a computer somewhere in the city that would give the player a map listing the placement of all the agility orbs. And, maybe, once all those are collected, an event could trigger that would give the player access to a similar map for the hidden orbs. Some would complain that these hidden orbs should remain so, and that they should only be collected by accident or with the help of a guide, but these voices are silenced because the solutions I pose are intended to be optional. Meaning, of course, that players who enjoy banging their head against a wall until a nutritious orb appears can continue to do that. I think that any modern game should offer some kind of in-game collectible guide. Reliance on FAQs and Walkthroughs by players is indicative of a bad design decision somewhere along the way.
Default_picture
September 18, 2009
The pinging system in inFamous was great, and that's the only sandbox game where I've bothered to find all the collectibles. In fact, it's the only game I can think of where I found all the collectibles without having to resort to guide for the last half dozen.
Default_picture
September 18, 2009
I never really thought about this much, but developers really should make collecting more convenient. I remember being frustrated with Metroid Prime as well, because you could easily miss things to scan that you could never come back to.
Bitmob_photo
September 19, 2009
I'm really excited to play Batman now. The game already looked phenomenal, and now I find out it has an excellent collectible system! I'm sold.
Default_picture
September 19, 2009
I've never been an obsessive collector, but I enjoy collection mechanics in games, especially if they have tangible effects on the gameplay and/or character progression. inFamous is a brilliant example of this. inFamous also hit another crucial point in that it made traversing the world a relatively streamlined and thoroughly enjoyable activity. Burnout Paradise, one of my all-time favorites, absolutely nailed this. I've collected everything in that game four times over.
Shoe_headshot_-_square
September 19, 2009
Infamous is a great one for collectibles. The only negative there is I found myself pinging ALL the time, and I was staring at my mini-map more than I was the main game screen. Just because I'm obsessive like that. X-Men Origins: Wolverine gave you XP for finding dog tags. Although finding dog tags themselves could suck ([url]http://bitmob.com/index.php/mobfeed/Achieving-Sadness.html[/url]), at least it helped you upgrade your character -- and the points you got scale up the further into the game you are. Wet's collectibles doesn't do much for you, but they're fun to collect. They're these little cymbal-clashing toy monkeys that get louder and faster the closer you get to them. The game's linear, so it's kinda fun to figure out where that noise is coming from. Totally agree with Vincent about Crackdown. So many orbs in a fully open world, a guide would be completely impracticable. I loved getting them -- the glowing-ball carrots on sticks experience really hooked me. But I knew within 10 minutes that no way would I ever, ever bothering trying for 100% of those.

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