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Secret Get: 5 Steps to Great Collectibles In Games

230340423
Monday, November 22, 2010

As I'm racing across the sun-drenched rooftops of Damascus, something catches my eye.

I really shouldn't slow down. I've got targets, and they're sure not going to kill themselves. But I can't help changing my trajectory just a bit. I'll take a different path. I want to see what that thing is.

I race up a wall and pull myself to the top. Finally I can identify the object: a flag bearing the Saracens symbol of Damascus. I walk forward to touch it. A chime plays. The number "1/100" pops on screen.

Wait. I have to get a hundred of these things? In each city? No way.

Sometimes, as in this example from Assassin's Creed, collectible items are more trouble than they're worth. If done right, though, they can add exploration, fun, and replay value to games.

Last year, Bitmob community writer Chris Davidson broke down some examples of games that do collectibles right (and wrong). To build on that, here are five qualities that make items worth grabbing.

 

Serve a purpose

The best collectibles are more than just random baubles -- they have tangible in-game benefits. Consider the chattering teeth and Riddler question marks in Batman: Arkham Asylum. Instead of just adding to your percentage total, these items give experience points for upgrading Batman's abilities. The God of War series uses Gorgon Eyes and Phoenix Feathers to boost Kratos' health and magic. Compare this to the flags in Assassin's Creed, which…do nothing. (And no, unlocking an achievement doesn't count as a purpose.) Fortunately, developer Ubisoft learned their lesson in Assassin's Creed 2, where findable feathers transfer to purchasable products.

In plain sight

While it's fun to discover completely hidden items, my favorite collectibles are those in relatively plain sight without any obvious way to grab them. They tease me. They tantalize me. I must have them. But I can't -- not until I either come back with a new ability (the Metroid games do this best) or perform a feat of platforming mastery (Super Mario 64 is a good example). This increases both my desire to collect and my desire to continue playing the main game.

A guided tour

For those items that aren't easily visible, it's better to have some way of knowing where they're located, either via in-game map, audio cues (like the Skulltulas in The Legend of Zelda: Ocarina of Time), or intelligent level design. Infamous does almost too good a job at guiding players to collectibles via its mini-map, but at least you always know where you're headed. Compare this to throwaway secrets like the intel packages in Modern Warfare 2 -- they're always off the main level path in a genre that makes exploration almost impossible.

The right number

When we were children, my younger sister spent months playing Donkey Kong 64. She collected every banana for every character in the entire game. That's seven levels, five monkeys, and 100 bananas per monkey per level. You do the math. Needless to say, that's too many for most people. When I touched that first Saracens flag in Damascus and saw I would have to find 99 more in that city alone, I knew right then that I would never do it. Too large a number makes players too intimidated. Too small a number makes it less of a challenge. The right balance makes collectibles entertaining. And that balance might be different for each game -- even 20 bobbleheads is way too many in Fallout 3, considering how hard they are to find.

Part of your world

No matter how a game implements collectible items, it should make sure that they fit into the landscape. Does it make sense that Pacific City has agility orbs strewn all over the place in Crackdown? Not particularly. Does it make sense to shoot all of Grand Theft Auto 4's "flying rats?" Absolutely. And if the world isn't interesting enough in the first place, players won't want to invest extra time collecting stuff.

Too often, collectibles feel like a tacked-on way to extend the life of a game. Well, most games don't really need to be extended. But when integrated properly, a collect-a-thon is an ideal way to take a break from a main quest while still accomplishing something worthwhile.

I mean, those assassination targets will still be there when I need them, right?

 
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Comments (7)
Me_and_luke
November 22, 2010

Yeah, the gaming industry and I have come a long way since the late 90's/early oughts.  I used to be addicted to all the 3-D platformer collect-a-thons, and would vie to obtain every single item in the game (DK64 included).  I don't have nearly the same fervor (or time) to do that anymore, but I still like a good collectible.  

Your points are spot-on.  Something like Assassin's Creed 1's flags or Alan Wake's thermoses are idiotic.  They garner no reward for their collection, have no tracking system, and there are way too many of them.  My favorite reward for collectibles is when they enhance the story.  Collecting the various audio logs/diaries in BioShock, Dead Space, and Halo: ODST actually yielded interesting backstory material.

Dcswirlonly_bigger
November 22, 2010

Totally agree. The reason that the collect-a-thon in Mario 64 - the game that arguably started the whole thing, worked so well, is because each Star was an actual objective. Some were given out as rewards for missions, some seemed tantilizingly out of place and made you want to figure out how to get them.

I think Arkham Asylum is the only recent game to actually do a collect-a-thon right. That and maybe the manuscript pages in Alan Wake which enriched the story.

Shoe_headshot_-_square
November 22, 2010

How come you didn't use Ratchet and Clank as an example?

Just kidding! ;)  (inside joke between me and Layton)

Photo_159
November 23, 2010

Yeah good points. I think there should always be away to find the collectibles via a map or something. Even with a map it is still hard. I am only missing one or two blast shards in Infamous and it drives me nuts. I have looked every where for those dang things. Eventually, I just gave up. I don't want to have to scour every inch of those islands to find the shards I already spent a ton of time scouring them for all those side missions.

The same thing happened to me in the first Assasin's Creed.


Also a ton of people are out there uploading guides to finding all those collectibles but it is such a hassle to switch between your phone/computer and the game. I did this for Brutal Legend and I will never do it again.

Developers have nothing to loose from "telling" us the answers ... on the other hand I feel like collectibles often break me out of the game as with Assasins Creed where I just stopped caring about the story and started scouring every city for flags....they are hard to ignore... even if you are being chase you don't want to forget a flag in case you end up missing it later. I digress... I enjoyed the collectibles in Uncharted 2 though - not too many so I would always forget about them until I found one by accident.

Robsavillo
November 23, 2010

I generally agree here, but 20 total collectibles over the course of an 80+ hour game is still too many? And those bobbleheads better be difficult to find, considering the significant bonuses they bestow onto the player.

Now, Front Mission Evolved -- there's a recent example of collectibles implemented wrong. Even though they provided an in-game incentive (in the form of cash to purchase new Wanzer parts), I couldn't have cared less about finding them. They broke some of your rules (too many, too far off the path for a linear game).

Brett_new_profile
November 23, 2010

Alan Wake is a great example of collectibles done both right and wrong. I talked about it in depth in an article a few months back: http://bitmob.com/articles/alan-wakes-the-signal-collectibles-done-right-and-wrong

Personalpic4s
November 24, 2010

Good job! Well written. No distractions. I know how it is to want to open every single box, bag, and barrel you see. 

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