Collectibles - How To Make Chores Fun In Games

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There are lots of tropes and idiosyncrasies that let you know you’re dealing with a ‘VIDEO GAME’. Stuff like level up systems, glowy red barrels and floaty FPS hands. But there’s one trope that can be especially divisive. Collectibles. Collectibles have the power to be compelling goals, or to be the worst kind of filler. They can be uniquely crafted experiences, or scattered randomly and without purpose. Hmm, kinda sounds like collectibles are a tool to me. We should figure out how to use them for good. Let’s talk about collectibles in games and how you can make players want to collect ‘em all. Or just collect ‘em some. Depends on your goals. We’ll get into it. Today’s episode is sponsored by Audible. I use Audible to keep up with my book club, and I’ve got a new audiobook to recommend. A Memory Called Empire by Arcady Martine. It’s about a space station ambassador who gets way, way over her head after her predecessor meets their mysterious demise in a high tech alien society built around art, aesthetics, and subtlety. It’s really unique and fun to read, and it won the Hugo award, so it’s objectively the best sci-fi read of 2019 I guess. It’s excellent, and it’s on Audible. New members get access to the all-new Plus Catalog, too, with thousands of select audiobooks, podcasts, Audible Originals, and way more, all included with membership. Go to www.audible.com/designdoc or text ‘DESIGNDOC’ to 500 500 to get one free audiobook, a 30-day free trial, and explore their Plus Catalog. Link’s in the description. Collectibles at their most basic level kind of seem like a chore. So how do you get someone to do chores? You’ve gotta motivate them. There’s a giant toolbox of techniques you could use, but most tools that motivate fall into a couple of categories: Extrinsic and Intrinsic motivation. Extrinsic motivation is really straightforward. Give someone something to do something. It’s not rocket science. Give out a reward for doing a thing. In games, that can take a few different forms. The easiest way to motivate a player to collect stuff is to just force them to do it. Do it, or else no game for you. In games like Mario 64, you can't get further in the game unless you grab some of the castle's Power Stars. Obviously, if you do it wrong, this is a little heavy-handed. Motivating through coercion is not a great long-term strategy. If you're forcing a player to do something unpleasant, they're just going to quit your game. Mario 64 does two crucial things to get around the coercive bit: it lets you choose from a list of stars to collect, and you don't need to get them all to move forward. Without both those system features, players could easily get stuck on one particular star and bail out of the game entirely. That structure was tweaked in Mario Sunshine. Collecting shine sprites will eventually unlock new levels and powerups in the hub world, but most shines don’t impact the story progress at all. You have to complete the 7th episode on every main stage, one by one. Lots of players would like to skip some of them, like the Sandbird, but you’ve gotta push through if you want that final stage and ending. Everything else, every other shine, is technically optional. On the other extreme is Rayman 1. Rayman 1 has collectibles of a sort with these cages. The game makes a big deal out of destroying them, but you can just go level to level, ignoring them if you want. For a while. The game has a nasty trick up its sleeve. To get to the final boss, you have to get every single one of the cages. A lot of the cages suck to find and are hidden behind non-intuitive, invisible triggers, and it's super easy to get frustrated and abandon the effort to get to the end of the game. The later Rayman games adopted a simple threshold system, more like Mario 64. Good move. Another extrinsic way to get people collecting is to offer in-game improvements tied to collectibles. In many action-adventure games, the collectibles aren't tied to story progress, but they do give you bonus experience, items, cosmetics, upgrades, or techniques. Think of things like the Golden Skulltula quest in Ocarina of Time or the 99 Dalmatian puppies in Kingdom Hearts. Gather enough stuff, and you unlock something that makes your character a little better for the rest of the game. Spider-Man has several side quests focused on collectibles that offer XP and special tokens to unlock costumes and upgrades. The collectibles act as a breadcrumb trail. Every individual collectible is a clear step forward towards that ultimate prize. Yooka-Laylee and the Impossible Lair's bees are kind of a hybrid system between progression and improvements. The game's final stage is the titular Impossible Lair, and it's a grueling, lengthy test of your skills. You can try your luck whenever you want, but if you go through the game's other missions to collect the bees, you'll gain more hit points to use for each run in the lair. The system is both a way to improve your character and directly ties into whether you'll complete the game. There’s a segment of players who tend to be compelled to collect everything they can find. For them, an elaborate reward for completing the collection is a great gesture that helps make the time spent collecting it all feel worthwhile. Mario Galaxy’s reward for gathering all 120 stars is an entire additional campaign - Super Luigi Galaxy. You get to do the whole game over again as Luigi! No it’s not just a palette swap! Luigi has a few changes that make the game tougher - a great reward for a player who has mastered the rest of the game. The Crash Bandicoot series has always had a challenging but fun road to 100% through its collectible gems. Crash 4 brought the game into the new era, and it has collectibles too! A lot! A lot a lot! The volume and difficulty of the gems in Crash 4 go way too far towards feeling like a punishment. Each of the 38 stages have 6 gems apiece to collect, most of which you get at the end for meeting conditions throughout the stage. 3 gems for collecting 80% of the fruit in the stage. One more for getting through it in 3 lives or less. That one’s tougher but doable. There’s a hidden gem somewhere.. Uh… THERE it is. BUT THEN THERE’S THIS GUY. The gem for destroying every single box in a stage in one go. Yeah, these have been a staple in the series, but not like this. There are three main problems. Number One: The stages are much larger in Crash 4 than in previous games, maybe triple the size of the original trilogy. There are usually well over 100 boxes to break and LOTS of places to hide them. Number Two: They hid them very, very well. Look at this. Whether the boxes blend into the background, or are completely offscreen, or require you to hit a switch and then backtrack (god I’m getting Rayman 1 flashbacks), the hardest boxes in this game are much harder to find on average than in the original trilogy. Number Three: There are also tons of ‘do or die’ moments and points of no return, like on-rail and chase sequences, on top of some pretty difficult platforming challenges. With boxes to get. You need borderline perfect execution to hit them. Miss one, and you’ll need to go back to the last checkpoint. It can be 10 to 20 minutes combing a stage for every box, only to realize you missed one and have no way to go back. Plus, even if you get them all you’re not done. The additional “N. Verted’ stages are the same thing but mirrored and with some… uh… helpful visual filters. It’s the exact same challenge, just repeated to fill time, or it’s more annoying to complete. PLUS, there are even more side stages that are half new and half reused designs, so you might need to go through some segments 4 times perfectly to truly 100% the game. It’s all optional, thank goodness, but it will really put a damper on the fun for completionists trying to see everything in the game. Extrinsic motivation can be real blunt. A big sledgehammer of a tool. But what if you’re looking for a way to motivate your players with something a little more refined? A little more personal? Maybe your collectible system could use some intrinsic motivation. Instead of encouraging players by giving out something tangible, intrinsic motivation works by getting a player to want to complete a goal for its own sake. The collectible is there to mark a journey that was its own reward. You could start with the absolute basics: Have a cool sound cue or a little sparkly visual effect when it’s collected. A dance might do the trick. It sounds shallow, and it is. But it works. Anything that makes the collecting of the objects ‘juicier’ will help make collecting more satisfying. But we can go deeper. Intrinsic rewards focus on the journey, not the destination. Collecting a game’s collectibles can create fun experiences in their own right, and the collectible itself is just the mint at the end. This fits great with games that focus on movement and exploration. Strategically placed collectibles can be incentives to push yourself to use all your skills to get somewhere a little tougher than normal or to see a scenic vista you may have missed otherwise. Celeste is very upfront about its optional collectible strawberries. They don’t unlock anything. The ending is a little different depending on how many you get, but otherwise, there's nothing extrinsic to be had here, and yet they're still very compelling. The strawberries are placed in very hard-to-reach locations, and in a game all about mastering your character’s movement mechanics, they work as tangible bragging rights. They’re an extra layer of optional challenge, and since the game saves your progress all the time, the strawberries work as a pretty enticing incentive to go out and thoroughly test just what you can do. Banjo-Kazooie’s collectibles don’t really promote mastery like Celeste, but they do encourage exploration. The game still has one of the better designed collectible systems even after all these years. Mario 64 was the blueprint for the 3D collect-a-thon platformer, but Banjo-Kazooie refined the concept. Sure it has plenty of extrinsic progression - Jiggies lock away levels, Jinjos unlock Jiggies, and so on. But it’s amazing just how fun and relaxing it can be to explore everywhere and clean out the collectibles on every stage. Going for 100% completion is how the game is meant to be played. The nice little chimes and fanfares when you get stuff are well-designed, but the real star is how the collectibles are placed. The notes serve as a breadcrumb trail to all sorts of points of interest and to other higher-priority collectibles like the Jinjos and Jiggies. There’s a flow to how they’re all placed and how the placement supports the level design and your character’s movement, always there to give a little suggestion to try something you might not have thought to try otherwise. Breath of the Wild is on the other end of the spectrum. It's NOT meant to be a game that you 100%. The sheer volume of stuff you'd have to collect is daunting. 136 shrines, 226 named locations, 394 things to photograph, and of course, the 900 Korok seeds are more than the game reasonably expects you to get. But just because there are so many things to get doesn't mean they aren't still placed just as purposefully as Banjo-Kazooie. Breath of the Wild is a celebration of exploration and discovery, and the collectibles help goad you into following the game's cycle of exploration. A peak leads to an item. An item suggests another place to go. Overcoming the travel guides you to more places to discover, which leads you to more collectibles as milestone rewards, which lead you to more places to go, and so on in a loop until you're happy with the amount of time you've put into the game. If it's a lot, great. If it's a little, that's fine too. The game's ending isn't barred behind collecting a bunch of Korok seeds. The goal for collecting them all isn't even… you know… worth keeping… yeah… The collectibles are the catalyst for interacting with the world, observing it, being inspired to take action, and just taking it all in. It supports the game's deeper goal, to convey an experience, not just provide a checklist to complete. Before Crash 4 came along, the king of overbearing collectibles was Donkey Kong 64. It's another Rare collect-a-thon, though any subtle design cues from Banjo-Kazooie's collectible system have been thrown out the window for a 'more is more' philosophy. The worst offender is how every collectible is divided between its 5 characters - 5 sets of collectibles that dot each level. 5 golden bananas per character and tons of color-coded objects like bananas, blue prints, and coins among others, each with their own purpose like accessing boss fights, unlocking abilities and other goodies. The rewards are fine but with so many things to collect, their placement can feel arbitrary. Wherever there's space, there's a collectible. And since they can only be grabbed by one specific character, you'll have to scour the stage up to 5 times to get everything. This sort of filler set of collectibles can easily destroy the motivation for a player to interact with the system you've built. OK, now you know how important extrinsic and intrinsic motivation are to a collectible system. That’s a good start, but there’s one more hurdle to clear. You have to support the system with useful in-game tools to help players collect. Even if a game has great collectibles, intrinsically satisfying and extrinsically useful, the wrong tools can still undercut how much collecting a player wants to do. Some systems tie deeply into the context of the game. You could learn a lot from Pokemon. A massive driving force in the earlier generations of Pokemon was to fill out the Pokedex. It acts as a checklist for what Pokemon you’ve seen, a guide to point you to find what you’ve seen but haven’t caught, a lore dump, and an art gallery, all in one package that supports the ‘Gotta Catch ‘Em All’ philosophy of the early games. Even if you can’t build something as deeply tied to the game’s world as the Pokedex, other games support their collectibles systems with some of the Pokedex’s constituent components. Spyro’s dragonfly just points you towards the nearest gems on command. For collectibles that are both hidden and are extrinsically useful, you need to be careful that you don’t run into the ‘needle in a haystack’ problem. Spyro’s gems are finite but numerous, and the dragonfly radar helps keep you from having to retrace your steps over and over to catch a couple missing gems. Mario Odyssey tries to fix the same problem with the Talkatoo and the Hint Toad. They work as two tiers of hints that can guide you towards any remaining moons. The Talkatoo names the moons, akin to the star hints in Mario 64, and if that’s not enough, the Hint Toad will just tell you where they are for a small fee. They give an in-game release valve for the frustration of missing a few moons on your checklist while not completely eliminating the thrill of finding them. The Purple Coins in Odyssey show what happens without that release valve in place. Purple coins are finite and necessary for getting every cosmetic but don’t have a way to point you to them. Unless you buy a Bowser Amiibo. Not cool. At least the purple coins are easy to spot, though. Worse are the figments in Psychonauts. They're unique collectible multicolored images that EASILY blend into the background. It's a really neat idea, and they add some detail and charm to the levels, but functionally they're very obnoxious to collect. They're all hard to spot, and there are basically no in-game tools to track them, which creates a terrible needle-in-the-haystack problem. Another problem is when there’s a mismatch between what the collectibles are trying to get you to do, and what the game’s mechanics are built to help you do. Sonic Advance 2 hides its true Final Boss and Ending behind collecting each of the 7 Chaos Emeralds, so you better get ‘em. Each is in a special stage, and to get to each you have to collect 7 special rings in one special go. Find them all, hidden throughout the stage, without dying. OK, doesn’t sound too bad yet. Maybe you forgot that it’s Sonic. Sonic isn’t built to explore. He’s gotta go fast. TOO fast. Sonic Advance 2 loves blinding speed and has a whole lot of points of no return. And it’s built for a console prone to some pretty severe screen crunch. You can’t see all that far ahead of you. Take the wrong route? Miss a specific jump and now you can’t go back? Too bad. Some characters aren’t suited to explore at all, and even if you’re playing as the ones like Tails and Knuckles who have better traversal options, you still don’t have a way to track these stupid rings. Without a guide, you have to trial-and-error your way through the stages and memorize the right path to find and get each ring in the stage, then execute it almost perfectly, just for a chance to get a chaos emerald. Even if you do it right, if you fail in the bonus stage you’ve gotta do it all over again. At least you only have to do it once… UNLESS YOU WANT THE SECRET 5TH PLAYABLE CHARACTER. Do it all again 3 more times. You said no? So did I. ACTION REPLAY BABY! So that’s some of the basics of how to motivate players to love a collectible system. There are countless more games we didn’t mention that have interesting takes. Let us know in the comments, and we might have a followup episode. With the right tools and the right motivation you can make collecting not feel like a chore. *chill vibes outro from A Short Hike*
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Channel: Design Doc
Views: 232,950
Rating: undefined out of 5
Keywords: collectibles, collectables, game design, super mario, mario sunshine, mario 64, banjo kazooie, donkey kong 64, crash 4, sonic advance 2, korok seeds, botw, zelda, crates, shines, power star, pokedex, psychonauts, mario odyssey, rayman, super luigi galaxy, design doc
Id: M03bTkQxVUg
Channel Id: undefined
Length: 17min 47sec (1067 seconds)
Published: Fri Jan 15 2021
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