Collectibles - How To Make Chores Fun In Games

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  • เผยแพร่เมื่อ 20 พ.ย. 2024

ความคิดเห็น • 848

  • @notanotaku1101
    @notanotaku1101 3 ปีที่แล้ว +807

    You know one of the collectables I most remember? The studs from the Lego games. There was something incredibly satisfying about the sound of the meter filling up to 100% at the end of a stage.

    • @dylanenriguehuntington2908
      @dylanenriguehuntington2908 3 ปีที่แล้ว +14

      Very true

    • @henryR2006
      @henryR2006 3 ปีที่แล้ว +91

      and the fact that you can't and aren't supposed to collect them all. It makes it so you don't need a guide to complete it, just go around smashing and having fun. Truly the best collectable

    • @matthewrease2376
      @matthewrease2376 2 ปีที่แล้ว +20

      True Jedi

    • @no-lifenoah7861
      @no-lifenoah7861 2 ปีที่แล้ว +8

      @@matthewrease2376 Pirate Legend

    • @boomfanfic-a-latta8996
      @boomfanfic-a-latta8996 2 ปีที่แล้ว +1

      SAME

  • @OraDubStronzate2
    @OraDubStronzate2 3 ปีที่แล้ว +1114

    As a collectible, i love the Grubs in Hollow Knight.
    You get money, a charm and something else if you find them (so immediate reward, and not only if you find them all) but also, as you progress and you see them, you start to care for this tiny things. You hear them cry, and you want to rescue them. You are invested in finding collectibles because slowly you forget that they are collectibles, and you just want them to be reunited with their papa.

    • @psinjo
      @psinjo 3 ปีที่แล้ว +160

      On top of that, there's an in world way to find the ones you're missing. After i was playing for around 20~ hours, i was getting a little tired of searching for them, just looking for a few stragglers. It was one of those ones where "i could just keep running in circles... or I could look up the wiki... but that feels like cheating" And then I ran into the collector, a boss in the game that I found moderatly difficult on my first run, but the reward gives you a map for "all of the grubs he knows about and couldn't get yet"
      I absolutely loved this diagetic way to 'look up' the locations without having to resort to the wiki, and it didn't feel like cheating either, because I had to beat the boss to get it, and at the time, i was only around 5 grubs short.

    • @WizardOfDocs
      @WizardOfDocs 3 ปีที่แล้ว +59

      The payoff to the grubs is weirdly unsatisfying though. Did the elder grub eat them? Are they going to metamorphose and emerge as a new generation of moth people? When you dream nail them and it says “happy,” who is it speaking for? And what does the charm description mean about “the next stage of their life”?
      It really kills the mood of this otherwise unusually hopeful quest to realize at the end that you don’t know whether you did the right thing. Then again, Hollow Knight is a Dark Soul and we should have expected this.

    • @SonnyFRST
      @SonnyFRST 3 ปีที่แล้ว +41

      And then you get to the Grub Mimics, and this fetch quest gets 2 more layers of nuance.

    • @naobi666
      @naobi666 3 ปีที่แล้ว +26

      @@WizardOfDocs afaik he swallows them so they can go through metamorphosis and become grubberflies, and the sad part is he'll die from it

    • @MuttFitness
      @MuttFitness 3 ปีที่แล้ว +18

      It would be easier to forget they are a collectible if a dude called the collector (or whatever) wasn't the one who collected them.

  • @Yipper64
    @Yipper64 3 ปีที่แล้ว +285

    10:43 I think banjo kazooie levels are akin to a theme park. They usually have a sort of circular layout with recognizable monuments, so you quickly understand the level as a whole as you explore it.

    • @deoxxys
      @deoxxys 3 ปีที่แล้ว +20

      This is a great way to describe it, though I have always went with the term: "playground", because the best levels are designed around different set pieces and the best ones work mechanically like a slide, monkey bars or a swing.

  • @waterinmyotter6245
    @waterinmyotter6245 3 ปีที่แล้ว +147

    I’m surprised you mentioned Pokémon without talking about it’s biggest problem; the tradition of releasing two versions of each game makes your ability to complete your collection is dependent on other people. It doesn’t matter how good or invested you are, if you can’t find that one person who’ll trade a certain Pokemon with you then you can’t 100% the game.

    • @smashcuash
      @smashcuash ปีที่แล้ว +9

      But... that was the purpose of the game. Socialize

    • @deadersurvival4716
      @deadersurvival4716 ปีที่แล้ว +11

      @@smashcuash Really? I thought the purpose of the games was to "catch 'em all" or to "BE THE VERY BEST, LIKE NO ONE EVER WAS". In fact, outside of the anime abusing the power of friendship (because Shonen), there's really never a point where any character is positively socializing. And even in the anime, the power of friendship is between the pokemon and the trainer, not between pokemon and pokemon or trainer and trainer.
      And I know I made the pokemon theme music joke, but even that drives home that it's about adventuring, not socializing. "I will travel across the land, searching far and wide, teaching pokemon to understand, the power that's inside". The closest that it gets is "Oh you're my best friend" and "there's no better team" but even then, those drive home the bond between pokemon and trainer.

    • @1TieDye1
      @1TieDye1 ปีที่แล้ว +3

      @@smashcuashno, definitely not

    • @JayWithABeanie
      @JayWithABeanie ปีที่แล้ว +4

      ​@@1TieDye1 If you don't know, don't act like you do 😝
      Pokémon was made to be a game you play and trade in with friends.

    • @Americansikkunt
      @Americansikkunt 9 หลายเดือนก่อน

      @@deadersurvival4716it wasn’t about socializing,
      it was about selling the trade-cable….

  • @coreymyers5321
    @coreymyers5321 3 ปีที่แล้ว +531

    Is there a completion bonus for watching all Design Doc episodes?

    • @ArmageddonD11
      @ArmageddonD11 3 ปีที่แล้ว +47

      Warbot personally comes to your house and collects your soul.

    • @DesignDoc
      @DesignDoc  3 ปีที่แล้ว +282

      You get a heart from me. Keep refrigerated.

    • @jordanchicksen
      @jordanchicksen 3 ปีที่แล้ว +42

      It’s more about the journey than the destination, intrinsically gratifying.

    • @Meganiumfan888
      @Meganiumfan888 2 ปีที่แล้ว +7

      A secret boss against the subscribe button

  • @throstlewanion
    @throstlewanion 3 ปีที่แล้ว +420

    I'd like to add Hollow Knight to the list of games that use collectibles well. I personally just love exploring the Hallownest, and when I see a spike-filled tunnel my first thought is "Huh, I wonder what's at the end of that tunnel". Finding a neat little collectible at the end of said tunnel is really rewarding, especially since it gives an extrinsic incentive (usually by giving you new items, abilities or resources), but you definitely don't feel forced to hunt for every secret

    • @Jamandabop
      @Jamandabop 3 ปีที่แล้ว +24

      Also, there are plenty of secrets that are in really obtuse locations that you wouldn't think of, but those ones are almost always just items that you can sell for geo and that don't matter for getting 100% completion. That way, the game can reward players for thinking outside of the box, while not requiring it.

    • @landis9767
      @landis9767 3 ปีที่แล้ว +16

      the fact that the reward is not immediate makes it so much better to me. the anticipation of visiting the grubdad after saving many grubs and being showered with hundreds of geo all at once feels awesome
      edit: it also means that that geo is safe with them until you go claim it, so you don't risk immediately losing it upon death
      other edit: oops i meant to reply to the comment about grubs

    • @elliotgott2993
      @elliotgott2993 3 ปีที่แล้ว +12

      Metroidvanias tend to be very good at collectibles in general. The point of Metroidvanias is exploration, so that's intrinsic motivation already handled, and it's pretty simple to realize it's a good idea to incentivize players by making the collectibles useful.

    • @hippotripo6145
      @hippotripo6145 3 ปีที่แล้ว +5

      @@landis9767 The extrinsic reward of simply seeing them freed pushes you to save them in the moment, and the intrinsic value of getting showered in geo pushes you to go out and look for them.

    • @deoxxys
      @deoxxys 3 ปีที่แล้ว +3

      Also finding all the charms is a lot of fun.

  • @Stephen-Fox
    @Stephen-Fox 3 ปีที่แล้ว +197

    I think a special note on collectables has to be given to DiscRoom. The enemies in the game? Circular saws which kill you. The levels in the game? Arcade-style things that inevitably end when you die, with a high score table for each one tied to how long you last. The only collectable in the game? The circular saws. Which you collect by being killed by them.

    • @benedict6962
      @benedict6962 3 ปีที่แล้ว +23

      Yeah, it's a very simple twist that blows your mind if you've gotten used to dozens of collectathons.

  • @caviicape
    @caviicape 3 ปีที่แล้ว +152

    finally someone appreciating a short hike! the game’s beautiful so it’s perfect for background footage, plus the soundtrack is so welcoming and well-done.

    • @DesignDoc
      @DesignDoc  3 ปีที่แล้ว +26

      Best short game I've played since Journey.

    • @MrLuigiBean1
      @MrLuigiBean1 3 ปีที่แล้ว +5

      Played it through completion last week and it was such a good experience!

  • @someguywithamic9
    @someguywithamic9 3 ปีที่แล้ว +77

    I'm surprised that Ape Escape wasn't on here. Collecting the monekys using all gadgets and player knowledge, and how each monkey protests a unique challenge. In Ape Escape 3 each monkey had a something extra tied to it. And then also eventually playing the Metal Gear Solid mini game (which got me into the metal gear series)

    • @mxp4se
      @mxp4se 3 ปีที่แล้ว +14

      That's true, you can literally blind rush your way and get the monkeys you need to clear each stage, the game doesn't even force you to get certain monkeys, you just catch the ones you wanna. Also there's a lot of depth in understanding how every monkey behaves and what's the best strategy to actually catch them, thing like blue pants are faster and get scared easily or red pant are agressive and will confront u.

    • @deoxxys
      @deoxxys 3 ปีที่แล้ว +1

      Too bad its not really made readily available on too many different systems.

    • @Calvados656
      @Calvados656 3 ปีที่แล้ว

      @@deoxxys Agreed. Wish they would do an Ape Escape Trilogy and release it on PC at least (obviously they would release it on Playstation as its the series home console). Would be nice to have on Xbox or Switch but Im not gonna hold my breath on that one...

  • @philgaimz9847
    @philgaimz9847 3 ปีที่แล้ว +40

    I just played Mario Sunshine for the first time recently, and while a lot of people complain about its controls and such, my least favorite thing about the game was actually its condition for unlocking the final level. For someone who just wants to beat the game and not 100% it, that makes all the Delfino shines (not to mention the blue coins) completely useless.
    On a different note, I love collecting all of the spheres in Kirby's Return to Dreamland. They're all placed pretty well, and there are some really good incentives for collecting them. Plus that game is just fun to play.

    • @cattysplat
      @cattysplat 3 ปีที่แล้ว +5

      Sunshine has a big difficulty spike on the later levels and all of those "classic" Fludd free levels. The Blue coins however were pure bull. Mario games pride themselves in everything being signposted or have a clue showing you where to go to find what you need. There are no clues to blue coins, you just randomly check every spot, kill every enemy and pound the ground in random places to hope you get lucky, it's seems bizarre if you compare the red coins have structure and clarity to them, then the blue coins are just complete random bull.

    • @Iinneus
      @Iinneus 3 ปีที่แล้ว +7

      I genuinely cannot believe the complete LACK of reward for anything in Mario Sunshine. 64 doesn't need a reward-- every single Star (well, with the exception of one) _can_ contribute to a normal, 70-star playthrough of the game. Even if you NEVER get, say... Tricky Triangles in Rainbow Ride, it doesn't matter, because you know that theoretically you could, and you know the purpose of doing so.
      But what about, say... the poison river in Sunshine? It does not serve a purpose. If you don't get it, you lose nothing. If you get it, you gain nothing. And some of the levels are SO hard without feeling like true tests of your skill. Pachinko level doesn't feel like "I want to overcome this because I want to test my skills", it's just frustration that I've only seen, say, streamers or Let's Players do for the sake of showing it off.

    • @N12015
      @N12015 3 ปีที่แล้ว +3

      The issues with Mario Sunshine's controls are, ironically, that *they are too good.* That means your fingers sliding just a tiny bit can make you reset the whole level due to starting a dash on the wrong direction, which isn't a thing on other Mario games. Spin jumps is a very cool technique who rewards your mastery but i (and many people as well) would rather prefer realistic, controlable momentum on my 3D platformer.
      And that's why I consider Sunshine a 7.5/10 in a franchise full of 8.5-9.5/10 games.

    • @jaretco6423
      @jaretco6423 ปีที่แล้ว +1

      The worst part is that most of the level designs & missions in Sunshine are even more obnoxious & repetitive and combined with forced completing 7 main missions, it makes the game alot more frustrating and tedious than in 64.

    • @littleevsamoyed7130
      @littleevsamoyed7130 3 หลายเดือนก่อน

      I like sunshine

  • @mortonandroy
    @mortonandroy 3 ปีที่แล้ว +35

    Honestly, I really enjoy Donkey Kong 64. It really fits the example of a "Game I love but everyone hates" bingo slot

    • @dylanenriguehuntington2908
      @dylanenriguehuntington2908 3 ปีที่แล้ว +3

      I liked the literal fps battle mode it had lmao, probably just because of nostalgia. The 3D platforming was kinda bad though.

    • @bweber02
      @bweber02 3 ปีที่แล้ว +4

      I LOVED DK64 as a kid. Recently I tried to replay it as an adult, for nostalgia’s sake, and it was more frustrating than I remember. Either I have less patience or now I just used to the streamlined game design of modern games.

    • @DR---
      @DR--- 2 ปีที่แล้ว

      This is the first time I heard of someone hating the game. I thought everyone loved it. I think Donkey Kong 64 is great game too. Personally I completely disagree with this guy's video.

  • @Odyssey_Central
    @Odyssey_Central 3 ปีที่แล้ว +23

    Mario odyssey is my favorite game and I think for the most part they do well with the collectibles..... but shoutouts to those three purple coins in sand kingdom that are just hanging off the edge at some random part of the largest kingdom in the game

    • @kylehalpern6695
      @kylehalpern6695 3 ปีที่แล้ว

      Love Mario odyssey. My favorite Mario game as well and I have basically played em all. Moving exploring is just a joy and, The way the game wraps it's wide variety of activities all over the map and doesn't take you out and create really atmospheric locations that feel like they have a sense of culture and place. While interspersing more linear challenges throughout .

    • @UpArrowMate
      @UpArrowMate 9 หลายเดือนก่อน

      Yo I odyssey central I watch ur vids all the time

    • @littleevsamoyed7130
      @littleevsamoyed7130 3 หลายเดือนก่อน

      ODYSSEY CENTRAL!!! HI

  • @raulmojarro9427
    @raulmojarro9427 3 ปีที่แล้ว +62

    God, I still have nightmares about Sonic Advance 2's system.

    • @Trimint123
      @Trimint123 3 ปีที่แล้ว +3

      Not only for going for those A ranks on every stage on all 5 missions (some are sucks than the others), you being forced to do grinding for those Chao Garden emblems.

    • @AsianRailgun
      @AsianRailgun 3 ปีที่แล้ว +4

      @@Trimint123 That doesn't exist in the Advance games, you're referring to the Adventure games.

    • @LiatKolink
      @LiatKolink 3 ปีที่แล้ว +1

      I damn love SA2, but the collectibles are shit. Damn.

  • @SonicHaXD
    @SonicHaXD 3 ปีที่แล้ว +83

    Great vid!! I'm also glad someone remembered the amazing Sonic Advance series XD

    • @drodrig1
      @drodrig1 3 ปีที่แล้ว

      @@cactusdip4680 sonic colors is a wii game of course it’s going to be better, even on a hamdheld

    • @kaseymeijer2128
      @kaseymeijer2128 11 หลายเดือนก่อน

      Sonic Unleashed had the sun/moon medals…what was Sega thinking? Never finished that game due to it

  • @tristanneal9552
    @tristanneal9552 3 ปีที่แล้ว +56

    Love the "A Short Hike" music. Playing that game right now and it's just so nice and wholesome, very charming world and dialogue. On sale on Switch rn too!

  • @DragoSmash
    @DragoSmash 3 ปีที่แล้ว +53

    what about A Hat in Time with how well its oriented to exploring to get Yarns and Relics, Pons work well to keep you tracking from place to place and its great there isn't a "get all Pons" requirement and are just a tool to get the player to explore
    also what about the other hand Yooka-Laylee, while its oriented to exploring, there isn't really something that gives you tracking on where to go next or what to do, just wander aimlessly until you find something, and that is on top of the needle in haystack problems it has, with Feathers and collectibles so hidden its absurd, like the crystal skulls that on top of being so hidden do absolutely nothing which makes you even question yourself for bothering exploring so much

    • @forevermasteri4330
      @forevermasteri4330 3 ปีที่แล้ว +1

      I was anticipating Hat in Time to be featured in the video, but this channel has shown the game I adore plenty of times... except for the DLC? -- Who analyzes the design of Artic Cruise, Nyakuza Metro or even Death Wish?

    • @svenbtb
      @svenbtb 3 ปีที่แล้ว +3

      Yeah exactly, as much as Yooka Laylee wanted to be the successor to Banjo and classic collection games of that nature, Hat in Time is so much more well-designed. YL just wasn't for for me at all, but i LOVED Hat in Time.

    • @night1952
      @night1952 3 ปีที่แล้ว

      I don't like collectathons or 3d platformers in general but i loved a Hat in Time. It could be even better though, the hats are too contextual and pons become worthless pretty fast.

    • @Nshadowtail
      @Nshadowtail 3 ปีที่แล้ว

      AHiT has a pretty major problem with its collectibles, actually-- the yarn balls aren't tracked anywhere. While this isn't an issue from a gameplay perspective, since you don't need anywhere NEAR all of them, it's a big flaw in general collectible design.

    • @cattysplat
      @cattysplat 3 ปีที่แล้ว +2

      @@svenbtb YLaylee suffered the problem that later Rare games had, with levels too big and too much backtracking. It worked so well in BKazooie since the levels were a perfect size and collectable amount, they didn't wear out their welcome and each was well designed and not too difficult to find. Unlike BTooie which made the levels bigger and DK64 which added 5 characters worth of collectables with no easy way to swap characters.

  • @bryce7344
    @bryce7344 3 ปีที่แล้ว +58

    I was expecting to hear how Yooka-Laylee failed to understand Banjo-Kazooie’s Musical Notes by hiding it’s equivalent in a way similar to Crash 4’s crates.
    But the same concept was explained throughout the video anyway.

  • @simondasilva
    @simondasilva 3 ปีที่แล้ว +8

    One thing I do like about Psychonauts collectables are the memory vaults. Tying your understanding of the person the level is based on to exploration is a really great idea. Shame those are the most limited collectibles, would love some more optional lore.

  • @Kochen51
    @Kochen51 3 ปีที่แล้ว +64

    Another incentive is console achievements, when they are not incredibly strict. For example "find all Koroko seeds in BotW" would not be a good achievement, because it is too demanding. But achievements are great as an incentive!

    • @WizardOfDocs
      @WizardOfDocs 3 ปีที่แล้ว +3

      “Find all Korok seeds” sounds a lot like Minecraft’s How Did We Get Here advancement. Nobody does it, but it’s there in case you want to flex (or run the All Advancements speedrun category, which last I checked takes at least 24 hours)

    • @JayAreAitch
      @JayAreAitch 3 ปีที่แล้ว +10

      Achievements were a mistake. They force people to play optional parts of a game when they'd rather do something more fun.

    • @Shrooblord
      @Shrooblord 3 ปีที่แล้ว +2

      That example reminds me of the The Stanley Parable achievement that requires you to sit in a room for an ungodly amount of hours and just stare straight ahead and do nothing at all.

    • @Evanz111
      @Evanz111 3 ปีที่แล้ว +7

      Me and my brother used to hunt trophies all the time on PS3, even to the point of renting games specifically to platinum them! (including the Hannah Montana game, no kidding) - I just wish the points you for for trophies could be used to redeem exclusive outfits in games or themes for the console. Maybe even small discounts?

    • @Evanz111
      @Evanz111 3 ปีที่แล้ว +15

      @@JayAreAitch I disagree: it gives an incentive for players to approach new parts of the game that they wouldn’t typically play, and potentially find new things they enjoy, whether it be modes or playstyles. They’re completely optional remember.

  • @arbitrayer
    @arbitrayer 3 ปีที่แล้ว +6

    A Short Hike was an absolute masterclass in collectibles. I've never felt so immediately compelled to 100% than I did in that game. The golden feathers just make the game feel more exciting with each new one.

    • @JovemEverton
      @JovemEverton ปีที่แล้ว +1

      For me the collectibles in A Short Hike was talking to every NPC until they didnt have any more lines to say. And that one NPC made exhausting his lines quite difficult.
      A Short Hike is one of my favorite games ever. I have never felt the way I felt playing that game with any other title. An overlooked gem in my opinion.

  • @baconlabs
    @baconlabs 3 ปีที่แล้ว +194

    A Design Doc a day keeps the apple away! Or, something like that.

  • @BackSet
    @BackSet 3 ปีที่แล้ว +1

    Every time I think of collectables I think of Lego Games.
    Lego Games have at least 4 different collectibles per game. The four staples are Gold Bricks, Red Bricks, Minikits, and Character tokens, two of which (Red Bricks and Characters) are then locked behind an in-game paywall (that is, buying them with in-game currency. No Microtransactions involved) once you collect them. Each of them serves a different purpose. Gold Bricks unlock a special bonus level (or a stud fountain depending on the game), each Red Brick unlocks an extra, some of which are useful (collectible detectors (yes that includes a detector for Red Bricks themselves. Yes it is annoying when you find that one last) and currency multipliers) and some of which are silly (making the floor really slippery or giving every character groucho marx glasses), Minikits unlock a special Lego Build that you can visit in a gallery, sort of like a photo gallery but with Lego Models. There's five to ten minikits in each level depending on the game. Finally, character tokens unlock characters, all of which have different abilities and powers (later games start having a lot of power overlap because of the large amount of characters but whatever) that will help you solve puzzles in order to unlock other collectibles.
    And of course a lot of games have their own unique collectables such as "characters in peril" which usually unlocks the character that is in peril (such as Stan Lee in Lego Marvel Superheroes) as a playable character.

  • @pikmaniac2643
    @pikmaniac2643 3 ปีที่แล้ว +63

    Insert Paper Mario badges / Bug Fables medals here

    • @bigbadgammagnome
      @bigbadgammagnome 3 ปีที่แล้ว +2

      I know it's just cause I'm replaying bug fables rn, but I had the same thought
      I love bug fables so much, I try and collect everything just so I can spend more time playing it
      I guess that would be intrinsic motivation, at least on my part

    • @caydenjohns2440
      @caydenjohns2440 3 ปีที่แล้ว +2

      @@bigbadgammagnome omg I love bug fables!

  • @污萌螃蟹
    @污萌螃蟹 3 ปีที่แล้ว +1

    Nobody seems talk about books in Skyrim and magazines in Fallout (3,4,New Vegas) there.
    They fit into the game world itself, they fit into game itself, they're ok not to be collected, they're like pressent boxes with surprises when they're found.

  • @Cman04092
    @Cman04092 ปีที่แล้ว +2

    My favorite collectibles are the books and news papers from the trails series.
    They have full ass storys in them. Short and long, short storys are usually 3 to a collection and 10 to 20 mins worth, but long ones are like 14 chapters and each chapter is a collectible, and theyre up to 3 hours when done in audiobook.
    That is super high effort collectible imo.

  • @Flaming_Saturn
    @Flaming_Saturn 3 ปีที่แล้ว +61

    As someone who plans on becoming a game designer, this helps out a lot!

    • @JayAreAitch
      @JayAreAitch 3 ปีที่แล้ว +7

      ...implying today's industry expects game designers to care about good design.

    • @Flaming_Saturn
      @Flaming_Saturn 3 ปีที่แล้ว +4

      @@JayAreAitch What do you mean by that?

    • @LivingProof98
      @LivingProof98 3 ปีที่แล้ว +6

      Is it weird that I watch these videos without the intention of being a video game designer?

    • @naobi666
      @naobi666 3 ปีที่แล้ว +10

      @@LivingProof98 nah

    • @JayAreAitch
      @JayAreAitch 3 ปีที่แล้ว +3

      @@Flaming_Saturn Modern gaming is shit and actual game design is secondary to graphics/being cinematic.

  • @eimazd
    @eimazd 3 ปีที่แล้ว +1

    Genshin Impact also does collectibles well. In both the Mondstadt and Liyue areas, there are numerous timer challenges, "follow this blue spirte" seelie statues, beautiful vantage points, and there's probably at least 1000 treasure chests across the entire map (so far! More of the world has yet to be revealed). And, they all provide a mixture of intrinsic and extrinsic motivation.
    With a huge map, the purpose is to just explore, see what's around, climb everything, etc. Seelies are a lovely little distraction where you follow a little blue spirit for a bit, timer challenges are fun challenges (except when enemies spawn to freeze you), and chests are hidden in easily-overlooked areas as well as behind unmarked challenges - deciphering a poem, setting some torches ablaze, etc. The rewards from these serve as an extrinsic reward to doing something that's generally already intrinsically fun and engaging.
    At the same time, they're all incredibly optional. Sure, they give you money, things to enhance stuff with, etc., but the game is based around the stories found in quests, which guide you on the map from point to point. The only thing that you simply cannot get without completing challenges, following seelie, and opening chests... are achievements (and none of those achievements require 100%, either).
    And even for the achievement hunters and completionists, after doing a number of quests to help out the citizens of Mondstadt or Liyue, you unlock a treasure compass, which points you to nearby treasure chests - since there's so many of them, it's easy to miss a few.

  • @SablePaintbrush
    @SablePaintbrush 2 ปีที่แล้ว +1

    Not sure how many people know this, but if you 100% Super Mario Galaxy's Luigi mode, you get one final level: home. Accessible to both bros, with a picture that gets saved to the original Wii for each. I used to do the jigsaw puzzle for them in the photo editor channel for ages. Was really sad that channel got removed for the Wii U.

  • @edsoncastillo7357
    @edsoncastillo7357 2 ปีที่แล้ว +1

    Thank you. Crash 4’s completion system is basically the new Donkey Kong 64. The over abundance of collectibles with the use of artificial padding just makes 100% the game feel like absolute torture.

  • @KyuubiDragon4
    @KyuubiDragon4 3 ปีที่แล้ว +7

    15:38
    Yeeeeeeeah, I will always and forever hold up the Sonic Advance series as a fantastic and heavily underrated continuation of the 2D Sonic gameplay, but even I will not hesitate to admit that Advance 2's Chaos Emeralds were absolutely horrendous, even with a guide.

  • @QueenCloveroftheice
    @QueenCloveroftheice 3 ปีที่แล้ว +157

    “Breath of the Wild isn’t a game you’re meant to 100%”
    *sweats*

    • @maxrn3923
      @maxrn3923 2 ปีที่แล้ว +5

      I have 1000% lol

  • @hpfred
    @hpfred 3 ปีที่แล้ว +1

    Something I think you could've commented on are the tools to help collect on BOTW, some of which are locked behind the DLC (released after people had already played a lot, and only for who paid).
    Yeah, the locator thing that beeps near shrines is VERY helpful, and the ability to add items to it is incredibly creative and useful.
    But things like the Korok Mask means you need to buy it, find it, and be using it (weak mask that stops you from using other helpful hats) to have slight help in locating the korok seeds.
    Another tool that's very helpful, but locked behind the DLC, is the one that marks everywhere you have transversed in the map. It helps a lot to see where you have already looked for the collectable, but "only" tracks 200h, which means when that DLC released, some people had already missed some of the track, and also when you are in late game looking for the last things, you've probably already lost the track of many places you have already explored too.
    A last tool, that is not DLC, isn't the biggest but is very usefull is the pins you can set with different drawings in the map. For me this system has two big problems:
    The first being that 100 pins quickly becomes not enough, even when you don't mark everything you can.
    The second problem, for me, is the drawings of the pins not being the most clear/useful; Yeah, the sword one is problably to mark where you can get a good sword, but most people won't care about marking that, so they might use it to mark something like the location of a Lynel, but then it becomes unclear what each mark is being used for, and not enought variety of drawings.

    • @hpfred
      @hpfred 3 ปีที่แล้ว

      With this comment, now I realize you could probably make a whole video only on these tools from BOTW.

  • @ChazualFridays
    @ChazualFridays 3 ปีที่แล้ว +1

    Huge Crash fan here, and I really appreciate your critique of Crash 4, as I similarly felt the wearying amount of collectibles.
    I would love to see a Design Doc on fun challenge versus frustrating challenge. Despite having every predisposition toward wanting to love Crash 4 and having intimate knowledge of Crash’s moves and physics, I found the platforming challenges of Crash 4 more frustrating than fun - and I even enjoyed N. Sane Trilogy’s harder Crash 1! I chalk it up to many obstacles being unfair by way of not being telegraphed enough (in many cases it seemed like you had to die to something in order to know to avoid it), but I would love to see a Design Doc analyzing that phenomenon.
    This has become one of my favorite channels - keep up the great work!

  • @piguyalamode164
    @piguyalamode164 3 ปีที่แล้ว +4

    One great thing about Celeste's collectables is that it is totally possible to get 100% just playing through each level 1 time(and get it's secret collectibles on the second playthrough of each level) and if you miss a couple it will tell you how many and allow you to see which checkpoint you missed them on for strawberries, so you can easily go back for them. So, Celeste not only sets up it's intrinsic collectables well, it also makes collecting them no more frustrating than necessary. Even in cases where it definitely didn't have to go to that effort(the chapter 7 crystal heart remembers your progress on the gems even after you beat the stage)
    For the collectables that aren't noted on the map(Crystal hearts and b-side tapes) the game does a decent job at letting you know they exist. One clever thing chapter 1 does is that it has a strawberry right next to the crystal heart puzzle, so if you go through the level without finding that puzzle you'll be missing a strawberry. And if you go back and try to find that berry, eventually you'll find the puzzle along with it. The b-side tape's location is very clearly signaled and that signal is also next to a berry so you'll probably find that too if you look for all the berries. Chapter 3 also does this very well, with the b-side tape being in an exceedingly obvious place and the crystal heart just requires a basic understanding of how that section of the game works and finding the fairly obvious spot where the path is blocked by something you need to clear. Chapter 4's crystal heart is somewhat findable for the adventurous. And, if you do miss those hearts, you are probably going to find one of the heart pieces in chapter 7.

  • @Ikcatcher
    @Ikcatcher 3 ปีที่แล้ว +139

    The best kind of collectibles are the ones that don’t feel like one

    • @GGreenHeart
      @GGreenHeart 3 ปีที่แล้ว +19

      Exactly this. A good collectathon is fun because the journey you take to collect things is fun, instead of just a chore for the sake of completion.

    • @jasonreed7522
      @jasonreed7522 3 ปีที่แล้ว +31

      The best collectables feel like loot and not like cleaning the map.
      As soon as it becomes frustrating for minimal reward its work and not fun.

    • @TheSydneyLad
      @TheSydneyLad 3 ปีที่แล้ว +2

      I've heard that kind of description for collectibles. What are some examples of games would you say follow that description?

    • @MattTheHuman9
      @MattTheHuman9 3 ปีที่แล้ว +5

      That's probably why Ape Escape is so satisfying. The monkeys feel like enemies rather than collectibles so you don't really notice they're collectibles.

    • @samsundertail6564
      @samsundertail6564 3 ปีที่แล้ว

      Like the Maiamis(I hope I spelt that right)in A Link between Worlds?

  • @photogenicBlur
    @photogenicBlur 3 ปีที่แล้ว +43

    I never even atempted to "catch 'em all" in pokemon. The fact that you can't get all the pokemon in a single run makes the effort not worth it me. I don't want to trade or go to a special one of a kind event, I want the pokedex to be filled with my own effort. So I just don't bother - good thing filling it is an optional objective

    • @ArmageddonD11
      @ArmageddonD11 3 ปีที่แล้ว +7

      Agreed - though it's certainly compelling before you hit the realization that it's a lost cause.

    • @Lazypackmule
      @Lazypackmule 3 ปีที่แล้ว +5

      The first games are explicitly designed for you to be able to more or less catch/evolve them all in one run, with exception to version exclusives, trade evos, and Mew

    • @naobi666
      @naobi666 3 ปีที่แล้ว +1

      @@ArmageddonD11 it's honestly not that bad if you do it for every game in order as long as you either have two copies and two systems or a buddy to do it with

    • @Alche_mist
      @Alche_mist 3 ปีที่แล้ว +2

      To catch 'em all by yourself? That's what would (maybe) nudge me to that as well. And you can never expect that from GameFreak. So... That's what Romhacks are for.

    • @eduardorpg64
      @eduardorpg64 3 ปีที่แล้ว +3

      The same thing happens to me. I don't want to depend on buying another copy of the game or finding another person with the game to 100% complete the game. Fun fact: Since I got a Manaphy in Pearl, I had multiple eggs with it to have Phiones, and I traded them via Wifi using the Global Trading Center. I thought "neat! I will be able to fill out the pokedex without leaving my house!" However, then I started thinking that, since now completing the Pokedex would be relatively easy to do, I didn't bother doing it since, for some reason, I though it was pointless for me to do anymore. Anyways, Nintendo ended up shutting down the internet service for DS games, and I never ended up filling out the Pokedex in Pearl, even though I had the opportunity. I don't think I will ever bother completing the Pokedex. However, I still think that the Pokedex is an amazing collect-a-thon tool to make picking up collectables relatively fun.

  • @shytendeakatamanoir9740
    @shytendeakatamanoir9740 3 ปีที่แล้ว +2

    The Knick-knackatory side quest in the Dragon Quest 5 remakes deserve a mention.
    It's a purely intrinsic quest that consist of collecting rare souvenirs for all around the world, and exposing them on a Museum.
    It's pretty extensive too, with way to upgrade and clean items.
    While some of the items you get may be of value (most notably an infinite source of Yggdrasil Leaf), most of the items are absolutely useless. It's just a reward for exploring the game and returning to old locations.
    The best thing is that it's not a single linear subquests, but a multitude of smaller goals, so you can take the quest any way you want. Anytime you need to take a break for the actions, you can look around for Knick Knacks in previously visited places.

  • @Sjono
    @Sjono 3 ปีที่แล้ว +4

    16:06 “Sonic isn’t built to explore.”
    Giant Rings in Sonic 3&K and Sonic Mania: “Ahem”

    • @baboon_baboon_baboon
      @baboon_baboon_baboon 2 ปีที่แล้ว

      Sonic is definitely meant to explore. Sonic Heroes is another good example IMO. I think the issue with Sonic Advance is the small screen otherwise projecting different paths would be notably easier.

  • @skynet0912
    @skynet0912 3 ปีที่แล้ว +1

    I like how the new Tomb Raider reboot games did collectables, as they sorta have two destinct "stages" for finding them...
    Stage one is just running around the games open areas as soon as you get to them, looking for all of them right away, but if you get stuck and have a few you simply can't find, you have the option to go a little further in the story, often exploring optional challenge tombs, and you will likely stumble on the areas treasure maps at some point, which points out where you need to go to find them, but still leaves HOW to get to them up to the player.
    One of the biggest offenders for being hard to find are the GPS caches, as they are tiny, and even when you unlock the ability to see collectables through walls and terrain, it's still very easy to overlook the golden glow they give off, so i always find myself missing 2 or 3 in each area, so instead of looking for them, i end up looking for the often out of the way, but easier to find treasure map for the area instead

  • @TeamSoraPresents
    @TeamSoraPresents 3 ปีที่แล้ว +3

    Something else I think would be great to discuss in a Part 2, is the idea of collectibles having a "purpose".
    Take currencies, for example: In many early games, especially side-scrollers like Super Mario and Sonic the Hedgehog, Coins/Rings were just a means of earning 1-UPs or improving your score. In Sonic's case, Rings were also tied directly to the health system; get hit, and you lose ALL your Rings, get hit when you don't have Rings, lose a life. Simple.
    In Sonic Unleashed, however, the role of Rings was expanded slightly. Since the premise of the game is a globe-trotting adventure, Rings could also be used as currency at various shops in the world, so you could buy things like souvenirs for the Gallery, like concept art and music tracks, and food, which give EXP when consumed, increasing your stats. However, the rules of Ring collection still apply (this *is* still a Sonic game, after all), so while the amount of Rings available in a given stage are much bigger, you still need to be careful not to lose it all, especially in the late-game. Thankfully, this only applies to the Daytime stages, since the Nighttime ones use a health-bar (that can be filled by grabbing Rings) instead.
    Of course, Mario Odyssey does something similar with Coins, with the added caveat of eliminating lives entirely.

  • @Brandon-ov1qi
    @Brandon-ov1qi 3 ปีที่แล้ว +5

    A Memory called Empire is an amazing book, one of the best I read in 2020.

  • @flikkie72
    @flikkie72 3 ปีที่แล้ว +2

    DQXI's mini medal hunt really motivates exploring every single dungeon, city, etc you come across and break all pots and barrels and check all closets. Also the bookcases which have recipes for crafting equiipment (which are generally stronger than shop found goodies) are mixed in with lore, which was extremely motivating for me to read up on all the world-building that the team had done!

  • @DarkBloodbane
    @DarkBloodbane 3 ปีที่แล้ว +1

    I believe we can count souls in Aria of Sorrow and Dawn of Sorrow as collectibles, and also demons in Devil Survivor series. Those collectibles are optional and game can be completed without getting all of them but they give impact on gameplay. Souls give alternate attack or ability for Soma while demons give ally to aid battles in Devil Survivor.

  • @holleey
    @holleey 3 ปีที่แล้ว +5

    collecting things in and of itself is fun.
    or rather, working towards a completion in and of itself is fun.
    doesn't necessarily need additional motivation, but of course that does make for a more engaging experience.
    some sort of visualization of the player's progress of a *realistically completable* collection is generally sufficient.
    that is why procedurally generated "collectibles" don't work. it's essential for collectibles to belong to a finite set.

    • @hi-i-am-atan
      @hi-i-am-atan 3 ปีที่แล้ว

      procgen collectibles don't work, because it's essential for collectibles to belong to something that procgen can generate?

    • @holleey
      @holleey 3 ปีที่แล้ว +1

      @@hi-i-am-atan generally the point of proc gen is to generate content during runtime because you want a very large quantity of it, but I guess you can use it to generate a small set of collectibles, too, if that's what you're suggesting.
      however players are likely to perceive a distinct difference between a set of generated and a set of handcrafted/placed collectibles.

  • @blakdeth
    @blakdeth 3 ปีที่แล้ว +9

    I just thought of tokens in Pac man world 2. Sometimes they were a serious pain to find. Other times they were pretty easy. And the more you collected, the more arcade games unlocked in the arcade in level 0. Real world arcade games. And the final reward was Mrs. Pac man. I never actually found enough to get it, but I blame the levels on ghost island for that

    • @mariocooper1996
      @mariocooper1996 3 ปีที่แล้ว +2

      I can never collect them all due to it being difficult. I usually stop once I unlock the art museum in PAC-Village. Maybe if a newer port came with Achievements/trophies on a certain console, I’d be more motivated to attempt it. But whatever, PacMan World 2 is the best game of the trilogy.

  • @TheLemonyBard
    @TheLemonyBard 3 ปีที่แล้ว +5

    Love the inclusion of A Short Hike! It deserves so much love.

  • @MattDustyParker
    @MattDustyParker 3 ปีที่แล้ว +5

    Lovely video! Especially glad to see A short Hike referenced and its music used for your outro; one of the most delightful games I've played in the last year.
    Botw, odyssey, sonic advance 2, all very different when it comes to what the game wants from you. Super good video!

  • @The-EJ-Factor
    @The-EJ-Factor 2 ปีที่แล้ว +1

    I’d like to add Ori Will of the wisps to the list, I know it has been a year but for a Metroidvainia it was really well done. It was really fun to find them all in the first and second game with all the challenges with each one, and they were optional but really help-full. It was enough for me to have fun collecting every one after I beat the game.

  • @goodenemy6852
    @goodenemy6852 3 ปีที่แล้ว +2

    psychonauts is my favorite game and i've collected every single figment in the game multiple times and youre right theyre really hard to see sometimes and they can be really frustrating (especially during the race in millas dance party) but for some reason theyre also really satisfying to collect. honestly though the other collectables in the game (emotional baggage, scavenger hunt items, vaults, and brains) are definitely better and have more of a reward to them like more mental health and fun secrets

  • @masterofdoom5000
    @masterofdoom5000 3 ปีที่แล้ว +1

    Crash 4s completion IS optional....but it''s also most of the focus in the Crash series. Crash 1-3 without boxes is a unremarkable experience, you don't bother with secrets because they are focused around boxes and you ignore bonus stages because outside of some lives you don't neat it's JUST.MORE.BOXES. Crash 4 is designed with so little care in the effort to complete it I'd believe the devs if they said they did it to spite the players.

  • @dakotadean1273
    @dakotadean1273 3 ปีที่แล้ว +1

    I like the Garibs from Glover, they function as score pickups that also give health and lives. finding all in a world will unlock a bonus stage for even more lives completing all the stages in the game unlocks an in game cheat list, if you can't find some in a level you can search for them in easy mode just by holding a button!

  • @MaxNMotion
    @MaxNMotion 3 ปีที่แล้ว +3

    My favorite type of rewards are lore. I’m extrinsically motivated in games; never cared much for collectibles that don’t offer something interesting. Lore and backstory for the game’s world or characters can be more meaningful and satisfying because it leaves the player with something to think about long after the game is over.
    For example, collecting a shine sprite may give you a brief moment of happiness, but discovering that Peter Parker’s parents were secret spies because you found a backpack on the docks of Manhattan holds far more emotion.
    God of War 4 is a great example; that game loves giving the player collectibles in the form of lore markers and stories from Mimir that tell you things about their world you would never find out via the main story, and has a lot of hints at what the story may be for future games.

  • @canm0m
    @canm0m 3 ปีที่แล้ว +1

    One development in the last couple decades is the rise of achievement systems to become almost universal - they are basically a spin on collectibles, just non-diegetic (usually) but with a very similar set of design considerations. Like intrinsically-motivated collectibles, ideally they are a way to encourage a player to try stuff they otherwise wouldn't, but uninspired design makes them just a chore in many games!
    A rather more pernicious development is the coupling of collectibles to a rng gambling system, as in gacha games and mmo random drops. A game like Warframe has decently rewarding core gameplay for a shorter game, but it is spread thin over a terrible collectible grind for weapons and frames, where getting late-game-viable requires you to spend a lot of time collecting and leveling useless weapons to raise your rank, and most items are gated behind doing slight variants of the same levels until the right pieces drop. A case of a business model destroying what could have been a much better game.
    CrossCode by contrast does a pretty good job of intrinsically motivating collectibles behind exploration and puzzles. I still remember having fun getting familiar with the design logic of levels, seeing a chest and figuring out how to get to it or thinking "I bet there is a chest there" and then finding one. It's totally optional because the extrinsic rewards are minor but useful (slightly better gear for example), and it adds an extra dimension to the game.

  • @Vianyte
    @Vianyte 3 ปีที่แล้ว +1

    I think the best collectables are the ones that fill an in-game encyclopaedia. Many games, especially RPGs, have encyclopaedias which give the players more details about items, monsters, locations, etc. It's an organic way of learning about the world and shows progress to the player, sometimes even giving hints of areas that are unexplored.

  • @alphakrab5022
    @alphakrab5022 5 หลายเดือนก่อน +1

    5:35
    It kinda is though. The game is not a lot tougher, even easier at times since Luigi jumps higher. And after completing the game as Luigi, you get to revisit the place where the game begins in a quite lame purple coins level.
    Mario Galaxy 2 would have been a way better example. After collecting 120 stars, you get the green star quest, hidden stars in each level. Some of them are more cleverly hidden than others, but it's a lot of fun. And after finding every 120 of them, you unlock a super-hard, final galaxy, one of the hardest challenges ever put in a Mario game, and it's soo rewarding to finish it.

  • @yonatan4553
    @yonatan4553 3 ปีที่แล้ว +1

    I think Mario 3D world handled its collectables really well. It has three separate collectables: green stars (three per level), stamps (1 per level) and golden flagpoles (1 per level). Green stars are the only ones you actually have to collect, since you need a set amount of them to enter each world's Castle (which are required to beat in order to progress to the next world). Finding them isn't hard, but they each present a fun little challenge, and you'll rarely need to backtrack to get more stars, since the star limits to enter castle are really low, and the Captain Toad and Mystery House levels practically shower you with them. stamps are hiden in levels and just kind of cute, since they each have a different character or enemy on them, making them pretty fun to collect. the golden flagpole requires you to beat the level while reaching the tip of the flag, which a nice little challenge, and great for bragging rights in Multiplayer, which is how the game is best experienced. Overall, though these many collectables seem like a lot, they are pretty fun and natural to collect, and make the game a joy to 100% (also you need all of the collectables to reach champion's road)

  • @wockomtosh
    @wockomtosh 3 ปีที่แล้ว +1

    For DK64, I definitely have some nostalgia goggles, but when I play through I'm always pleased at how the collectibles are segmented. Usually I basically play through the stage once per character, and because I like the world design and atmosphere so much, it's fun to see the same place through a different lens, or to have individual areas and challenges for each character. Frantic Factory was really good at having the same general layout, but having a lot of specific areas and challenges for each character. But I can definitely see why that game isn't for everyone. Fungi Forest especially was really hard to navigate sometimes, even though I thought it was a really cool level. I would always be left with 5 or so colored bananas that I just couldn't find.

  • @watsonjunior85
    @watsonjunior85 2 ปีที่แล้ว +2

    For me the biggest let down for a collectable is a point of no return just after a collectable that was not predictable

  • @jorlorlaggs9228
    @jorlorlaggs9228 ปีที่แล้ว +1

    I like how in Kirby and the forgotten land, they would give you some lore if you collect a figurine. Which figurine you get is random, except for the special ones. You would have to do a specific task to get those.

  • @GibusWearingMann
    @GibusWearingMann 3 ปีที่แล้ว +1

    My favorite intrinsically-motivated collectibles are the ones you see in randomizers. I've been playing Ocarina of Time randomized, but the same is true for other randomized games: since all the item locations are shuffled, _anything_ could be _anywhere,_ encouraging you to go after everything just in case this random chest has the crucial unlock you need to access the next part of the game, often without items the game would otherwise expect you to have for this area, producing novel puzzles each time where you have to solve the same puzzle with a different toolkit. For the OoT randomizer in particular, I quite enjoy the "Triforce Hunt" mode, where once you collect a certain number of triforce pieces the game immediately ends, no need to go through the slog of beating the final boss with all the unlocks in the game every single time.

  • @ChaosTheSalamander
    @ChaosTheSalamander 3 ปีที่แล้ว +2

    I feel constantly intrinsically motivated to find all collectables, even if it’s just for the feeling of slowly completing something, or even if I don’t get anything out of it. I’ve even collected every block in Minecraft and placed it in a chest just because i love having completed sets

  • @awesomeperson3342
    @awesomeperson3342 2 ปีที่แล้ว +1

    I’m not sure if this really counts, but I like Minecraft’s achievements. They don’t give you anything special, and they’re completely optional, but it gives you something to do when you’re bored.

  • @Hypernukeleosis
    @Hypernukeleosis 3 ปีที่แล้ว

    Ghost of Tsushima was one of my favorite games of 2020, but it had a lot of collectables that ranged from locations, flags and cosmetics. Even though I love exploring the world, I wouldn't go out of my way to carefully search for flags or outfits, but the games wind guidance system was really well done. Instead of just drawing a line or putting a circle where an item was hidden, the wind would just blow in the direction of the closest thing you wanted, and anything you can find or discover was select-able. So instead of ignoring them, finding all the hidden flags became a fun diversion of searching thanks to being simply guided by the wind, it didn't hold my hand, but it also didn't give me no idea where to look, either.

  • @chinmayanaithani845
    @chinmayanaithani845 3 ปีที่แล้ว +10

    I recently decided to replay Sleeping Dogs and try to 100% it.
    It's got quite a few collectibles, with lockboxes, shrines, cameras and jade statues, each providing different benefits.
    The lockboxes contain money, and sometimes unlock additional rewards. The cameras are located at hangouts where you first need to beat up some thugs and then hack the camera. You then have to catch the dealer through a video feed at your home and then you gain points which you can spend to level up Wei's police skills. Similarly, the jade statues can be returned to Sifu Kwok to gain powerful attack prompts.
    Praying at the shrines recovers any health Wei lost, and praying at 5 health shrines gives Wei a 10% increase in health. Pray at all 50 and Wei's health doubles.
    Everything has an instant reward and a long term reward, so that's a pretty useful trick in my opinion. Plus, you usually have to beat up thugs to get to these collectibles, and the combat is really fun.

    • @kstreet7438
      @kstreet7438 3 ปีที่แล้ว

      All is true. Great game.

  • @pugflod
    @pugflod 3 ปีที่แล้ว

    Astro Bot Rescue Mission had some good collectibles. First are the missing bots, 5-6 is each stages that you rescue and add to your ship where you can see them walk around. Each world does have a required amount of bots rescued to unlock, but it doesn't need 100%. Next are the chameleons, 1 in each stage, which each unlock an optional challenge stage. The final part is the claw minigame, when you collect coins you can use them to play a claw minigame, getting special diorama pieces for your ship that you can play around with.
    Astro's Playroom also has a bunch of collectibles which serve more like easter-eggs.

  • @ruejr
    @ruejr 3 ปีที่แล้ว +41

    Imagine being a collectionist in games like Ring Fit 💪

    • @dacienfelice2993
      @dacienfelice2993 3 ปีที่แล้ว +6

      I'm a collectionist playing Ring Fit rn, shit sucks lol, my body is dying.

    • @EzloMinish
      @EzloMinish 3 ปีที่แล้ว +5

      @@dacienfelice2993 But think about it, Ring Fit could be an example of a REAL LIFE "go back to the beginning of the game and feel OP" moment! Get all the collectables, go back to stage one and (hopefully) smash through it with your buffed up bod!

    • @dacienfelice2993
      @dacienfelice2993 3 ปีที่แล้ว +1

      @@EzloMinish True, and I might try that, there are a few things I missed I think, but I like collecting as I go, it keeps me engaged longer, so I end up exercusing longer.

  • @temporalwolf7054
    @temporalwolf7054 3 ปีที่แล้ว +1

    I feel like the "of Sorrow" brand of Metroidvania (Aria of Sorrow, Dawn of Sorrow, and Bloodstained) have the best mix of intrinsic and extrinsic motivators when it comes to their collectibles. There's still the standard HP and MP max upgrades, but each enemy having a special ability that you can get - with bosses always giving theirs - is a great combination of motivators. You want to collect the stuff the normal enemies give because it's a new toy to play with that may end up having a cool synergy with something else, while the bosses predominantly represent progression abilities, though that's not always the case, and even those that are progression based, usually have utility outside of just progression, making fiddling around with each option that much more rewarding.

    • @Tyrranis
      @Tyrranis 3 ปีที่แล้ว

      I agree with this, but I do need to make a minor correction. Not all of the bosses guarantee their soul/shard drops, just the ones that can only be killed once per playthrough. If they appear as a regular enemy later on, they won't drop their ability when defeated as a boss.
      For example, you won't get a bosses' soul in Aria of Sorrow until boss 5 (the Headhunter), as the other 4 are encountered as regular enemies in later areas.

  • @TheSydneyLad
    @TheSydneyLad 3 ปีที่แล้ว

    My favorite solution to the 'needle in a haystack' problem is Banjo-Kazooie's results screen. Other people may argue that it's too simple of a solution, brings gameplay to a total halt, takes you out of the experience to read a checklist, etc. All good points - but to me, it's simple and gets straight to the point. I'd argue that the limited level size is the reason why you don't need a hint system - unless you're like me in video games, in which you just have the worst luck and you just can't find that one thing that everybody else can find.

  • @Evanz111
    @Evanz111 3 ปีที่แล้ว +6

    Speaking of collectibles: Me and my brother used to hunt trophies all the time on PS3, even to the point of renting games specifically to platinum them! (including the Hannah Montana game, no kidding) - I just wish the points you for for trophies could be used to redeem exclusive outfits in games or themes for the console. Maybe even small discounts?

    • @thefightinggameplayer
      @thefightinggameplayer 3 ปีที่แล้ว

      Evanz111 That is pure dedication to trophy hunting there.

  • @bigfudge2031
    @bigfudge2031 3 ปีที่แล้ว +2

    The platinum time relics were the last staw on Crash 4 for me and my friend, we spent so many hours getting all the gems and completing all the flashback tapes and then couldn't even get the platinum relic on the first level, at some point you just get burnt out and it does just become a chore rather than fun.

  • @helloojodi
    @helloojodi 2 ปีที่แล้ว +2

    Animal Crossing's approach to collectible rewards by giving you little facts in the form of a pun is by far my favourite.

  • @kelly2001
    @kelly2001 3 ปีที่แล้ว +1

    Thank you for talking about Sonic Advance 2. I resorted to using a guide as a kid and I used to feel guilty about it until I realized it was just bad game design!
    One collectible system I’ve always felt mixed about are the Kinstones in The Legend of Zelda: The Minish Cap. On one hand, it’s a really interesting concept how each Kinstone fusion permanently changes the world in a surprise way. It might unlock a secret area, cause an NPC to move to a new house or a new shop to appear, or spawn a special enemy that yields tons of Rupees when slayed. It really makes the world feel more complete and real, and it feels great to get a new batch of Kinstones and see what you’ll get when fusing them.
    On the other hand, Kinstone spawns are mostly random, and some of the rarer ones can take forever to grind out. You do get some from chests but otherwise have to cut a ton of grass, kill a bunch of enemies, and eat a lot of bread if you’re going for a complete run. It’s a unique system that unfortunately falls short due to the grind it requires, and I wish Kinstones had been tackled differently because they could’ve ended up being something amazing.

  • @TheAlpacalypseIsUponUs
    @TheAlpacalypseIsUponUs ปีที่แล้ว +1

    I like collectibles in hollow knight. Felt motivated to get grubs and charms mostly intrinsically but the extrinsic reward also help.

  • @KingPicolo
    @KingPicolo 3 ปีที่แล้ว

    The collectible that never gets old for me are the figurines in Wind Waker's Nintendo Gallery. No matter how many times I play that game, I always have to complete it. Like you said, it's more about recording your adventure than anything, but the method of collecting them is the perfect balance of risk vs. reward. Similar to the Tattle Log in Paper Mario and Paper Mario TTYD, you have to risk your characters safety to record your journey. So fun!

  • @dicedoomkid
    @dicedoomkid 3 ปีที่แล้ว +1

    I love the mix of media in your vids. All the greatest and all the obscure, it’s very cool.

  • @CthulhuianBunny
    @CthulhuianBunny 3 ปีที่แล้ว

    Thank you for giving Banjo-Kazooie the respect it deserves, as refining the Mario 64 formula.
    One of my favorite collectables in gaming are the clue bottles from Sly 2. They're only in the hub world (so no need to worry about having to replay missions, like in the first game), they make a nice clinking sound to hint at where they are, and give you the combination to a safe with a new move. Plus, they have a very satisfying breaking sound when collected.

  • @PJTeesdale
    @PJTeesdale 3 ปีที่แล้ว +8

    To this day, I still have not collected every single Korok seed in Breath of the Wild - but I honestly appreciate just how many of them there are.
    The player is never too far away from something to collect, but the player is also not forced to scour the entire map and get absolutely all of them in order to unlock all of the slots for weapons, shields, and bows. It kinda frustrates me a little when people complain that there are too many of them, as if making more of them required or reducing the overall number are really better options. Forcing the player to collect all of them in order to get all the slots would just be exhausting and pointless; what does the player need one more inventory slot for after seeing everything there is to see in the game? Likewise, reducing the number of Korok seeds in the world to just those necessary to get all the slots would still force the player to scour the entire world for them, but the whole experience would feel emptier and longer as a result.
    There are more of them than a player needs so that the player doesn't feel pressured to search absolutely everything. Unless they just want to.

  • @rosyan
    @rosyan 3 ปีที่แล้ว +1

    In my personal experience it also matters what you are collecting. Bananas? Eh. Shiny multicolored colored gems? Sign me up. If the thing you are collecting is visually pleasing, I enjoy trying to pick all of them up no matter what they do or don't (until the difficulty rises too high, there is a limit to my patience). That said, even if the Stone bites in Darksiders 2 technically are pleasing, considering how much of them there is, with no way to track their locations, they are a pain.

  • @نونيم-ي4ح
    @نونيم-ي4ح 3 ปีที่แล้ว +1

    The figments of imagination from Psychonauts is the my favorite simply due to the fact that each look unique and add environmental storytelling

  • @MisterKabukiMask
    @MisterKabukiMask 3 ปีที่แล้ว +8

    *Sees video*
    Me: Huh, do I like collectibles?
    *Looks at the Pokemon livingdex I'm working on*
    Me: Well...

  • @PillowEgg
    @PillowEgg 3 ปีที่แล้ว +1

    Banjo Kazooie 1 was amazing because the collectibles were grouped together such as the music notes. It felt like crumbs leading to other collectibles or points of interest.

  • @CaioLoureiro
    @CaioLoureiro 3 ปีที่แล้ว +1

    I absolutely love the collectibles system in the LEGO games. You can buy tools to help you find them, and it rewards buying characters because you need specific types of characters to find some of them.

  • @Stephen-Fox
    @Stephen-Fox 3 ปีที่แล้ว +4

    For lore as motivation for collecting things - Something I have noticed, comparing how I engage with Pokemon vs Monster Sanctuary - Pokemon? Getting new critters gives you a couple of sentences of lore about those critters. And I will read every single pokedex entry, and always have done. Monster Sanctuary? I'm having a good time with the game, don't get me wrong, but you get the game's equivalent of the pokedex after you've got 5-7 or so monsters, and each monster has four pages - not long pages, each about a paragraph or so long, and I think some cut off on the first line of the last one - and I just completely noped out of that system despite finding the lore dumps in Metroid Prime a compelling reason to Scan Everything. Hell, I read every entry I unlocked in the Star Ocean: Till The End of Time in game wiki which is, an in game lore document that unlocked entries whenever you saw the title of the entry mentioned anywhere in the game, including in the entries you were reading.

    • @benedict6962
      @benedict6962 3 ปีที่แล้ว +2

      Wait, so what was the problem with Monster Sanctuary?

    • @Alche_mist
      @Alche_mist 3 ปีที่แล้ว

      @@benedict6962 I guess "too much reading compared to the gameplay". Which is what (through books) nulled me in Skyrim.

    • @Stephen-Fox
      @Stephen-Fox 3 ปีที่แล้ว +1

      @@benedict6962 I'm not even 100% sure. It might be the lack of paragraph breaks in the first page, you getting it when you've captured about 5 monsters plus the 4 initial monsters making checking all the monsters in it when you first get it more daunting a task than it might otherwise be, or a combination of subtle factors. It might even be the use of a retro-pixelly font. I'm not sure what it is, but I bounced off of the in game lore text in a way I don't think I've ever done in a game with that sort of thing before.

  • @ScOULaris
    @ScOULaris 3 ปีที่แล้ว +1

    Subbed. I'm really loving your platformer-focused content on this channel in particular. Nice to see such in-depth analysis for something that most players merely feel without giving it much overt thought. A+.

  • @megasoniczxx
    @megasoniczxx 3 ปีที่แล้ว +1

    I do like how Ape Escape sort of flips the script on your usual collectathon. Instead of the apes being your reward after some kind of challenge, they ARE the challenge and everything else in between is typically your down time/ reward after managing to catch them which is satisfying in its own right. Special shoutouts go to the coins you collect throughout the game that you can exchange to get things like concept art, lore books, these really interesting one shot comic strips and, most importantly, Mesal Gear Solid ;)

  • @TheHinner
    @TheHinner 3 ปีที่แล้ว +1

    I really love Alice: Madness Returns collectibles. The Memories give story bits, and are shaped differently for each of the character that is speaking, some are just for flavor, some are actual foreshadowing of the twist in the end, and most are related to where they are found. The Bottles unlock concept art, character and enemy profiles. The Snouts unlock new paths and unveil other collectibles. The Radula Rooms provide challenges and give you a health boost at the end. And the teeth are used to upgrade weapons, are literally everywhere and make a really good noise when you pick them up.
    It definitely sounds like a lot, but they're so well placed and fit in so well with the platforming and other mechanics that it is really pleasurable to collect them, even if they're all optional.

  • @batlrar
    @batlrar 3 ปีที่แล้ว +4

    I love collecting virtual items, so DK 64 was actually one of my favorite collectible systems! The intrinsic motivation kept me at it, and as you mention, each item unlocks its own particular set of things. With only a few exceptions, I didn't find it hard to find the collectibles for each ape, largely because they're not quite random, but rather on a path to a golden banana for that Kong, with a few slightly off the path to keep you on your toes. For the most part, if you're missing a collectible for someone, you can backtrack along that path and use first person view to look around the area, or just go after a different Kong's collectibles until you find the ones you missed, in their ghostly un-pick-upable form for that Kong. You also usually can't get every collectible for each Kong right away, since some are locked behind abilities you have yet to get in that level or sub-areas within the level, so you're usually good if you collected everything you saw and your number ends in a 5 or a 0, again with only a few exceptions.
    What I am surprised you didn't mention was the Arkham games, although you did include a clip of them at the very end. The Riddler trophies are strewn evenly throughout nearly every area in the game (except for the Batcave, which makes sense story-wise), and are either out in the open in a tricky spot, behind an obstacle that requires a certain gadget, or in some sort of puzzle. Collecting some of them isn't hard at all, which is just enough to start the Riddler storyline, and completing the storyline doesn't require 100% of the collectibles (I think the first game might be an exception there). Collecting them gives you interesting dialogue as the Riddler gets increasingly less cocky and more nervous at your skill, which is sort of a meta-reward for the player. It also unlocks new Riddler areas in the later games, so you technically get bonus areas! Batman's detective vision helps spot them if you're in the same area, and you can get a map of the collectibles in the first game, and interrogate his goons to add a selection of them to your map in the later ones. And, of course, it's all completely optional to the main storyline! All of that is why I was sure you were going to discuss it within this video, but of course you still had a very thorough and informative discussion without it.

    • @cattysplat
      @cattysplat 3 ปีที่แล้ว +2

      I think Rare platformers and the Arkham games have a really similar comparison. Banjo Kazooie and Arkham Assylum are tightly designed games with limited backtracking and enough collectables to be an enjoyable side activity. DK64 and Arkham City on the other hand, are just massive sprawling levels and the sheer quantity of collectables means it takes more than twice as long to 100% everything than to just complete the game, collecting soon becomes chore like as they are no longer a side activity if you want to collect them all. They become the focus of the game, disrupting the narrative and forcing you to stop over and over to make sure you haven't missed all the collectables before moving on to another level.

    • @batlrar
      @batlrar 3 ปีที่แล้ว

      @@cattysplat That makes perfect sense, and I suppose it comes down to your playstyle. I always hunt down every collectible I can before progressing the story, so I was never overwhelmed by the amount, especially on future playthroughs, but I can definitely see how it would be overwhelming to the average player!

  • @adamabou-nasr1130
    @adamabou-nasr1130 2 ปีที่แล้ว

    I loved the djinn in Golden Sun. You encountered a few through the story, but most were hidden behind puzzles or exploration. The player could equip the djinn on characters however they wanted, mixing elements to unlock new spells or stacking elements to cast the most powerful versions of basic spells. The more you find, the more powerful you are for the final battle, but Golden Sun 2 lets you import your data from the first game, so all those djinn you found power you up in the next game, too

  • @derheadbanger9039
    @derheadbanger9039 3 ปีที่แล้ว +1

    I love the Kodamas in Nioh, they are fun to find, not too numerous and useful but optional (they let you customise item drops a bit) ... also they are cute! ^^

  • @sanigarbo
    @sanigarbo 2 ปีที่แล้ว

    Great video! I'm not a completionist, so I've never put too much thought into collectibles, but I like how you broke it down. I also love the irony that gamification is often used to create chores for engaging - so the idea of gamifying a microcosm in game...

  • @PokemonaMoni
    @PokemonaMoni 3 ปีที่แล้ว +5

    I was gonna say... Pokémon should be on a list like this lol Though, I didn't really like how you said "in the earlier generations", it's true that the message of "Catch'em all" is not present in the newer games but it's still something that you do and they keep giving you motivation to do it. Such as Sword and Shield's system of telling you Pokémon that you can find right now, and how they give you a certificate and special icon in your trainer card if you complete it. It's rewarding enough.

  • @Tater8q3f
    @Tater8q3f 3 ปีที่แล้ว +1

    Didn't even mention the genius of Gwent cards in The Witcher 3. The collectibles just feed into another, smaller scale game. Similar to how in Ape Escape 2 you can use every monkey you catch as a playable character in Monkey Soccer.

  • @spikerthedragonbear
    @spikerthedragonbear 3 ปีที่แล้ว

    Something that I love from most Sonic Colors red rings and some New Super Mario Bros Wii is that you can SEE the collectables but you still gotta find the path for it
    Incentivating you to get them and sometimes, even give you a general idea where they are when you do your main run

  • @AlexCFaulkner
    @AlexCFaulkner 3 ปีที่แล้ว +3

    said intrinsic motivation and then celeste music started! i was already thinking of the strawberries

    • @jasminelee3935
      @jasminelee3935 3 ปีที่แล้ว

      I was gonna be mad if celeste wasn't mentioned!

  • @cavejohnsonstanaccount4635
    @cavejohnsonstanaccount4635 3 ปีที่แล้ว +1

    night in the woods has a good intrinsic collectible system! mae has a journal to write down her thoughts, and by going out of your way to talk to people or do certain things, you can fill out the notebook. you do have to do another playthrough of the game to get everything tho

  • @Shrooblord
    @Shrooblord 3 ปีที่แล้ว +1

    Every time you bash Rayman 1, a wide grin spreads on my face. I grew up with that game and I love it to bits, and hearing your (legitimate!) concerns about it are great, in a sort of The Roast of Rayman 1 type of way. I understand completely how you feel, and although I don't agree (i.e. I personally think it's great fun to try and figure out where the hell all the Cages are, and also that some of that design lends itself to a sort of 'puzzle game' type gameplay loop), I can totally see how incorporating your point of view in my own thoughts about game designs are a healthy way to think about solving the problems that creating a game presents for its desginers.

  • @analogbrayn
    @analogbrayn ปีที่แล้ว

    One important thing that can motivate the player to collect is the checklist. For example, Sonic Frontiers has quite a few things to do in the open zones. Before the second content update, Memory Tokens, Portal Challenges, Guardian Battles, and others weren't listed on the zone's completion percentage. Only the Map Challenges were necessary for 100%. This led to me not caring about the Memory Tokens and other things because there was no motivation given to me. After the update, a checklist of everything to do was added, along with some nice golden stamps if you manage to complete the checklist. It was a great addition that made me understand the importance of the checklist.

  • @jorloru
    @jorloru 3 ปีที่แล้ว +5

    Having a collectible tracker is so important, it's frustrating to walk all the map again and again looking for that one thing you missed. If it isn't a one by one tracker, at least a region tracker, so you know when a portion of the map is complete and you can stop searching there.
    Also, as a side note, one-way paths are the completionist's worst nightmare, please don't, if you put collectibles in a game and the levels are long don't make going back impossible unless you restart the level. I'm looking at you Quantum Break.

    • @ge789
      @ge789 3 ปีที่แล้ว

      When do you think it would be appropriate to give one of these collectible trackers to players in a game?

    • @jorloru
      @jorloru 3 ปีที่แล้ว

      @@ge789 Well, when I say tracker I don't mean some feature that tells you "there is one", but rather a feature that tells you "that one, you already got it". I'm thinking for example in Okami, in that game you have to collect around 50 beads, but each of them has its own name and you can see them on the collectible menu so, when the time for 100% comes, you know exactly which ones you already have, and don't have to check if you already got those revisiting every place. In the other hand, in Breath of the Wild, if you want to 100% when you finish the game and pick up a korok seed guide (or not) you only know how many of the seeds you've already collected, but not which ones, so let's say you already had 300 out of 900, you will have to revisit those 300 locations just to check that you indeed got them. I think being able to track collectibles in this regard (not knowing where to look for but rather where you already did it) is always something positive in a game.
      However, literal trackers are also a good alternative, having some character mark on the map where you left something or having a feature that beeps when you are near a hidden collectible can be useful for the time when you only have a few collectibles left and can't figure out where else to look in the map. But this features can ruin the experience for the people who want to explore without any hints, so I would make these features always optional, giving the player the option to deactivate them once you got them in case you triggered them by accident.
      Do you have any other thoughts on this?

    • @ge789
      @ge789 3 ปีที่แล้ว +1

      Well, when you mentioned a tracker, my mind defaulted to the Clockwerk Eye in Sly 4, which makes a noise near the code bottles that open a safe in the area. However, this item is also found in a safe in the third area, so on one hand, it makes searching a little easier, but on the other hand, it’s useless if you open that safe last.
      I’ve been interested in collect-a-thons and was wondering whether or not to give the player a tracker/checklist to help them keep track of what items are where to avoid needless backtracking, around the time you obtain a new ability, let’s say halfway through the game.

    • @jorloru
      @jorloru 3 ปีที่แล้ว

      @@ge789 That Sly 4 example sounds like a design flaw to me, I can't recall any particular example but I've seen similar cases where you're given a tool just when you don't need it anymore (or almost).
      In my opinion, a good point in the game to give a tracker to the player (or the option of having one) is when all the power-ups are unlocked, in other words, when the player has all the tools needed for getting every collectible they spot. You won't avoid needless backtracking if you tell the player where to look for but when they arrive they can't get the collectible. I'm not a designer though, just a completionist player, when the time comes every game has probably a 'best time' to give a tracker to the player based on the whole structure of the game.

  • @Tiziown
    @Tiziown 3 ปีที่แล้ว +1

    An amazing example of useful collectibles are Djinns in Golden Sun, they are a kind of equipment which shape the stats, element, skills and class of the character they're given to, or else Suikoden games where the characters themselves could be considered a sort of collectible.

    • @cattysplat
      @cattysplat 3 ปีที่แล้ว

      Having them be an intrinsic part of the gameplay or a worthwhile upgrade to give you motivation to seek them out is some of the best design for "collectables", simply because they are practical, not just some pointless trinket to tick off a checklist.

  • @Evanz111
    @Evanz111 3 ปีที่แล้ว +15

    This feels like an Adam Millard - The Architect of Games video! That’s a good thing! I love both your channels