Friday, July 9, 2010

Kids Like Collecting Stuff, Right?

Want a cheap way to extend gameplay? Try adding something to collect!


With the recent release of Crackdown 2, with its orb-collecting fun, I thought I'd take some time to talk a bit about collecting in a video game. For some games, it's a way to add a few more hours for those die-hards out there that have to complete 100% of the game. Other franchises, like Pokemon and its numerous knock-offs, have it at the center of the gameplay. Like an OCD obsession, people getting all of something... so long as that something has value.

Just as it's rare to find someone collecting Pauly Shore movies, it's also rare for gamers to complete a collection in a game that isn't going to reward them. Pokemon offered new abilities with each critter you found, InFamous increased the electricity the character could hold by collecting blast shards, and Crackdown increases gameplay abilities with the orbs collected. Each of these offers some kind of reward for the added effort to play the game, an incentive that could make the game a bit easier as you go on. Other games may use the collections as a way to unlock characters, like Ratchet and Clank, or even vehicles. The point is it in some way changes the gaming experience.

However, there are times when it just feels added on as an afterthought. Prototype offered many challenge missions aside from the plot to keep people entertained, but the added aspect of collecting around the city just seemed so pointless. They amounted to nothing more than something to fill time for the trophy/achievement whores out there. Even the web of conspiracy, with its 100+ people, didn't offer much of a reward. The point was to absorb the memories of various people around New York City to learn more about the outbreak. What players were given was a shoddy cut-scene of still photos with voice work lasting 30 seconds with no real revelation. Sure, once somebody collected all of them, they could piece it together by replaying the scenes in order, but it didn't offer anything new that wasn't part of the overall plot.

What ultimately makes collecting work is the reward. Whether it's unlocking new areas, completing missions, or added abilities, when collecting works it can add some extra fun to the game. I love messing with the physics of a Spider-Man game, swinging around the city, and it adds to that experience when a game like Web of Shadows adds the collecting to it. Not only does it offer the reward of increased abilities, but it gives me something to do when exploring the city. Collecting is like any other element in game development, it needs to be respected and used properly. It can't just be added on to any sandbox game without offering some sort of payback. When elements of gameplay aren't respected, it leads to piles of shovelware like the bullet time games that filled the 2000s, and that's not a place I want to go back to.

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