quest for booty

collectibles of yesteryear

Let's look at what I believe to be the most efficient design philosophy we can apply to the collectibles found in collect-a-thons of old.

 
 
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treasure (breadcrumbs)

In every collect-a-thon game, there's that ubiquitous item scattered everywhere, whether it's crystals, precursor orbs, or something else. Acting as a breadcrumb trail, they guide players through the world while also serving as the game's currency, often just lying on the ground waiting to be picked up.


Progressors (used to progress)

Big shiny keys like power cells, stars, and jiggies are essential for advancing in the game, found at the end of paths or awarded for completing specific tasks.

Without them we would never leave sandover beach or enter the hoverboard race in Blackwater City.

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stand-ins (for when the game gets too hard)

These are the challenges players can undertake when a specific mission or path becomes too difficult. Whether it's chasing down egg thieves, collecting 100 coins, or freeing all the scout flies, these tasks offer unique challenges and reward players with progressors.


 

implementations

Every developer adds their own spin to the archetypes I've presented.

Let's look at how focusing on different aspects changes how a collectible is implemented.

 

Exploration centric:

Jak and Daxter: the precursor legacy crosses all its "t's" & dots all its "i's".

Precursor orbs are used to guide the player, either to a power cell or a mission that will provide one; there are also 7 scout flies in each area. Jak and Daxter refined the core principles to promote exploration and guide players through the seamless world they built.


action-oriented:

I would dare to say that Insomniac games have always had an inclination towards action; from burning sheep to obliterating OD'ed.

Their action-packed titles have gems held by enemies, egg thieves to chase down, and speedways full of enemies to catch in Spyro. Player-to-enemy interaction is key for progression..


Theme park Inspired:

Banjo-Kazooie's use of landmarks and weenies provides players with clear progression points. Music notes and stone paths guide players to each landmark, encouraging exploration.

 

In closing

  • Make your treasure a once-in-a-lifetime experience (This is a personal note but having a treasure that re-spawns like "A hat in time" or "Super lucky's tale" is not the most efficient way to use this type of collectible IMO.)

  • Have a consistent progressor (The hot air balloon pilots in Spyro sometimes asked you for gems and sometimes asked you to free a certain amount of dragons, this was later fixed in the sequels and made for a better experience.)

  • Make your stand-ins fun challenges!!!

the end