The Video Game Collectable Con

Virtual collectibles are lame. Generally, they have all disadvantages of a scavenger hunt without the tactile satisfaction. Further, most games don’t spend a ton of time making the collectibles unique or fascinating.

Lately, I’ve been playing several single player games. Without fail, all of these games have some kind of item that I can collect while roaming the world.

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Exhibit A. Field Manuals from Battlefield 1. They all look identical and don’t serve any useful purpose.

Now, I understand why developers include them to some extent. Not only do they allow for extra achievements, but they also encourage exploration. By creating an incentive to explore, developers increase the likelihood the player will experience more of the maps.

Unfortunately, like many other features, over time they have become semi-obligatory.

In games where the exploration makes sense, this is a nice extra. One example of collectibles done well is Skyrim. You can find a themed collectible for most main missions of the Thieve’s Guild.

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Some of the collectibles, look at how pretty they are!

I consider this a positive use of collectibles for three reasons. Firstly, the collectibles are consistent with the in-story lore. As a member of the Thieves Guild, it makes sense you’d take trinkets from your biggest heists.

Not only does it serve as nostalgia upon reflection, but also adds to the visual quality of the area. In total, it adds and enhances the ambiance of that area. More importantly, it adds character in a way that is consistent with the narrative.

Secondly, it’s clear the developers spent at least a little time with each model. Each one is at least slightly unique to the area from which it came. Further, they all help tell the story of a specific heist you pulled off. These two factors indicate a higher level of forethought and not just “oh, we should add collectibles!”

Lastly, they also serve to advance the player in the game. Each one grants the player a little bit of gold. Additionally, their discovery is satisfying. They often aren’t in an overly obvious place. So finding one becomes a bigger deal due to the extra effort required.

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VR is becoming better and mainstream. Will VR enhance or detract from the collectible craze?

I also wonder about the future of collectibles in games given the rise in VR. It seems collectibles could become more immersive and useful.

It would be an interesting twist to see a developer create a puzzle that could only be revealed after all the collectibles are obtained. I think this would encourage developers to give collectibles more thought.

I think this concept becomes especially promising when the reward would be a unique item/cosmetic that is unobtainable otherwise. Collectables would again have a purpose.

VR would also likely result in higher quality collectible models. In a VR environment, every in-game object would be subject to more scrutiny. Without a higher level of attention to detail, players would notice subpar models.

In closing, at the moment, in-game collectibles are hit or miss. When implemented well, they are a nice addition; however, if they’re thrown in “just because” they are a nuisance.

Future advances in gaming tech and playstyles may very well resurrect collectibles to a more interesting, well-integrated part of a gaming experience. Although I’m currently annoyed by their presence in games they don’t belong, I’m optimistic about their future.

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