In Defense of Collectibles

collectibles

This article is a response to the video “Into The Black”, which is in itself an elaboration on some of the thoughts and ideas expressed in these two articles. The video is sort of a treatise on how the intrinsic value of exploring virtual worlds is damaged by the introduction of gameplay, pulling out collectibles as a particularly bad example.

I do not think that the point of “Into the Black” is that collectibles are universally bad. Although the video itself is somewhat vague on this, the articles upon which the video is based are quite clear in their terminology. Joel Goodwin uses the term “mass-produced collectibles” to refer to a very specific type of collectible which he despises. These are self-serving items, which exist with no other purpose than to be collected. Like the thermoses in Alan Wake, they are scattered across the world with no regard for believability or relevance to the rest of the gameplay or story.

I don’t think that these mass-produced collectibles (those that more or less serve no other purpose than to be collected) are that interesting. I am typically a holistic game designer, so I like to have reasons for things that I put in games. The reason could be as dead simple as the strings of notes in Banjo-Kazooie levels, where they are used to lead you to a point of interest, but you should not put anything into a game willy-nilly without thinking about how it affects the whole of the thing. If the only reason you have some item hanging around in your levels is “because you could”, then that’s not a good enough reason.

However, it is actually very rare in games to find this pure type of collectible. Usually the collectible is intended to encourage a specific type of behavior in the player, a way of playing that they would not have normally done. Now, in many cases the behavior is really just an obsessive Easter-egg hunt, but this is not the only possibility. Generally the best uses of collectibles are when the collectible really only exists to set up a challenge.

However, before I continue, I must digress that for many years people have used this same argument in favor of achievements—that they encourage alternate forms of play. In that sense, the achievement acts in much the same way as a collectible, as an integrated part of the design. But definitely achievements can be and often are bad, primarily because they are usually seen as an afterthought, when in fact they are a core part of the game design. Their mere existence can sideline the inherent enjoyment of interaction and play. This is why some people are less likely to play a game if it isn’t going to contribute meaningfully to their overall metagaming score.

As a game designer, you cannot ignore anything that affects how people play your game. So that argument that achievements “don’t matter” is utter bullshit. They, just like collectibles must be an integrated part of the game design process. Unfortunately, the industry has treated them as more-or-less a bullet point marketing thing. “Every game should have achievements, and it is really more the purvey of the marketing department to decide what they are”.

I can see why someone would want to say that collectibles are universally A Bad Thing. Design trends have swung so far in favor of their liberal usage that it’s reasonable to take up an aggressive stance against them. Collectibles can ruin games when used carelessly (see Donkey Kong 64 or modern Ubisoft open-world games), but I’m not about to go out of my way and say they are always bad. Some of my favorite games have loads of collectibles in them (Banjo-Kazooie), and although they perhaps could be better without them, there is really no way to prove that without building a version of the same game that does away with them.

Collectibles give space meaning in games and drive player behavior, so whether or not they are good or bad really comes down to how they are used.

Returning to the idea of collectibles as mere setup for a challenge, at perhaps the far end of that spectrum you have Braid; where the entire game is built upon collectibles, but the collectibles themselves only exist to provide structure for the game’s puzzles. I’m not sure you can make the argument that Braid would be better (or even still function as a game) without the collectibles. Yes, there is perhaps a version of Braid which exists as simply a big sandbox which you can explore at your own volition, but I think the game gains essential clarity through its use of collectibles as a motivator for player action.

Perhaps something is lost in that transition to a more structured game world. The loss is ephemeral, but I believe Braid does at times try to preserve some of that open-endedness through “soft puzzles” that are not marked by any particular reward. The primary path that most people will follow with the game remains highly structured, though.

I suppose it depends upon your opinion of Braid, but I argue that, in this case, structure and collectibles do not make the game worse as an absolute, but they do change the way in which the player relates to the game world.

Sometimes designers do use the “mass-produced collectible” somewhat carelessly, engendering an obsessive easter egg hunt. I think in open-world games this is a particular design failure. Unless the designers were really intending to encourage obsession, they were likely just following what they see as game design best practice: “never let the player find a dead end with nothing there.” This comes from a desire to not have the player be frustrated. And it is true that it just feels bad to be exploring a level and reach a complete dead-end with no reward. If you are viewing the world as a place that has been thoughtfully designed around you, in that moment it feels like the designer has betrayed you and disrespected the value of your time.

Although game worlds can be centered entirely around the player, that is not the only type of world that exists in games.

I would set out two main types of spaces in games: virtual realities and levels. In order to explain the difference between them, I need to define a term which I call “sense of place.”

Sense of place is the feeling that you are really exploring a world that exists beyond the confines of the screen. A world that the player is not at the center of. This feeling exist whether or not the design was intended to evoke it, and is not limited to 3D open-world games.

A good example of how sense of place is separate from the intent to evoke it is Yoshi’s Island. Unlike games like Grand Theft Auto, that have an obvious attempt to echo things about the real world, Yoshi’s Island is a side-scrolling platformer with discrete stages that you progress through in a linear order. It’s a highly directed experience, and yet it still has a very strong sense of place. Going into the exact reasons why is beyond the scope of this article, but the point stands that sense of place can be present whether or not it was intended.

So, therefore the difference between levels and virtual realities is not defined by whether or not they have sense of place, but whether their intent was to evoke it. Virtual realities intend to evoke it strongly. Levels do not.

Unlike many early games, with discrete and highly artificial levels, modern games are often sprawling and miles large. They strive for a verisimilitudinous experience, with sense of place as a core part of their appeal. The continued dominance of open-world games is evidence that this type of experience is very compelling to both designers and players.

However, because of these differing goals, I think that some of those old game design rules don’t necessarily apply. Dead-end alleys with no gameplay purpose are fine in virtual realities as long as they do not damage the suspension of disbelief. In fact, when the design goal is believability, adding collectibles actually has a detrimental effect. The real world does not have collectibles scattered about randomly, so adding them changes the nature of the the player’s relationship to the world. They can no longer see it as a world like our own, but instead see it as a big level. Thus, if they do find a dead-end with no reward, it is fair to see it as a waste. The player rightly expected a collectible, because there very well might have been one.

Once collectibles have been added to this virtual reality, the player feels obligated to explore, not because they enjoy the scenery, but because finding all the collectibles is part of playing the game effectively. The collectible has become a red herring to the player’s pursuit of enjoyment, because it actively encourages a degenerate method of play. Hunting collectibles obsessively might be the least fun way to play, but players will do it in misery because they feel it is the correct way to play.

Collectibles give space meaning. They are the hands of the designer reaching out to explicitly shape the experience of the player. So be careful what you incentivize.

I can understand the frustration with collectibles, since they are perhaps the most basic boiled down form of game design there is. Sometimes I find myself burnt out at the repetitive nature of game design. Why do we always need to collect, to expand our empires, to build bases, to loot, to kill? Just the other week I made a joke game about the futility of many of our core activities in games.

The lack of collectibles is a big reason why Far Cry 2 is one of my favorite open-world games. Unlike its more polished sequels, in Far Cry 2 you don’t “clear” a bunch of outposts by hunting down icons on your map. You don’t expand the borders of your burgeoning empire piece by piece. You don’t skin a shark to make a wallet. The world in this game has a obvious disinterest in the player. The mission design is always very light, never having that moment that other open-world games have, where you feel as though you have been pulled out into a separate world for a story mission to occur.

Playing Far Cry 2 feels like a seamless lived experience of a real place. The enemies in this world are not mere toys for you to express your dominance, but instead are set up as equals to the player. You will die a lot, often without warning. Some players even enjoy playing Far Cry 2 without using saves. They start a new game and when they die for the first time, they shut it off. The enjoyment of the game comes from its sense of virtual reality.

But I digress somewhat, as this article is not for me to gush about Far Cry 2, but instead to talk about world design in games and how it is or isn’t affected by collectibles. And in this sense, I think Far Cry 2 is perhaps the best evidence that for a certain type of game, not having collectibles is of great benefit to that world’s believability.

In a game that intends to create a world that is analogous to the real world, collectibles will tend to push it back towards the other end of the spectrum, where it feels more like a video game level. This is essentially a restatement of the argument in “Into the Black”. By turning virtual worlds into video game levels, you lose something pure in that transition. I agree and won’t argue with that. But I would also say that you can still gain things through use of collectibles.

I collected every single Riddler Trophy in Batman: Arkham Asylum, and had a lot of fun doing so. It was a valuable part of the game for me. Even still, perhaps the riddler trophies themselves were not entirely necessary. Many of them are earned by using an in-game camera to take a picture of something hinted at by a somewhat obtuse riddle, therefore the trophy itself is somewhat inconsequential, and could easily have just been represented by a number. The riddles are the core of the gameplay, and the trophy is really just a trinket showing your level of completion.

That leaves an open question as to why they decided upon having the collectible items at all. There are a certain number of them which are in hard to access areas in the environment, which makes sense, but there is no reason that those couldn’t have been replaced with other items which actually served a gameplay use.

I suspect that there is some sort of market research saying that a game is less likely to be resold if there are a large number of collectible items in it. This may be the reason that Asylum’s “bigger, better, and more badass” sequel stumbled over itself to double the number of trophies and took something that was an enjoyable activity in its predecessor and turned it into a chore.

So again, like achievements, business concerns can sometimes be the reason for adding collectibles to a game. To that, I will simply restate my earlier point: If the only reason you have some item hanging around in your levels is “because you could”, then that’s not good enough.

So let’s take a moment to think about the other question posed by “Into the Black”: whether or not the process of adding gameplay at all to a virtual world diminishes it. An example that comes to mind is Raph Koster’s bird flapping toy, which became much less fun to play with after goals were added. Adding challenge stripped out most of the joy of the thing. This perhaps means that there is merit to the argument. Either way, I am convinced that games are not the end-all-be-all of virtual worlds. As for what’s next, it is difficult to be sure, and definitely the subject of another article.

So, let’s sum up.

Collectibles, like their dark cousin achievements, need to be used wisely. You can’t just toss them around frivolously without thinking about how they affect the design of your game. If you’re making a game that demands sense of place, where you want to emphasize that the space may not mean anything, then collectibles are probably bad. If instead you’re making a game where space has very explicit meaning–such as a puzzle game– collectibles are not an inherently bad way to go about that.

Still, if you can achieve a design goal without having some sort of collectible bauble, then that is probably the better way to do it.

dunceCast Episode 35 – D N D

This week we have arrived just in time to talk about Paw Patrol woes, some of the perks of having a stable D&D group (and our favorite moments), as well as beer and fish and chips. Always a good combination. Enjoy responsibly!

Direct Download (mp3 30.2MB 1:06:01)

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The music for this week, in order of appearance:

Paw Patrol Opening Theme (Piano Cover) by LyricsMachine

Super Mario World Overworld Theme (Acapella) by Smooth McGroove

Dear friend, please play The Witness

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So, some of you may have heard me talk about this game, The Witness, over the past several years. I have not finished playing it, but I have played enough to say with certainty that it is both better than even I expected (and I considered my expectations unreasonable) and it is the single best puzzle game ever designed. It is a triumph, and as a designer myself I am so far behind I don’t know that I could ever reach it.

In a word, it is astounding. If you enjoy puzzle games, pick it up on PC or PS4. Don’t read any more about it. Don’t watch videos about it. If you get stuck (and you will get stuck) don’t look up a solution online. Just sit down, get comfortable, play it alone, and prepare yourself for a revelation.

Pick it up on Steam here.

Or get it DRM-free (and support charity in the process) here!

dunceCast Episode 34 – Stop Listening and Buy The Witness

After a brief hiatus, the brothers Dunce return to jabber your ears off about being more thankful and positive. Oh, and The Witness is out now (seriously go buy it), so we talk a bit about that. Enjoy! 🙂

Direct Download (mp3 32.2MB 1:10:21)

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The music for this week, in order of appearance:

 

Escape Artist by Zoe Keating

Star Trek: The Next Generation Watchlist

(Posted here for archival purposes)

Well, everyone and their mother has done one of these, but considering I’ve just made it through my first run through the whole series of Star Trek: The Next Generation, I felt it was probably useful to some people to know my opinions on the show. It’s definitely one of my favorite shows ever, but as we all know: not all of the episodes should be on your bucket-list. So here’s my list of the episodes to watch if you’re short on time but not TOO short on time to watch Star Trek.

Season 1

(You really can skip all of these, as Season 1 has no real good episodes at all, but here’s some picks)

Encounter at Farpoint
Skin of Evil
The Neutral Zone

Honorable Mentions

Where No One Has Gone Before
Hide And Q
The Big Goodbye
Datalore
11001001

Season 2

A Matter of Honor
The Measure of a Man
Q Who

Honorable Mentions

Elementary, Dear Data
The Royale

Season 3

Deja Q
Yesterday’s Enterprise
The Offspring
Sins of The Father
Hollow Pursuits
The Best of Both Worlds (Part 1)

Honorable Mentions

Booby Trap
The Defector
A Matter of Perspective
Allegiance
Captain’s Holiday
The Most Toys
Sarek

Season 4

The Best of Both Worlds (Part 2)
Family
Brothers
Remember Me
Data’s Day
The Drumhead
Redemption (Part 1)

Honorable Mentions

Reunion
Future Imperfect
Final Mission
The Wounded
Clues
Galaxy’s Child
Qpid
In Theory
I, Borg

Season 5

Redemption (Part 2)
Darmok
Ensign Ro
Cause and Effect
The Next Phase
The Inner Light
Time’s Arrow (Part 1)

Honorable Mentions

Disaster
The Game
The First Duty

Season 6

Time’s Arrow (Part 2)
Chain of Command (Part 1) <- My personal favorite episode
Chain of Command (Part 2)
Ship in a Bottle
Tapestry
Starship Mine
Frame of Mind
Second Chances
Timescape

Honorable Mentions

True Q
Rascals
A Fistful of Datas
The Quality of Life
Lessons
Suspicions
Descent (Part 1)

Season 7

Attached
Parallels
Lower Decks
Preemptive Strike
All Good Things…

Honorable Mentions

Descent (Part 2)
Phantasms
Thine Own Self

BONUS TOP 10 WORST TNG EPISODES EVER

Since I’m apparently in the business of saving you some time, I feel as though it would be remiss on me not to tell you the episodes that you should outright avoid at all costs. And since when Trek gets bad, it gets REAL bad, I thought it might be fun to rank the worst stinkers in the show’s history. Starting from least bad to the worst TNG episode of all time.

10 S7E7 Dark Page

It’s got two things going for it to make it one of the worst episodes ever. One is always bad and always impossible-to-remember-how-to-spell Lwaxana Troi. And the other, is a wierd freaky-deaky delve into the telepathic consciousness. This is definitely one of the more out-there episodes, but not the worst on the list, for sure.

9 S6E20 The Chase

What’s strange is that I’ve seen this episode show up on some people’s favorite lists, but I think it’s terrible. It essentially follows a It’s a Mad Mad Mad World race-to-the-mystical-macguffin type plot, similar to Star Trek V: The Final Frontier, and with similarly terrible results. What’s found doesn’t live up to the hype, and ultimately feels like a forced kumbaya message. The laughably bad acting along the way, a rarity for Season 7, doesn’t help.

8 S2E22 Shades of Gray

A clip show. Think about it, an episode has to be pretty bad for a clip show to rate above it in terms of watchability. I think this episode gains some brownie points for borrowing good clips from the first two (admittedly rough) seasons. Not a great way to end Season 2 though.

7 S2E10 The Dauphin

Wesley Crusher. Love Story. Two things that almost never work on this show, combined. Nuff said.

6 S1E15 Too Short a Season

Bad bad bad acting in bad bad bad old guy makeup. Abort! Abort!

5 S7E14 Sub Rosa

About as fucking wierd as this series ever gets. Spoilers! Beverly Crusher’s family has been secretly controlled by a rape ghost for a thousand years. Yep. That’s totally canon now. And this is Season 7, so this is coming out of nowhere.

4 S1E3 Code of Honor

Too much like the original series. Racist stereotypes. Battle to the death. It’s all here but the ears, baby.

3 S1E7 Justice

Wesley Crusher finds himself in a pickle when he stumbles onto some flowers in this perfect society with a deadly secret! Yeah no, Wesley is in prime form here, by which I mean he is sucking. I wish they really would’ve let him be put to the death here. We would’ve missed out on Final Mission, but it might’ve been worth it.

2 S1E13 Angel One

Probably as offensively bad as the show ever gets. An attempt a message about transcending gender norms falls worse than flat and actually trips into sexist garbage, and besides, it’s just not a very good episode.

1 S2E1 The Child

Speaking of not a very good episode, and sexist trash. The worst episode, the crowing achievement of badness that this series has ever offered. The Child can probably be shown in feminist classes because of it’s flawless execution of the Mystical Pregnancy trope. It’s lazy, shallow writing that disrespects Deanna’s character, and more importantly–my limited time on this Earth. Although she doesn’t often shine when she’s in the starring role, this is the worst of Deanna’s run, and my pick for worst of the series.

The Schwartz Awakens

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This article contains SPOILERS for Star Wars: The Force Awakens.

I would never want to be saddled with the task of writing the next Star Wars movie after Return of the Jedi. The odds are stacked against you. The movie has to remain familiar enough to be recognizably “Star Wars”, while simultaneously justifying an entire superfluous three-film sequel story arc. It needs to be reverent to the past and also build new drama and characters that audiences find worth following. It’s an insurmountable task, and no matter what you do, someone will be disappointed.

For a task such as this, you tend to want to go with safe bets, and it doesn’t get much safer than having both Lawrence Kasdan (the writer of what many consider to be the best Star Wars movie: The Empire Strikes Back), as well as J. J. Abrams (a director who recently oversaw the successful revival of another popular star-related franchise) on board.

Unfortunately, what came out the other end often feels like just that, a safe bet. The film does very little to enrich the universe or expand on it. In my cynicism, I had sort of expected that the movie would be roughly a beat-for-beat retelling of the storyline of A New Hope. So although it was perhaps somewhat disappointing to be right, it was not surprising to see a new (and bigger) Death Star, a force gifted hero from a desert planet, and an ever-more-wretched hive of scum and villainy. It feels like a film bereft of its own ideas. Too often it seems to draw inspiration primarily from itself and not much else. It never quite devolves to the level of fan-fiction (see The Hobbit films), but it does often feel like familiar territory.

I think perhaps that familiarity is what most of the fans want. After the disaster of the prequels, getting fans back on board requires a certain amount of tiptoeing around the things they consider “sacred” about the series. The movie makes obvious attempts to distance itself from the prequels, Neither midichlorians nor complex politicking make an appearance. The Force is as mysterious as always, but unfortunately, the politics are a bit too mysterious to really track. The film tones down on both J.J. Abrams signature lens flares and George Lucas’ buzzing-whirring-chirping background CG elements (although both are still present at times). Overall, it’s a mixture between the things people enjoyed about the original and a modern sensibility. It feels like immersing yourself in a warm bubble bath: you’ve been here before, but it’s still comforting. Arguably, the movie would have been better with fewer nods to the past, but this is not the film I watched.

Ones perception of a movie is hugely shaped by their expectations going in. Because I expected the return to familiar territory, I think I was probably put in a position to appreciate the new things in the film. The cast has a strong core of three new characters: Rey, Finn, and Kylo Ren. The rapport and drama between them is enough on its own to sustain a new major story arc. The supporting cast is mostly good, with Po Dameron and BB-8 as standouts, even if BB-8 mostly fills in the role of R2-D2.

(I also expected to see deaths among the original cast, if at least because the actors are getting up in years enough that it’s unsure that they will even be around for the next five years while this third trilogy is completed.)

Not all of the new characters are great, of course, with “General Hitler” giving his speech to the troops with all the subtlety of a derailing train. And Snoke, a bland Palpatine stand-in who seems only to be CG because apparently Andy Serkis can’t act unless he’s covered in ping-pong balls. (As a side note, the CG characters don’t look too great either. We live in a post-Avatar world, so audiences are probably fair to expect a bit more believability from CG characters. Surprising, considering the bottomless pockets of Disney.)

Star Wars has always been a bit campy and typically sweeping in its generalization of good and evil (the series is practically Flash Gordon), so I think when The Force Awakens hits those notes, it’s not out of character. I don’t necessarily think that the movie gets a pass for “being Star Wars”, but I do have a feeling that expectations for me (and probably most people) are very different for certain types of movies. I don’t expect Star Wars to be a movie that makes me think very deeply or is encouraging of complex analysis. It’s not Mulholland Drive or Birdman, but it’s just a lot of damn fun.

I don’t see it as a perfect movie by any stretch of the imagination. It’s easy to pick apart, but I also find it very easy to see why people like the movie. Hell, I liked the movie. I wouldn’t consider myself to be a Star Wars fan, so I didn’t have strong feelings about how a new Star Wars movie SHOULD be. But several moments in the movie excited me about Star Wars in a way that I have not been excited in a long time. That was a refreshing feeling.

People desperately want to love Star Wars again. So much of the past 20 years or so has been righteous anger from fans towards George Lucas as he made unnecessary and distracting changes to the original films, as well as a prequel trilogy that fails to capitalize on the tragedy of Anakin Skywalker while also filling in the mysteries of the originals in the most asinine ways imaginable. People are ready, they want to believe in the Force again. They want to be excited again. They are looking for a shred of a reason to care about a new Star Wars trilogy. And I think, despite the problems that it has, people mostly got what they wanted out of The Force Awakens.

It wouldn’t have hurt to have had more of the new stuff though.

Variety MegaJam 2016

This past week I participated in a game jam called the Variety MegaJam. The goal of the jam was to create 10 games in 10 days in 10 different genres. I only completed 4 games within the time limit, but I still had a lot of fun and learned a lot. I think the primary thing I learned was that I have a hard time putting down an idea before I feel like I have adequately expressed the core of the concept. And one day is not really enough time to do that most of the time.

Anyway, if you want to download the games, they are available here.

dunceCast Episode 33 – Goats of the Year 2015

So we are perhaps a bit late to the party for holiday and end of the year (or Game of the Year) discussions, but that happens today on this very podcast! We talk about the Christmas holiday happenings. A bit of Bloodborne first impressions, as well as musing about Zelda games and their progression through the years and relation to the Souls series.

Direct Download (mp3 36.6MB 55:29)

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The music for this week, in order of appearance:

 

Hitchin’ a Ride by Green Day
Supermassive Black Hole by Muse

dunceCast Episode 32 – The Schwartz Awakeneth

Well the weather outside is frightful…oh who am I kidding, it’s 70° in December. Anyway, we’re here to discuss Star Wars: The Force Awakens (with SPOILERS). That’s pretty much what we do for about an hour here.

Direct Download (mp3 31.9MB 1:09:45)

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The music for this week, in order of appearance:

Rey’s Theme from the Star Wars: The Force Awakens Soundtrack
March of the Resistance from the Star Wars: The Force Awakens Soundtrack

Both by John Williams

dunceCast Episode 31 – Return from Castle HandmadeCon 2015

It’s that time again, my loverly internet friends, dunceCast time! We have arrived this week to talk about travel. Not time travel, just the normal kind. Recently, Matthew went on a trip to Seattle, so the dunces decided to discuss the merits of traveling the world, among other things. Also, the bonus bits are getting excessively long again, but we talk about run-ins with people you don’t want to see, and we also speculate about Elder Scrolls VI settings.

Direct Download (mp3 34.4MB 1:15:09)

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The music for this week, in order of appearance:

Non-Stop Party Now by Girl Talk
Love is a Madness by No Sinner