Ways To Turn Tasks Into Games?

This guide provides a step-by-step guide on how to transform chores into games for fun and productivity. It discusses various ways to turn mundane tasks into games, such as sorting laundry into a memory matching game, teaching personal grooming with Pokemon Smile, and creating a gamified laundry race.

Chore games can be used to make everyday duties like cleaning rooms or washing dishes enjoyable. For younger children, starting with personal care can be a good way to teach them about cleaning. Some examples of gamified chores include the Morning Scavenger Hunt, where children hide items in a spot in the house to find a note, sweet snack, or special surprise.

There are also several apps that can be used to gamify household chores, such as the Magic Piece, Sock-Match Race, Bullseye, Laundry Race, Toy Pile Dismantle, Freeze Dance, and Habitica. These apps offer pre-populated lists of chores and recommendations based on living situation and size of residence.

Games take advantage of innate psychological triggers to reward us when we play and improve, creating motivation. One example is the Socks Matching Game, which involves picking a chore from the jar, sorting utensils, and setting the table. Habitica is another app that can be used to turn chores into games.

In conclusion, turning chores into games can be an effective way to make mundane tasks enjoyable and productive. By identifying the chores, setting goals and rewards, creating a scoring system, and using gamification techniques, parents can create a fun and engaging way to engage their children in their daily tasks.


📹 Collectibles – How To Make Chores Fun In Games


How to turn laundry into a game?

Memory matching games are a fun and engaging way to engage children. One way to make sorting laundry a memory matching game is by using different colored laundry baskets or hampers for each person in the household. Younger children can also create their own version using the First Washer-Dryer, which prevents them from accidentally losing socks.

Another activity is to turn sweeping the floors into an indoor version of hockey, with a goal or dustpan for the kids to sweep into. They can score points for every dust bunny they sweep up.

Another activity is to rake leaves in the yard, with each person completing a pile. The winner is determined by weighing the leaves or judging the size of the piles. Everyone wins because they can jump into their pile before putting them in the compost bin. These activities can be fun and educational for children of all ages.

How do I get my 14 year old to do chores?

To motivate teenagers to complete their chores, set clear expectations and demonstrate tasks to them. Patience is crucial as practice helps teens improve their skills. Use a chore app or chart to keep everything organized and clarify expectations. Establish fair consequences if they don’t complete their chores, explaining the rewards they can earn and what to expect if they ignore their responsibilities. While pocket money and monetary rewards can motivate kids, it’s essential to provide clear guidance and expectations for teens to ensure they follow through with their chores.

What is the easiest game to develop?

Discover easy games to code for beginners, such as Pacman, Mario, pong, Cross the Road, jumping, code a Whack a mole, and Tic Tac Toe. These games are designed to challenge children’s coding skills and provide a fun way to learn. Enroll your child in award-winning live online game coding classes led by experts from Stanford, MIT, and Google. Scratch coding is the most popular beginner-friendly class, while advanced students can enjoy a live online Game Building Club. These games are designed to help children develop their coding skills and enjoy the fun of coding.

Does making a game hard?
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Does making a game hard?

Game development is a challenging but rewarding endeavor due to its unique set of problems, including technical complexities, dynamic nature, creativity, and the need for adaptability to emerging technologies and player expectations. Developers face tight deadlines, requiring efficient project management skills, and the iterative nature of game design demands flexibility and a willingness to revisit and refine ideas. Collaboration is essential, with interdisciplinary teams coordinating efforts.

Despite these challenges, the passion for creating interactive and immersive experiences drives many to overcome them, making game development a high bar to entry for aspiring designers and developers.

What is the app that turns chores into a game?
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What is the app that turns chores into a game?

Habitica is a free habit-building and productivity app that uses retro RPG elements to gamify tasks and goals. It can be used to help with ADHD, self-care, New Year’s resolutions, household chores, work tasks, creative projects, fitness goals, back-to-school routines, and more. Users create an avatar and add tasks, chores, or goals they want to work on. When they complete tasks in real life, they check them off in the app, earning gold, experience, and items that can be used in-game.

Habitica features automatic task repeating, a flexible habit tracker, a traditional to-do list, color coded tasks, streak counters, a leveling system, collectable gear, avatar customizations, regular content releases, seasonal events, parties, challenges, guilds, reminders, widgets, customizable color themes, and sync across devices. The app is run by a small team of volunteers who contribute pixel art, translations, bug fixes, and more. Habitica is an open-source app run by a small team that prioritizes community, privacy, and transparency. Users can contribute by reaching out to the team for more information.

What does ADHD clutter look like?
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What does ADHD clutter look like?

ADHD clutter anxiety is a condition characterized by difficulty in organizing and maintaining a clean living or working space, often resulting in cluttered surfaces, piles of paperwork, and difficulty finding necessary items. Symptoms include feelings of overwhelm, avoidance, procrastination, difficulty completing tasks, time management, and decision-making. These symptoms can lead to unfinished projects, cluttered workspaces, missed deadlines, and increased stress.

Additionally, individuals with ADHD may struggle with impulsivity and distraction, leading to an accumulation of unnecessary items and increased clutter. It is essential to recognize and address these symptoms to improve overall well-being and reduce the negative effects of ADHD clutter anxiety.

Why messy with ADHD?

Children with ADHD often have messy rooms due to difficulties in executive functioning skills, such as planning, prioritizing, and managing time. Parents can help by breaking down tasks into smaller ones, using charts to list tasks, and building routines for regular cleaning. Additionally, parents can simplify their child’s living space by decluttering, creating extra space in closets and dressers, and finding storage solutions that fit their child’s needs. This approach helps children maintain a clean and organized environment, even when it becomes overwhelming.

How do you turn chores into a game?
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How do you turn chores into a game?

The three most effective tidy up games are Cleaning for Speed, Dice, and Magic Piece. Cleaning for Speed involves having your child tidy up a room and time them to improve their performance. Dice assigns a corresponding household chore to each number, and each household member rolls the dice and whoever lands on the number performs the task. This is an argument-free way to settle on chores. If the child is older and more chores are needed, add a second dice.

Magic Piece is a teacher-tested and parent-approved activity where you choose something in the home that needs to be straightened, picked up, put away, or thrown out. The child must find the magic piece within five minutes. These games provide a fun and engaging way to teach children about cleaning, household chores, and organizing their belongings.

How to make your own game easily?
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How to make your own game easily?

The gaming industry is experiencing significant growth, with the US market worth $106. 8 billion in 2024, and the global number of gamers expected to reach 1. 47 million by 2027. To create your first video game, develop a unique concept, plan thoroughly, hire the right people, focus on gameplay mechanics, create immersive storytelling, prioritize user experience, test and iterate, and optimize performance.

Passionate about creating a new game can capitalize on this growth and launch your own game, regardless of your gaming experience or financial resources. Starting with a simple idea can lead to a successful and profitable venture.

How do I gamify my chores?
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How do I gamify my chores?

This blog explores five proven strategies to make chores more engaging and enjoyable. By leveraging gamification, a technique used by multimillion companies to boost employee productivity and engage consumers, the blog aims to transform mundane tasks into engaging, reward-worthy challenges. The strategies include using powerful chore tracking applications, transforming tiresome tasks into exciting quests, using reward systems that stimulate motivation, creating challenging yet entertaining chore games, and engaging family chore challenges.

The goal is to make chores not just an obligation but a task we look forward to, making life less of a grind and more joyous. Gamification is a psychological tool that motivates people toward desired behaviors, and using gamification principles can boost engagement when performing chores. By incorporating these strategies, we can make chores more enjoyable and enjoyable for everyone involved.

How do you make chores fun with ADHD?
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How do you make chores fun with ADHD?

To stay motivated while doing chores, set a timer and commit to working on the task for 10 minutes or any amount that is doable for you. When the timer rings, reassess if you want to continue or come back to it at your next designated chore time. If gathering supplies and tools seems daunting, consider adding “locating supplies” to your chore breakdown to save time. Store supplies in a single container or in a space where they are more readily available.

If some chores are too tedious, infuse them with enjoyment to help persist. Listen to music, podcasts, or audiobooks while working, chew gum and blow bubbles while tidying, call a friend while cleaning, or buy a fun tool or supply to make a chore more enjoyable. Gamify chores by competing against others or yourself until the timer stops or the end of a song. If you only feel “activated” to do chores under pressure, consider inviting guests to your place to set a firmer deadline for getting chores done.


📹 How to Make Chores Fun Printable Game

Chores can be a bore! Nagging doesn’t help nor does it help support a growth mindset. Enter: The Family Contribution Spinner!


Ways To Turn Tasks Into Games
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Rae Fairbanks Mosher

I’m a mother, teacher, and writer who has found immense joy in the journey of motherhood. Through my blog, I share my experiences, lessons, and reflections on balancing life as a parent and a professional. My passion for teaching extends beyond the classroom as I write about the challenges and blessings of raising children. Join me as I explore the beautiful chaos of motherhood and share insights that inspire and uplift.

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  • 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.

  • 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

  • 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.

  • 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.

  • 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)

  • 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.

  • 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.

  • 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

  • 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).

  • 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.

  • 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.

  • 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 article 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.

  • 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.

  • 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

  • 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.

  • 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!

  • 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.

  • 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 website for ages. Was really sad that website got removed for the Wii U.

  • 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.

  • 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

  • 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 websites – keep up the great work!

  • 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 article games, in which you just have the worst luck and you just can’t find that one thing that everybody else can find.

  • 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.

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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!

  • 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

  • As a game developer. From this article I gathered that if I want my players to actively want to get collectibles, I need to place them with purpose. I need some form of a guide to help players keep track of collectibles. And i need the collectibles to feel like a reward. Thanks design doc. Love your articles.

  • 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 😉

  • 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!

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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)

  • This was a really interesting article, and very helpful. I’m an independent game developer. My first game is, in part, a 3D collect-a-thon and one of my main design goals is to create a deep and enjoyable movement system. To support this goal, there’s a couple of different collectibles. Small, numerous “coins” and big, hard-to-get “stars” are the main collectibles, with “coins” being used as currency and “stars” being the keys to story progression. Obviously I’m not gonna call them coins and stars because coins and stars are Mario’s collectibles, but I don’t like to talk too much about the artistic design of the game on public forums because if I say my game is about a chicken collecting kernels of corn and golden eggs, then I run the risk of someone else making a game about a chicken collecting kernels of corn and golden eggs. Anyway, the point I’m trying to make is that I deeply appreciate the hard work you put into this thoughtful analysis of a common game design tool. It’s interesting to the game player side of me and useful to the game maker side of me.

  • Kingdom hearts 3. my take. the mickey emblems are actually a cool thing to collect, because it involves you to actually explore the worlds and lookout for hidden symbols and structures that look like Mickey at certain angles. And the worlds in kh3 being kind of linear allow you to know where missing stuff is because they are logged in order. It being one criteria for the ultimate weapon makes it worth doing too However, it these things dont apply in the big hero 6 world which is 2 large maps rather than a path to follow. And the other requirements for the ultimate weapon which involve several tedious optional minigames makes it annoying to want to do them all. I wanted to look for the emblems without a guide, but knowing i also had to do the slide minigame 10 plus times, the heartless minigames with different mechanics, and several battles in the optional gummi ship mode make it a chore that isnt as fun.

  • 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.

  • 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?

  • 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.

  • The reason the GameCube Mario Party’s were my favorite are because collectibles. 4 had doll houses of each character that were earned one by one completing boards with different characters. 5 had the parts to making crazy battle karts. 6 had the pop up pages to the book & 7 had souvenirs based off the six different areas of the world you visit. Even 8 had something similar that could used for a little toy parade.

  • 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.

  • 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.

  • 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.

  • First! Did I win? Okay, I just wanted to do it to feel special. Now onto the actual article. The Grubs from Hollow Knight are a persinal favorite of mine. They’re usually hidden inside nooks and crannies in the world. Sometimes they’re visible, but you can’t get to them with your current kit. Others are hidden behind cracked walls and hidden passages. Collecting them and bringing them back to the Grubfather nets you some useful rewards, ranging from geo, to charms, to items that can upgrade your health, soul and nail. If your having trouble finding them, which can sometimes be the case with some of the more well hidden ones, their is a late game boss you can defeat that rewards you with a map that marks down the locations of all of the grubs. And finally, they’re adorable and I love them. Good motivation right there. Hopefully Hollow Knight Silksongs Flea’s are just as good.

  • The worst thing you can do with collectibles is make them missable after a point of no return, so that an entire extra playthrough is required to access them. While not conventional “collectibles” I was particularly bothered by Final Fantasy 7, as both Yufi and Vincent were entirely missable characters. Yufi was particularly annoying, as I encountered her a couple times, fell for her dumb tricks (go for the save point, etc.) and then she just… stopped appearing. Another awful category are randomized collectibles. Trophies, stickers, spirits in the Smash Bros. games. Anybody remember making custom “sticker factory” stages in Brawl? Kirby and the Crystal Shards on the N64 gave random collectibles at the end of a level, so you eventually get to the point where if you want them all, you just keep replaying the quickest level in the game. And just a terrible way of getting things in general is the time gate, where you just need a certain amount of time to pass in order to receive a reward. I think it’s more common in mobile games, mainly as a way to sell microtransactions, but I see this occasionally in console/handhelds as well. Bravely Default had a village to build in this manner. Pokemon has daycare and egg hatching. Metal Gear Solid 5’s base made me decide to just not get the true ending, as I needed o grind a bunch of materials, and then wait behind an in-game timer for the base facilities to be built. This is an aspect of the game I had ignored throughout almost the game’s entirety, and then to unlock the last mission, I suddenly needed a largely upgraded base, which would involve hours of material collecting, and just waiting, since I had already finished all of the required missions at this point.

  • 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.

  • Another example is letting the player figure out themselves where to go or what to do to get their reward. I remember Mario Odyssey had those pictures that gave a hint where you could find a moon in a certain level. You have that “aha” moment when you recognize it and it then excites you to find more. Breath of the Wild had it too with the memories.

  • I liked the Maiamais in A Link Between Worlds since the collectables gave upgrades for your items, along with an impressive upgrade to the spin attack if you got them all. It also helped that the game had a tracking system by splitting the map into sections which would list how many you had left in each section to find

  • You know what collectable I want to shout out? The extra songs in Brutal Legend. They are a collectable and they tie to the usual game stuff, but they’re also songs, and you want to listen to them. You want to see which band gets another song represented, and you want to see if you can hear another cool song you may not have known. Also, the collectables in Metroid games can be pretty sweet if you know some of the secret stuff. I’m playing more Zero Mission and learned some of the cool things you can do with shinesparks and how you can get certain items early, like super missiles and the screw attack. If you do that, you now have a very different feeling playthrough and experience due to getting the collectables differently. How awesome. Also, sweet that you got verified. Very funny that it happened not long after I wondered how you weren’t. Then I started paying attention and noticed that some pretty major creators I know of somehow aren’t. It’s crazy.

  • There is also the bandages and warp zones in Super Meat boy. Bandages act as currency to buy characters that have a different moves that comes in handy with difficult areas (“Mr Minecraft” being able to place blocks and dig through terrain for example) while warp zones add a bit more challenge and give you the chance to achieve more characters (also, completion bonus).

  • 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.

  • Golden Sun has a really good collectable system with its Djinns. A decent amount are given to you through story and as you collect them you can pass them around to your party members to unlock new abilities and skills. Because of this value, you want to find more Djinn, which are teased to you throughout the game as you can see some but not reach them until later with new abilities. I love Golden Sun <3

  • The Pikmin series is a perfect collectable game. They are console RTS games based on using minions to collect treasure and kill enemies, and its adorable. In the some of the items are also upgrades like imunity for the player from certain damage (your pikmin minions are color coordinated for their abilities, which are fixed), or quality of life like a radar or proximity detector to collectables.

  • 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.

  • I liked how Ori and the Blind Forest (haven’t played Will of the Wisps yet) went about collectibles. The Life Cells, Energy Cells, and Spirit Light Containers were all bound to help you through the game, and actively looking for them also helps toward 100% maps. Some are easily spotted through casual gameplay, some are rewards for exploring the area, some are cleverly hidden, some are just hard to reach without skill mastery, and some require backtracking to a previous area after you’ve gained the required skill. If you’ve powered up your Ability Tree enough, you can get the exact locations of all of them to appear right on the map, including the ones hidden in secret areas that AREN’T part of the 100% map completion. And finally, you get separate achievements for collecting all of each 3 collectible types. There’s multiple layers of motivation. I’ll admit that some of them are ANNOYING to get, such as the ones you spot during the Ginso Tree escape, though thankfully you can later backtrack to get the ones you missed. There’s also a few that take a lot of trial and error, especially the ones in high up places that require multiple Bashes or Triple Jump.

  • So I’m playing through Sly 4 right now, and that game has a few different collectibles. The clue bottles help you to open a safe that gives you an item that helps you, then there are treasures which unlock an arcade machine in each map, and then there are Sly masks which… unlock cosmetic changes. So for the clue bottles and treasures, I really like collecting those. They encourage exploration and you get something actually really fun/useful after collecting them all. But the masks are the catching point for me. Some of the masks are in the overworld and some are only findable during missions. It doesn’t tell you how many are in each mission or how many are in the overworld, just how many are in the episode overall (which there are 11 of in each.) For the clue bottles and treasures, they’re always all in the overworld with none in missions. So finding out you’re missing a couple of masks and not having any indication on where they might be has been a big downer. If you’re playing the Vita version I hear they have an AR mode thing that shows you where the masks are, but why should I buy two versions of a game that are completely identical just to have a chance at getting all the collectibles? (cough cough, Pokemon) Sorry, this is something I wanted to rant about for awhile, and this seemed like the right comment section to do it in, since we’re discussing collectibles in game design.

  • Hollow Knight has five major collectables: Essence, grubs, enemies, rancid eggs and artifacts. Essence is gained randomly from normal enemies, special dream warrior fights, special hunt challenges by striking soul trees and then collecting its fruit for a tad of lore. The rewards are upgrades or material for upgrades. (Material for upgrading your magic pool and weapon, as an example). It’s also required for one of the endings and a heavily-challenging platforming area. If you don’t want to collect all the essence, you don’t have to! You’ll get one of the other three endings for doing so. The grubs are not required, but give you a good amount of currency, power ups and it provides through an optional boss, a map to finding the ones you’ve missed. Once you find the Hunter, you get his journal, which gives you bits of information on your enemies and the ability to look more closely at their art. By completing it, you get recognition and a trophy from the Hunter. (Also many of the entries are funny). Rancid eggs are actually very useful, if not apparently so at face value. On the map for the first village is a locked door and inside is an NPC who can help you get your ghost back, say from a very awkward position that’s dangerous to return to. If you fail to get your ghost back and die, you lose any money you carried when you died the first time. Confessor Jiji can help make recovery a lot less painful, but they are a finite resource. The only area that makes retrieval of your ghost back easy is the Colosseum of Fools, which has a room by the rest area where it always spawns when you inevitably die in a trial.

  • One interesting collectable is the Story Scroll from the Skylanders series. These are placed 1 per level and are never that hard to find, but you still collect them anyway because they provide some pretty amusing but optional lore, like how the game’s antagonist accidentally killed his father by teloporting him into the ocean or how Mabu sometimes through sheep into tornados to get rid of them. Imo this is a much better way to talk about these strange pieces of lore than simply talking to a random NPC, especially as they are required for 100% and are one of the few collectables not locked behind buying physical toys

  • i really like when the collectibles are well contextualize. like how the bananas for dk or gems for spyro were stolen by the antagonist. an ape wanting his banana back and a dragon wanting the treasures of their species back makes sense to me. Maybe it is because i had siblings when growing up, who stole my stuff, that I feel rewarded in spyro when recovering gem that are entitle to me. Gem being limited makes them more valuable.

  • personally, in terms of collectibles, i really liked the tetrominos (or “sigils” as the game calls them) from the talos principle. you get them for solving puzzles, and there are multiple rewards for getting them. the sigils come together to form a separate puzzle which unlocks new areas (with more puzzles), but also after getting a certain amount of them the terminals in the game will have updated, progressing the story and helping you to further unravel the mystery surrounding the game. this all works since even if you’re not interested in the story, nearly all of the talos principle’s puzzles are incredibly well made. they’re challenging, engaging, and sometimes frustrating, but they always make you feel amazing for completing them. of course, this is all a nightmare if you hate puzzles, but it’s a puzzle game. it’s reasonable to assume the vast majority of people playing the game are people who love puzzles.

  • One of my favorite collectibles has got to be the bestiary entries in Bug Fables. From the Spy Card quest alone, you get to play like 5 new mini-sidequests, have a whole extra outlet for currency farming, and best of all, YOU GET TO PLAY A FREAKIN CARD GAME USiNG YOUR ENTRIES AS CARDS When it comes to collectible rewards, you really can’t beat Spy Cards

  • The Messenger did it really well with its seals. First of all it’s a fun take that you aren’t actually collecting them – you are destroying them. But they are very well done. They start off as just optional harder platforming challenges (not unlike Strawberries in Celeste actually), but after you’ve gotten the first the shopkeeper tells you that if you get them all, you might get an overpowered weapon for it. So it’s a mix of intrinsic and extrinsic. That’s pretty good. I did most of them for just the intrinsic – they are extra challenges that were really fun (and sometimes frustrating) to complete. But there were a few (one especially that sticks in my mind) that were frustrating enough that if it wasn’t for the extrinsic part I probably would have given up on it. But it would be a shame to do all of them except one and not see the reward so I hung in there. The reward isn’t THAT overpowered, you get an upgrade to your shurikens (that isn’t just stats btw, it fundamentally changes how the shuriken works), but it is a damn useful upgrade & I definitely got my use out of that one during the last stage & final boss. In fact I might not have defeated the final boss without it. One more point – they handled this much worse in the free DLC “picnic panic”. There’s a collectible there similar to the seals, which again fun platforming challenges. I completed them all just to be told I can’t get the reward unless I play on NG+ (and you can’t access Picnic Panic until after you’ve played enough of the base game again until it becomes a metroidvania).

  • PS2 era: Beyond Good and Evil has, if memory serves, two main collectibles – pearls and animals – and an in-game shop sells you trackers for each that simply make them show up on the map. You don’t need to 100% either (though each offers you a bonus for doing so) but the game is small enough that doing so isn’t a significant chore. Pearls are often found in groups, making reaching the required thresholds faster, while the same animal can often be found in multiple locations. It’s also impossible to lock any of the collectibles out from being collected.

  • I believe that one of the biggest problems with collectibles is when the clue to find them is having outside knowledge. Generally because it’s a reference. For example that gem in Celeste that requires you to duck for five seconds on a random platform. How was I supposed to know that. Or the moon in Mario Odyessey that requires you to look at the ceiling in Peaches castle, it’s really confusing whenHint Toad tells you it’s in the middle of Peaches castle and you stand in the middle not knowing what to do, just to realize you had to switch into first person mode and look at the ceiling.

  • Something I thought I should note for Rayman 1: While the system is as described in every official release of the game, the fan-remake known as “Rayman Redemption” does NOT force 100% completion to beat the game… and not just because cages are no longer the sole important collectible. Now the cages are for the purpose of extending your max health, and there’s an upgrade that can help narrow down the location of remaining cages if you so wish. They also go towards unlocking cosmetics in the Shop. Magician spots have also been replaced by Magician Tokens, and the more you find, the more Bonus Stages you unlock. Beating more of those also unlocks Shop items. There’s also Presents, and finding all of those in a world… you guessed it, more Shop items. However, obtaining most of these item types completely unlocks one final level. Like the Toybox and most of the Candy Chateau, this is an original stage. Unlike any of those, it is brutal, and one possible capstone to your 100% run. The other option? That would come from completing every Magician Challenge before it, including a Kirby-esque Boss Rush. The final challenge there is also Kirby-esque: EX forms for every last boss in the game! Note that there’s quite a few more bosses than in the official release, and most originals had already been adjusted to be more engaging and/or difficult.

  • Hades comes to mind. There’s three main items you can collect that roll over to different play-throughs, namely darkness, gems and nectar. Darkness is used to level up, so that’s a fairly standard one, but the gems and nectar are where it gets more interesting. Nectar is used to advance personal stories with characters. You could go through the whole game not giving nectar to anyone, but not only would you miss out on charms that give useful buffs, but you’d also miss getting to see more of an interesting character’s story. Gems are used for upgrades to both the dungeons and the main house hubworld. I had thought that I was going to skip buying decorations, but it’s become oddly addictive to see the House of Hades get built up, especially the lounge. To top it off, there’s an item vendor character that you can trade excess items for to get other items you might want more. Have more Ambrosia than you know what to do with? Get some titan blood to power up weapons and make dungeon crawling easier. Have no use for cthonic keys? Get yourself some nectar to use to go hit on your boyfriend.

  • 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.

  • Okami’s Stray Bead system is a really fun ride at first, but there are a lot of them hidden in tiny, unseen corners and some are behind pretty hefty challenges (like the trial gate in Kamui). If you have a good guide and some reasonable skill at the game, though, all your effort gives you the bead STRING, which gives you infinite health, ink, and a massive strength boost. It’s really fun to replay the game with that kind of power to push you through.

  • My favorite is still Spyro the Dragon 1. It plops you into the first hub world with no guidance. You can do the obvious thing and free the dragon directly in front of you, and he will give you some ideas of what to do. But you can also ignore freeing him entirely. But the best part is in the opening scene, where a dragon mentions they have “12,000 gems… or was it 14,000?” This immediately got me interested in collecting all the gems to find out, and I was rewarded for doing so, as the last 2,000 gems were a bonus level where Spyro can fly indefinitely. Spyro the Dragon 2 made an entire amusement park the reward for collecting everything, but even that wasn’t as exciting for me, as I knew what was coming and was in a sense herded to get there.

  • One of my favorite collectables is the Bolts in Megaman 8. They encourage you to explore the levels, make clever use of Robot Master weapons in ways besides combat, are a currency with a tangible value, since they let you buy upgrades for Megaman. They even make a wonderfully satisfying sound when you collect them!

  • 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.

  • One problem to note with the pokedex and collecting pokemon for it is version exclusives, which required both versions of a game to collect all of them. While there were solutions beforehand that could help, such as the GTS and Wonder Trade, in my opinion Sword and Shield had the best solution in the form of max raid battles. Because you can do them online, and because you can see a silhouette of the pokemon beforehand, it allowed for a way to get those version exclusives quickly without having to wait for the GTS or for Wonder Trade. Another good edition was codes for things such as trading, as it allowed people to form specific codes in order to trade specific version exclusives with each other.

  • Makes me think of the Golden Sun series with the Djinns. I personally loved them because they enhanced the game so much with classes, skills, and summons. Only thing I didn’t like about them was that a few of them can be unobtainable after a certain point so if you miss one, you may lose out on a summon. But that drawback doesn’t take away from the overall enjoyment I had with the Djinn system.

  • An interesting psychological quirk when it comes to extrinsic versus intrinsic motivation: If you are already intrinsically motivated to complete a task, adding an additional extrinsic motivation can actually cancel out its effectiveness. Essentially, applying this to collectables, if you already wanted to collect the things in a game, but the game teaches you to expect a reward for collecting it, you will no longer be motivated on your own, you will need the promise of a reward or else you won’t do it. So it’s important when designing extrinsic motivation that a) the reward for collecting is always a surprise, and b) you don’t reward the player for every little thing they find. It’s most effective to give a bunch of rewards early on then have them slowly peter out.

  • Another game with collectibles with intrinsic motivation is Rayman 3. If you collect them in succession, your score racks up. There is also an extrinsic motivation as it unlocks bonus games, but it’s nice getting a higher score the previous time you played it. I was obsessed with this as a child lol.

  • The best worst thing about Donkey Kong 64’s character-only collectible system is when you’re colorblind, you’re not even sure which Kong you need sometimes. There’ll be moments where I see what I think are blue bananas, trek all the way to a Tag Barrel, come back with Lanky Kong, only to see that they’re actual purple and I needed Tiny.

  • The Jak and Daxter example is an interesting one. The intrinsic value of collecting each power cell is fairly high due to the assorted funny dances they do upon collection however the reward for collecting all of them is pretty insulting. Upon completing the game (which requires finding many but certainly not all of the power cells) you are given a scene where the characters find a mysterious door which will open if you insert all 101 collectible power cells, so back into the world you go to find any that you’ve missed. Once you return with them they all flashily leap onto the door, powering it up fully and in a blaze of light it opens up… and that’s it. The door opens. You don’t see through it, you don’t find out what is behind it, you don’t go through it. All you get for your effort is a brief close up of the character’s faces as they look impressed at… something. At the start of the second game you find out what it was but your big reward in the first game – non existent.

  • The damn Barenziah stones in Skyrim. First, the start of the quest: you HAVE to join the Thieve’s Guild (although I love the guild, I don’t always play as a thief, and I find it hard to believe my “I am very badass and I will bash your head with my shield” Nord would be a good thief). Then the stones : You have to find 24 stones. Okay, it’s not much… But they don’t show up on the map, you can easily miss one. Sometimes, you have to start a quest to get one (looking at you, Dark Brotherhood and Mages College) or buy a manor that will cost you 25K gold. And the reward for finding them all? “Grants a greater chance of finding additional gems in chests.” I’d like to point out one thing: by the time you’ve finally found them all, you probably don’t need this passive trait to get money. Last thing that grinds my gear about those stones: once you’ve talked to Vex to identify the stones, they don’t stack anymore. The inventory in Skyrim is already absolutely awful, but Bethesda thought it needed to be cluttered by non-stackable items. Great.

  • I think one of my favorite collectible experiences was not exactly an original game, but a port. Sonic Adventure DX rewarded players with extra playable games (12 to be exact) by collecting the game’s emblems and doing missions. As I had never played any of the Sega Master System/Game Gear games before, getting rewarded with an entirely new game every so often was a really good and addictive feeling. Another decent collectible is the heart tank and armor pieces from the Mega Man X series. Not only are some of them satisfying to find, but you likely WANT to find them so you’ll be upgraded and won’t die as easily. They enhance HP, defense and character abilities and who wouldn’t want that?

  • Jet Force Gemini on the N64 did the same thing as Rayman as mentioned around 3:40, they had these bear tribals you had to save, and it appeared optional, right up until the moment before the final boss fight where you’re told you have to rescue every single one of them to go to the final fight. There were tons of levels you’d need to revisit, with the 3 different characters, in order to get it, it was a horrible backtracking trek forced on you by the devs to pad game time.

  • THPS always had physical collectibles as a part of their objectives, but what I like most are the gaps. Their names are hints to their location, and if you find them, congrats, you have a new place to do tricks and get a free increment to your score multiplier. KH2FM had these puzzle pieces, some in hard to reach places, and getting them unlocks little jigsaw puzzles with cool artwork. Although a bit frustrating to collect (in theory, having to confuse an opponent into casting heals on you is a clever mechanic, but in reality it’s a tad finnicky), Final Fantasy’s blue magic are a collectable of sorts that gave you skills to use in combat, some of which were even useful! Mighty Guard, White Wind, Auto-Life, and some damage skills could be quite strong.

  • For collectibles, I can’t get enough of Majora’s Mask. You don’t HAVE to get every mask, heart piece, weapons upgrade or stray fairy in the game. But the game makes me WANT to. Masks are mostly presents for helping people (intrinsic motivation for me), heart pieces make Link stronger (extrinsic), and stray fairy upgrades unlock new attack, magic meter, sword and damage resistance. Plus, there’s the Fierce Deitys’ Mask. You need all the masks to get it. The promise of that mask alone is reason enough for me to do the less-pleasant side quests. I want that mask. Gotta have it. I want to be strong enough to take down Majora. Even if it means assembling a frog choir, fixing my mistakes on Anju/Kafei’s quest, or remembering where I can find Shiro, the stone soldier. Cannot recommend highly enough. 🙂

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