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Making Collectibles Count
Collectibles: Feathers in Assassin's Creed, Pigeons in GTA, or Magazines in Mafia II - collectibles like these often bring derision among players and developers alike for being frustrating, lacking in rewards, or simply being nonsensical. Whereas the Sea Shanties in Black Flag, the Backpacks in Marvel's Spider-Man, and the Audio Diaries in Bioshock often bring praise for their world building, gameplay, and rewards. nnWhat is the DNA of a good collectible? How do you get your players to care about collecting? How can you evaluate your current collectibles to see if they are fun or fatiguing?nnJoe Morrissey (Ghost of Tsushima, InFamous, City of Heroes, Death Jr.) has spent a career tempting you to search through worlds to find those hidden treasures. This talk outlines the key traits that go into a successful collectible, and how they can drive player agency and engagement.
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