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Making Collectibles Count

Joe Morrissey  (Game Director, The Believer Company)

Pass Type: All Access Pass, Core Pass - Get your pass now!

Track: Design

Format: Lecture

Vault Recording: TBD

Audience Level: All

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.

What 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?

Joe 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.

Takeaway

This talk will walk you through the different traits that make up a successful collectible. It will give clear examples from popular games and the tools you need to evaluate your own collectibles and see how they stack up.

Intended Audience

Target Audiences are open world, system, and narrative designers who have an interest in improving their collectible game and allowing players to explore the game world on their terms. This talk will bridge multiple different disciplines within design and narrative.



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