Red faction collectables post

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Which is already the first question: how many collectibles should there be in a game. I always like to link to this ancient Penny Arcade comic because even back then it was already evident that this mechanic is being abused by many modern games. And it got even worse when achievements and online unlockables arrived. Red Faction: Guerrilla lives up to that cliché… and then some. You collect: ore deposits, radio tags, propaganda billboards and supply crates. The game also keeps track of and rewards you for completing all side-missions, races and demolishon challenges.

I thought this was an interesting read, as I haven’t played the game so it’s nice to see what games do it right and what doesn’t.

I’ll put my own thoughts on it. I find that collectables can help make exploring more fun to do since you’re exploring with a purpose rather than wandering aimlessly. I like to reward a player for either each one they get, or set a small amount of them they need to find so it doesn’t seem like the goal is too far away. Also, rewards don’t necessarily have to be usable things, they can be silly things or give a little more detail about the world you’re in. So if a player is only playing for x reason, they don’t need to feel forced to collect these things if they don’t want to, but the players that do can be rewarded for it as well.