Inspectable Collectables

Before I jump straight into modelling, I want to explore the games that feature object inspection, how they implemented it and what was the purpose of it.

Shadow of Mordor/War's collectable artefacts feels very natural in their implementation. When discovered, the player can rotate the object, in order to find a 'memory point'. Memory Points play audio dialogue that highlights events that have transpired around that object. This accomplishes two things; it deepens the player's knowledge of the world they are in and allows people who may know more of this fantasy universe appreciate any Easter eggs within them as well as allowing the creation of detailed, lore-inspired assets that can then be viewed and appreciated with all intricacies intact.




















Resident Evil 7's use of inspectable objects is more as a game mechanic than for collectables however, they are no less detailed. Many objects that can be collected throughout the world are used to help the player progress through the game in the form of keys, tools and puzzle solutions. These items may contain hints or subtle details informing the player of where to go or where this item may be used.












Last of Us and Uncharted's collectable systems are more basic and are somewhat similar. There are elements from both that I like but I personally don't find them as inclined to search for them unlike in the Middle-Earth games. They both serve solely as collectables to reward the player with achievements/trophies. While these items are not out of place in their world they don't add anything to the lore and are mainly for the completionist player. The main reason I hold Uncharted's collectables above Last of Us is the ability to inspect this ancient treasure which is very in-keeping with Nathan Drake's character.












In recent games, I find that they are finding new and innovative ways to include collectables into their games. Comparing Assassin's Creed 2 to their recent release; Assassin's Creed Odyssey, AC2 is very outdated. Having the player search all over the map for a small glowing feather without knowing what they would gain from it feels like such a chore. Depending on how far the player has progressed they purchase a map to help find them but also hopping from place to place while completely ignoring the main point of the game feels ridiculous. In AC Odyssey, the collectables; ainigmata ostraka, comes in the form of a riddle which when arriving at the described location gives the player a new engraving to apply to weapons or armour. This gives the player an incentive to not only pick up these collectables but solve them too.











These new ways of making collectables engaging within games could create an avenue for more macro-based modelling, giving 3D artists the freedom to make an object with as much detail as possible for the player to appreciate. 

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