Survey Results
I created a small, 10-question survey to gauge people's opinions about collectables in games and shared it with my peers. I did this to gain better insight into both the player's and developer's view on the importance of collectables.
My first 2 questions were to discover the range of people taking part in the survey. I ended up with very diverse responses when it comes to opinions on collectables which was great because it shows both sides of this spectrum. About half of the people would consider themselves more of a completionist than not while 20% remained neural.
This result carried over to the second question where the other 30% agreed with the statement 'Collectables are pointless'. I found it interesting that, while 70% either disagreed or were neutral, nobody strongly agreed that collectables are pointless
^(Question: Why did you choose that?)^
There was a resounding unison with the next question as everyone agreed that collectables are more appealing when there is a reward available. This has brought me to an interesting idea that perhaps some collectable systems are forcing players to go searching for them as there are some instances where they reward the player with upgrades or stronger character/weapons.
The most picked options for question 5 reveal that when it comes to collectables most players are looking for convenience. Collecting items that are nearby, ones that give visual/audible clues or ones that are in your path on the way to somewhere else shows that while some players may enjoy the collectables they shouldn't be made a chore for these players either. Once again it has been made clear that rewarding the player is a large incentive for collectables. The decision between completing the game vs completing collectables first is evenly split and I think that comes down to the range of participants are their varying levels of completionism. Although only 2 people said that they utilise collectables as a change of pace, I think this could be an interesting avenue to explore, as I too sometimes go looking for them when relaxing on a game rather than being thrown into the action.
Once again, another definite answer with 90% of people saying they would rather use a guide/video to find collectables. There was one person who remained neutral on this question. I can somewhat relate to this answer as I used to enjoy 100%ing a game without the help of a guide but if I feel I am struggling to find a few well hidden collectables I am open to online help.
80% of people agreed that collectables should give some kind of assistance in helping the player find them. Things like map icons, sound cues and visual effects are great ways of accomplishing this but it also has to match the tone, style and feel of the game.
Only one person believes that the creation of collectables is a waste of resources. I believe that this gives my project a good foundation to stand on now that I have opinions not only from the player's perspective but from game designers as well.
^(Question: Are there any games which you think have either a good or bad collectible system?)^
Despite the participants having widely varying opinions on their own experiences with collectables, I find it interesting that they have all mostly agreed that there are ways to do collectables well and that they should not be abandoned, only adapted.
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