Collectibles
Design level around secrets, not secrets into levels
Don't let finding rewards be a task
Korok mask, helps you know where has a collectible, which is great. But showing the total collectibles of 1000 Koroks doesn't motivate players at all.
Consistency of cues
Unwritten rules
DKC2: bananas are always helpful; if bananas are above a pit, jumping in won't kill you; DKC1 didn't follow this rule
Anti-intuitive
Anti-intuitive example: most DK coins hidden in the level but one is hidden in a bonus room where players are not expecting secrets
The Secrets of Donkey Kong Country 2.pdf
Achievements and collectibles are not inherently fun, but the process of discovering them can be.
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