The collectible is a staple of videogames. They’re scattered across maps, offering a little, typically optional incentive to further explore the environment, solve miniature puzzles, or otherwise increase the time spent playing a game. Because most collectibles are usually pretty disposible–extra scraps of text or, in the most cynical instances, nothing more than quota-filling glowing objects–they’re usually pretty safely ignored.
Uppercut Games’ Submerged attempts a subversion of this by centring its design around what is essentially a prolonged exercise in merging story and collectible hunting. Continue reading Submerged and Collectible Storytelling