Alexander Talbott
Collection Origins Why did we need Collection in Prehistoric times? Collection allowed us to gather materials crucial to survival, such as: Food Water Wood Stone
Collection Origin Cont. Wood and Stone allowed us to construct structures for warmth and protection. Water and Food would allow us to survive by giving us the nutrients we need as well as keep us from dying of thirst or starvation.
Collection Playing Cards Simple game where players must collect cards into their hand from the deck, looking for the superior combination of cards, to win against others. Uses: A deck of cards. Hand to organize or hold cards collected. Hand to shuffle deck of cards. Sometimes tokens to dictate wins versus losses. Multiple players 2-player games Rarely 3 or more player games
Collection Trading Card Games Evolved from traditional Playing Cards Uses: Collected cards to make custom, personal decks. Multiple players 2-player games Rarely 3 or more player games Hand to hold cards collected from main deck Hand to shuffle deck of cards Tokens to indicate damage or health points
Collection Trading Card Games Cont. Trading Cards incorporated other skills. Communication Indicate player turns, player moves Card trading Arithmetic Determine damage amounts, hit-points left requires simple mathematics
Collection Miniature Games Miniature Games evolved from Trading Card Games, incorporating more parts to gameplay Uses: Collected Miniatures Cards detailing stats of Miniature Game boards, maps Hands to move pieces and take away pieces Tokens to indicate health amounts Multiplayer 2 or more players involved Player-versus-Player
Collection Miniature Games Cont. Miniature Games incorporated other skills as well Risk Assessment Form strategies to move about the map, but realize risks that may arise Resource Management Control multiple characters/miniatures on the playing field Continued Mechanics: Arithmetic Used to process statistics and combat Communication Determine player turn and combat engagements
Collection Pac-Man Pac-Man is one of the first arcade games. Uses: Joystick or Arcade controls Movement Movement limited to the 4 cardinal directions: north, east, south and west.
Collection Pac-Man Cont. Encouraged players to collect pellets to increase their scores. Incorporated fruit as well as more powerful bonuses. Pac-Man also taught other skills: Evasion Avoid ghosts to avoid being damaged Chasing Pursuing ghosts to consume them when ‘powered-up’ Utilized mechanics from analog games that used the Collection mechanic Risk Assessment Knowing if it’s wise to go in a certain direction based on the position of all the ghosts. Resource Management Deciding whether or not to consume a large pellet, a limited access power-up
Collection The Legend of Zelda Improved the Collection mechanic from Pac-Man by incorporating it in a variety of ways Uses: D-pad Movement, Aiming Link’s Sword by changing which way he was facing Two buttons One to throw sword One to use special items Movement limited to up, down, left and right.
Collection The Legend of Zelda Cont. Players would need to collect different items to proceed in the quest. Players could also collect a currency to buy items, as well as hearts to increase life. Legend of Zelda utilized mechanics from past Collection games Risk Assessment, Resource Management, Evasion and Chasing Legend of Zelda taught other skills as well Aiming Knowing where to throw harmful weapons at enemies Pattern recognition Enemy movement Recognizing patterns to unlocking hidden areas
Collection Super Mario World Improved on Legend of Zelda’s collection system by also incorporating elements from Pac-Man Uses: D-pad Movement of character Three buttons Jumping Spinning Firing projectiles
Collection Super Mario World Cont. Players encouraged to collect Power-ups to increase effectiveness in beating levels. Used mechanics from previous games Resource Management, Evasion and Chasing Introduced new mechanics that work alongside Collection Reaction timing (pressing button) When to jump obstacles When to use projectiles against enemies Pack Mentality Inclusion of two players taking turns defeating levels
Collection Pokémon Red Improved teaching Collection by making it a center stage mechanic Uses: D-Pad Movement up, down, left and right Two buttons Confirm action Cancel action Combat wasn’t in the over world, instead it was ‘instanced’
Collection Pokémon Red Cont. Players needed to collect Pokémon to advance in the game as well collect experience to power-up their Pokémon Skills carried over from previous Collection games Risk Assessment Resource Management Taught other skills as well Exploration Find new Pokémon Find hidden items Spatial Relationships Solve puzzles requiring movement of objects
Collection The Sims Taught Collection with a resemblance to reality with an isometric camera Uses Computer Mouse Moving character and selecting interface buttons Mouse Button Confirming a selection Keyboard keys Pan camera across landscape
Collection The Sims Cont. Players encouraged to collect furniture to build ‘dream house’ and mange character health. Mechanics from previous Collection incarnations Resource management Money, Health, Jobs Risk Management Knowing when it’s worth upgrading house or buying better furniture New Mechanics Territory Continually building your home
Collection Newer Digital Games Future Popular genre sprouted based off of the Collection mechanic. MMORPGs utilize collection to keep players interested in the game. Examples: World of Warcraft RuneScape Maplestory Common Control Scheme Mouse and Keyboard Full worlds that contain quests and various to better teach collection Collection taught through various methods rather than few such as: Experience Items Quests Achievements
Collection Newer Digital Games Cont. RPG genre also sprouted off of Collection mechanic Examples: Final Fantasy Super Mario RPG Utilizes common Control Scheme Controller Handheld Controllers Put emphasis on game story and lore Emphasized on leveling up and gaining strength by collecting: Items Experience Skills/Moves
Collection will continue to evolve in scale The number of things players will be able to collect will increase Social interaction will make games more immersive Social interaction combined with Collection will bring engaging, competitive gameplay The Future of Collection
Origins content/uploads/2009/02/doug_bamforth100.jpg content/uploads/2009/02/doug_bamforth100.jpg Playing Cards Trading Card Games 4Sale-75Each-P6-NeedNewHomes Sale-75Each-P6-NeedNewHomes pdf pdf sale-iid sale-iid References
Miniature Games y_retrospective_qa y_retrospective_qa Pac-Man obitsbezel_fruit.jpg obitsbezel_fruit.jpg The Legend of Zelda of-the-legend-of-zelda of-the-legend-of-zelda zelda-1-walkthrough-video-guide-wii-virtual-console-nes-gba- gamecube.htm zelda-1-walkthrough-video-guide-wii-virtual-console-nes-gba- gamecube.htm References
Super Mario World r-mario-worldb.jpg r-mario-worldb.jpg mario-world-super-mario-world _580_435.jpg mario-world-super-mario-world _580_435.jpg Pokémon Red Version The Sims sims-article sims-article References
Final Fantasy presents-the-history-of-final-fantasy presents-the-history-of-final-fantasy minute-square-doc-details-the-history-of-final- fantasy/ minute-square-doc-details-the-history-of-final- fantasy/ Super Mario RPG References
World of Warcraft itorials/misc/8015-World-of-Warcraft-Visual-History itorials/misc/8015-World-of-Warcraft-Visual-History RuneScape Maplestory References