Collectibles, Roundtable
Damion Schubert, Wolfpack (ShadowBane)
Dan Greenawalt (MS), Naomi Clark (GameLab), in attendance
Definition: lateral, optional gameplay, with some concept of scarcity and percieved value. ie: unlocks, exploration, easter eggs.
Bragging rights are built into MMOs, via levels and object collection. Someone will always try to maximize anything with a number attached to it. Orkut is a social collection.
Why? - compulsion, completion, status
Skinner says random payout (slot machines) are the most effective methods. Players try to game the system and predict payout.
Hunting vs foraging - specific vs random search
Animal Crossing has unhuntable items (depends on game seed)
Items that look cool vs. being utilitarian
Druids' rite of passage. Find a cabbage (rare item), post on forum.
Secondary market validates personal value.
Color is no longer worth value; allow players to change color.
Allow players to quickly change outfits based on need? (Utility vs coolness.)
Sets - complete subsets that have incremental value, then a bonus when complete. Used to show off. Make sure the set is complete in time for it to be useful, ie player is not too powerful.
Chasers - Monopoly McDonald's pieces, where Park Avenue is worthless
Nintendo PR events - go, plug your device in, complete your Pokemon set, etc
The most rare Magic card was Proposal, which Garfield played on his then-girlfriend.
Computer Science is merely the post-Turing decline in formal systems
theory.