As a person with an OCD to complete this game, 100% it, get all the achievements, etc as well as enjoy it.
One of the most annoying things in game design that I found evident in Dragon Age 2 (and numerous other games) was the inability to revisit locations and pick up missed collectables. Nothing angers a gamer the most than enjoying the game naturally, later to discover you missed a collectable that contributes to some type of achievement or quest and you can't recover it because it's too late in the game to do so.... and you're already 40hours in. It gives gamers regret and frustration.
For Dragon Age 2, there was this annoying achievement called: Supplier.
You really had to have a guide handy throughout the adventure and in a way it took away from the core experience. It divided the attention from the main game to follow a checklist. It cheapens the value of the game when gamers have to rely on a guide to play a game. Dividing the focus is the worst thing you can do. You want the players to be engaged with the core game much like how Uncharted 2 nailed a lot of the game design concepts. In Uncharted 2 items were optional, they can be regotten if missed. If the player was unsure of what items they got, it was easy to distinguish from a list what was collected and what was not. Players are able to go back and get said items conveniently.
Alan Wake had hideous collectables often destroying the pace of the game.
http://www.stevebrom...ience-in-games/





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