Collectibles — Sets, Completion & Optional Pull
What it is. Optional goals with pull. Things to find, fill, and complete — a bestiary, a museum, a costume rack, a map’s every corner. Collectibles give self-directed players a reason to keep going after the critical path ends, without making that content mandatory.
Player fantasy / why it’s fun. “Just one more, and the set’s complete.” The almost-full grid is a magnet; the empty slot is an itch. The pull is closure — the collector’s satisfaction of a thing made whole.
When to use / when NOT
| Use it when | Skip it when |
|---|---|
| You want optional long-tail goals for completionists | It would pad a tight, focused game with busywork |
| Exploration/thoroughness deserves a reward channel | The reward is required progress (then it’s not optional) |
| Cosmetics give a low-power, high-pull earn | Everything must matter mechanically |
The discipline: collectibles are optional. The moment a set gates required power or the ending, it stops being a pull and becomes a tax. Keep the rewards expressive (cosmetics, lore, bragging rights) or modest (small bonuses) — never the only path to core power.
Variants
| Variant | The pull is | Reward | Example |
|---|---|---|---|
| Sets to complete | Closure of a grid | Completion bonus / status | Bestiary, card album, museum |
| Cosmetics | Expression, status | Looks, zero power | Skins, dyes, titles |
| Map completion | Thoroughness | Reveal, %, secret | ”100% map” ; hidden rooms |
| Cumulative unlocks | Milestone counting | New content at N | ”Kill 100 → unlock weapon” (system-meta-progression) |
| Lore/knowledge | Curiosity | Story, world depth | Codex entries; audio logs (world-narrative-delivery) |
| Living dex / catch-em-all | The complete roster | Prestige, function | Pokédex; VS character unlocks |
Tuning levers
| Lever | What it controls | Healthy range / rule |
|---|---|---|
| Set size | Effort to complete | Big enough to be a journey, small enough to finish. Subdivide huge sets |
| Progress visibility | The itch | Show the empty slots — the grid with gaps IS the pull |
| Acquisition clarity | Fair vs guessy | The player should know how to get a missing one (or where to look) |
| Reward weight | Power vs cosmetic | Keep low-power / expressive; optional means optional |
| Completion payoff | The reason to finish | Give the 100% a real moment — a costume, a title, a secret |
| Missable density | Anxiety | Minimise permanently-missable items, or players stress-play |
How it wires to Hayao
- Collection is state; the grid is chrome. Owned/seen flags live in
world.state(or the meta slice viaSaveManagerfor cross-run dexes); the collection screen isshowScreen()DOM,cosmeticwhere it renders in-world (CLAUDE.md invariant 4, [[FUN.md law 6]]). - Prove completability. Assert every collectible is reachable/obtainable — no item stranded behind a cut path or an impossible drop. This is the same connectivity sweep the roguelike runs on loot ([[FUN.md §10]]), and it catches the cruelest bug: a 99%-completable set.
- Show the player-critical number. “3 of 12 found”, “2 nights left to catch it” — surface it, the way farming surfaces nights-in-season ([[FUN.md §15]]). Knowledge the completionist needs, made visible.
- Persist across runs with
SaveManager+SAVE_FORMAT_VERSIONfor meta dexes; the collection round-trips and hashes.
Fails when…
- 99% completable. One item unreachable (a cut spawn, a bugged drop) poisons the whole set. The reachability sweep is non-negotiable.
- Mandatory sets. A collectible gating the ending or core power isn’t optional — it’s a chore with extra steps.
- Invisible progress. No visible grid, no “N of M” — the pull evaporates.
- Missable minefield. Many permanently-missable items → anxious, guide-dependent play. Minimise or make everything re-obtainable.
- Hollow 100%. Completing the set gives nothing — the payoff must land.
Verify
- Every collectible reachable/obtainable — connectivity sweep across seeds: [[FUN.md §10]].
- Surface the completion number (found/total, time-left): [[FUN.md §15]].
- Collection state persists & hashes (save round-trip): [[FUN.md law 7]].
- The main game clears without completing any set (optional-means-optional): [[FUN.md law 4]].
Composes with
system-reward-schedules— variable-ratio drops feed set completion.system-meta-progression— cross-run dexes and cosmetic unlocks.system-economy— cosmetics as a currency sink with no power creep.system-mastery-curve— hard-to-get collectibles reward skill, not just time.world-narrative-delivery— lore collectibles deliver story with little text.
See also
design/FUN.md§10 (reachability) · §15 (surfaced number) — the collectible proofs.anchor-stardew-valley(museum/bundles) ·anchor-vampire-survivors(character unlock roster).