Redefining Collectathons: Lessons from A Short Hike
- Niall Crabtree
- Nov 26, 2024
- 2 min read
When you think of a collectathon, classics like Super Mario Odyssey, Banjo-Kazooie, and A Hat in Time probably come to mind. These games are well-known for blocking progression through doors, paintings, or world menus, clearly indicating to the player the number of collectibles required to advance.

However, A Short Hike takes a refreshing approach to this familiar formula.
A Different Kind of Progression
In A Short Hike, your objective is straightforward: climb to the mountain's peak. To achieve this, you’ll need to master platforming and gliding mechanics. The twist? Your ability to glide is limited by the number of feathers you've collected. And as you ascend, the cold climate at higher elevations prevents your feathers from regenerating.
No doors. No gates. Yet, you’re effectively blocked from progressing if you haven’t collected enough feathers to make it across certain gaps.
Why It Works
This system perfectly aligns with the game's narrative, which centers on exploration and self-discovery. Unlike traditional collectathons, A Short Hike doesn’t spell out exactly how many feathers you need to succeed. Sometimes, you just have to try—and you might fail.
This uncertainty encourages players to explore, take risks, and experience the journey in a more organic way. It’s a subtle but powerful shift that enriches the overall experience.
Inspiration for Game Designers
If you're developing a collectathon and want to break away from conventional progression systems, take a cue from A Short Hike. Another game that employs a similar mechanic is Tiny Terry's Turbo Trip, where you collect upgrades to make your car space-ready.
By implementing unique progression systems, you can add depth and intrigue to your game, enhancing player engagement and satisfaction.
Thanks for reading, and keep on keeping on!
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