Friday, October 19, 2012

The Lenses of Endogenous Value, Problem Solving, and Holographic Design

      A game that doesn't have anything valuable for a player is pointless. Likewise, a game that doesn't have problems to solve is not enjoyable. A game is supposed to make the player want to play that game. A game should make a player so engrossed in the game, that he/she forgets about time and keeps playing and playing. Most top grossing games today make a player keep playing that game over and over game.

The Lens of Endogenous Value:

      What is endogenous value? Basically endogenous value in a game is when objects in the game or part of the game have a value to the player generated inside the game. If a game is more difficult, a player would want to play it so they can have the accomplishment of beating the game. Another thing that can make a game more valuable to a player is by giving them rewards. RPGs have good endogenous value as they make a player want to level up and be better.
      In Rise, a valuable object to the player might be completing the game. Since it's an action game with strategy involved, it will be a little difficult. The player has to plan his way through the game. The difficulty of Rise can be an endogenous value, as the player might find completing a level to be an achievement.


The Lens of Problem Solving:

      Rise is basically asking the player to go through each level without being killed, and kill the boss at the very end. It's a simple, straightforward game. A surprise element to this overall problem is that if an enemy shoots you one, you're dead, and the level will restart again. So each level must be completed without being shot at or you'll keep restarting. This can be addictive, as the player will eventually keep playing over and over again to finish the level. Well, that's the plan at least.


The Lens of Holographic Design:

      In Rise, the game elements that make it enjoyable would include the aesthetics, the story, and completing the game. Other elements that could make it enjoyable could be the sprites in the game, and how they look. Putting a scoring mechanism could make the player keep playing Rise to get a high score.
      Some elements that could detract from Rise could be aesthetics, and the simplicity of the game. Since I want Rise to be arcade-like, the sprites won't be very defined, and if a player is looking for something visually pleasing, he/she might not like my game. The other element could be that it's not very complex. All the player does is try to kill the guards in each level so he/she can reach the end.
      Some changes that could improve Rise could be making it more visible, and adding complex elements to the game. Those elements could include harder enemies, or harder levels. All in all, I think adding more elements to make Rise more difficult could make it more enjoyable.

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