Monday, 31 October 2011

References 10 and 11

my final references are two very short reference pieces. The first is "Unlocking the Gameworld: The Rewards of Space and Time in Videogames"
http://gamestudies.org/1101/articles/gazzard_alison
by Alison Gazzard
The article mainly focuses on how the player is 'rewarded' through the game either by their time on the game increasing (with reference to arcade gaming) or space, or the world being unlocked for them to explore.
According to the article the game rewards the player by allowing them access to a new location. This has a rather simple effect of producing short term feelings of acomplishment for the player, this makes them invest more time in the game and continue exploring the environment. This is called giving the player an 'illusion reward' there is no goal or reward set..however the player believes they have acomplished something.

The article calls this the "Cycle of Reward + Exploration".

This is useful to me because it offers an example of how I can design my level to further entice players to keep on playing by offering new locations and areas in the map that are unlocked as you literally find a key or complete an objective.

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This is linked loosely with reference article 11: "Balancing Risk and Reward to develop an optimal hot-handed game."
http://gamestudies.org/1101/articles/williams_nesbitt_eidels_elliott
by Paul Williams, Keith V. Nesbitt, Ami Eidels and David Elliott.


The article starts by discussing the Risk VS Reward mechanic that most video games use. Players constantly think about the risks attributed to performing a gruling action and decide if the risk is worth taking for the supposed reward. Sometimes this reward is not overtly displayed to the player and sometimes this can lead them to be disappointed as the reward is not in proportion to the risk involved. The reward should match the risk. Why is this linked to the previous article? Well the previous article talks about enticing the player to explore by unlocking and discovering new locations. The non essential parts of the map that the player can explore could lead to possible rewards, such as a new weapon which is guarded by a powerful beast that must be overcome. The risk vs reward here is backed by the players being influenced to explore.

Furthermore the article also offers a chance for alternate solutions. "Give the player the chance to play it safe for a low reward or take a risk for a big reward. Again this is a good way to make the game interesting and exciting. In RPG games characters construct characters with both strengths and weaknesses meaning that alternative paths, while not necessary, are encouraged due to how different types of players approach different problems.

Say you are a character with a high lockpicking skill. You may be able to pick the lock on the door in order to get into the reactor chamber beyond. However if you do not have the lockpick skill level needed you may have to go into the irradiated water and swim around into the chamber while encountering some adversaries along the way. Both have different elements of risk and different kinds of rewards.
The player who picked the door gets some XP and gets into the room quicker without the risk of being hurt..only breaking bobby pins. However, if the player is dependant on those bobby pins due to their limited number they may wish to forgo this incase a more important door comes up later.

The player who took the long way around is rewarded with more XP and as such may be able to level up sooner. However there is an increased risk of dying while taking the path or dying in the long run from radiation sickness. I believe it is important for me to balance the risk vs reward element in games while enticing players to explore through the environment.

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