Lens #7: The Lens of Endogenous Value

The next lens I want to look through on our game "All Fucked Up" is the lens of endogenous value from the book The Art of Game Design: A Book of Lenses written by Jesse Schell. Endogenous value means the value which is generated in the value. The score is such a value.

I try to answer the following three questions:

  • What is valuable in our game for the players?
  • How can I make it more valuable to them?
  • What are the relationship between value in the game and the players' motivation?

The internal value in my game are ammo and weapons, you need that to defeat the enemies. But also a grappling hook or grenades are things with an internal value. You simply need that to complete the level. Not sure if that is enough, but that's pretty much it.

To make the ammo and weapons more valuable I probably have to place them strategically so that you can't pass a certain point without them. At the moment you can outsmart the enemies and also the levels and reach the end of the level without any kill. It's probably possible. So I need to find a way that you can't just skip them. Maybe they follow you to a certain point? Or make the passage small enough, that you have no other choice? Maybe they protect a key or a smart card you need to leave the level? Or you simply can't leave until you didn't destroy everything (a cheap solution)?

Thanks for reading. I would appreciate your oppinion below in the comment section.

Christian Liesch

Software Developer

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