Endogenous value in games is when “objects in the game or some part of the game have some kind of value to the player generated inside the game and only by game design means.” (Sala, 2013). This may be in the form of a score, coins or other collectibles in a game. The use of endogenous value in a game can encourage players to play the game again and again, if the game finishes and there is no endogenous value the player will feel fulfilled and not play again, however if there is an endogenous value they may play again to earn more of this value
“It is more difficult to forget a game that has endogenous value, so it is easier for the player to come back and play again to increase that value. Even if it is not the funniest of the games.” (Sala, 2013). Equally “The more compelling a game is, the greater the “endogenous value” that is created within the game.” (Schell, 2008) this is because a lot of people will be playing the game and the value of items may increase as they become rarer or harder to obtain. This is important to consider, some games such as free to play online games where have “proved so compelling to people that imaginary game items are actually bought and sold for real money outside the game.” (Schell, 2008). This can earn the company who created the game profit, and therefore it is very important to the financial success of a game.

 

Endogenous value can be given in two ways in games, these are by the player completing “very difficult tasks and internal economies.” (Sala, 2013). Internal economics in a game can be more successful, however “creating a well balanced economics system in a game is a titanic task” (Sala, 2013) and it may require a large amount of time and resources, for a smaller independent games company this may take up more time that could have been spent creating other games. I believe that this is why there are only a few games with a very large internal economic system. Games such as World of Warcraft offer a large “amount of endogenous value to players by having lots of objects, tasks, power-ups, etc, that have value in the game for players.” (Sala, 2013). The need to be successful in the game can encourage “Players complete quests, kill monsters and bosses all the time, even when it is not fun” (Sala, 2013). The reason it is worth the player’s time is as the “value of the reward is so huge that the effort is worthwhile” (Sala, 2013). I believe that especially in a social game such as World of Warcraft players wish to impress other players by having items with high amounts of value. This will encourage them to spend a lot of time on the game completing tasks to earn more value “the value of the items and score in the game is a direct reflection of how much players care about succeeding in your game.” (Schell, 2008).

In my own game I will use endogenous value in the form of collectible objects, these can buff the character and aid the player in completing levels faster. I have decided to use this form of endogenous value as I feel that it best fits the theme if the game. It would not be relevant to include other objects such as coins as there is not a market for the player to spend these coins.

 

Bibliography

Sala, T. (2013). Game Design Theory Applied: Endogenous Value. [online] Gamasutra.com. Available at: http://www.gamasutra.com/blogs/ToniSala/20131223/207664/Game_Design_Theory_Applied_Endogenous_Value.php [Accessed 17 Jan. 2017].

Schell, Jesse. The Art Of Game Design. 1st ed. Amsterdam: Elsevier/Morgan Kaufmann, 2008. Print.