“A Game is an interactive structure of endogenous meaning that requires players to struggle towards a goal”
-Greg Costikyan
Lens 7 in Art of Game Design focuses in on the endogenous value of the game you’re designing. Merriam Webster defines endogenous as:
- 1. growing or produced by growth from deep tissue
- 2a. caused by factors inside the organism or system
- 2b. produced or synthesized by within the organism or system
In the context of video games, endogenous can be defined as referring to items in a game that only have value within that game. Some examples of this are the rings in Sonic, coins in Mario, Simoleons and Sims, etc etc. The rings, coins, and Simoleons are important to us when we play those games (especially the Simoleons). They are integral parts of the games that directly affect how players interact with the game. Game designers have to figure out how to make these endogenous items worthwhile for players of their game.
What is valuable to the players in my game?
The most valuable item for players in Dungeon Run are the power ups. The right power up can tide the turn of the game when used correctly.
De buffs are another valuable item in the game. Similar to Mario Kart, they can be used to deter an opposing player, increasing the level of competitiveness in the game.
Skeleton keys are a valuable item in the game as well. They can be used to open locked doors that can help a player move across the game space faster and unlock chests that hold power ups, buffs, or de-buffs.

How can I make it more valuable to them?
- Assign points to the items. At this time I am not sure how this would be effective for gameplay, but it is a possibility.
- Make the keys a rare item.
- Some power ups will be more useful than others
- Ensure the debuffs are worth it
What is the relationship between value in the game and the player’s motivations?
The valuable items mentioned previously in the game directly affect the gameplay and a players chances of winning. A well timed fireball or freeze spell can make all the difference when the game is neck and neck and both players are approaching the hidden treasure. In my last post I mentioned including puzzles in the gameplay. Completing the puzzles in the game will reward players with special abilities, power ups they can use on themselves and debuffs they can use on the opposing player. Obtaining the aforementioned items should ideally increase a players motivation to complete puzzles and completed puzzles faster than their opponent.
If I added currency to the game…
I have not planned to include any currency in the game. I do not think it would make sense to include it. I think it would allow me to expand the game quite a bit if I did decide to include it. Dungeon Run is based on RPGs so it would only make sense if there were shop keeper NPCs in the game. The shop keepers could sell power ups, debuffs and skeleton keys for treasure boxes. I think players would appreciate having multiple ways to obtain items. I would need to figure out ways for players to earn currency. Maybe currency can be randomly given on random game spaces and maybe as rewards for completing puzzles and defeating enemy NPCs. An ability to steal currency from opposing player would be a great addition too. An ability to steal items sounds useful as well.
Alright I have some things to think about. It’s probably time to update my Game Design Document.
Thanks for reading!

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