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Mitchell Borders

555-444-3333

Mitchell.borders@ndus.edu

October 22, 2020

Microsoft

1 Microsoft Way, redmond, wa

98052-6399

To whoever it may concern,

My name is Mitchell Borders, and I am a computer science major at North Dakota State

University. During my limited leisure time I enjoy playing Minecraft. The game allows me to

focus on something besides school, work, or other situations which may induce stress. While

enjoying my time playing the game, I thought of a couple ways I think it could be improved

upon and even result in a stand-alone game. Firstly, the VR experience can be improved upon

by making the game a tad more realistic. Realism can be incorporated into the game by the

addition of new object shapes, specifically circles and with the circle’s slopes would logically be

needed to roll them down. In addition to outlining why circles and slopes should be included in

this new game, I will be going over what methods makes a game successful and how other

games make use of those methods. I would like to thank you for looking at my game proposal

and I am excited to work with Microsoft soon!


Virtual Reality gaming (VR gaming) is the future of the gaming industry. Information

gathered by MarketsandMarkets, a company which provides market forecasts and market

assessment among other financial functions, reports that the VR market was valued at $5.12

billion in 2017. The VR market is projected to skyrocket to a $34.08 billion evaluation by the end

of 2023 [ CITATION Mar18 \l 1033 ]. With such a large market projection there will have to be

companies to provide services to the consumer. Resulting in numerous competing VR gaming

platforms to choose from. Microsoft obviously is a leading candidate to develop a successful VR

gaming platform because of your extensive resources, history with gaming (Xbox), and already

developed VR gaming systems such as the Oculus Rift and HTC VIVE brands. Plus, ownership of

the Mojang game studio which brings VR Minecraft into possibility. VR gaming also shows

potential as a medium of communication between people, which can lead to more time played

with the game and gaming headset [ CITATION Gri17 \l 1033 ]. Logically producing more

revenue, provided certain conditions are met. Conditions such as a subscription for the usage of

online services, or a freemium game model have already been implemented and could be used

as a model for VR gaming products.

Open sandbox games have proved to be tremendously successful; Minecraft is an

example of one of these sandbox games. However, Minecraft was released over ten years ago

and include game designs that current technology help improve upon. When Microsoft

purchased Mojang for $2.5 Billion in 2014 many thought sweeping changes would be brought

to Minecraft to modernize the game. Instead a hands-off approach was taken and proven

successful with 100+ million copies sold under the company[ CITATION Gee15 \l 1033 ].

Nevertheless, technology has advanced far in the past decade. Decade old software designed
for decade old hardware means there is room for improvement in areas like graphics, speed of

game, and game content. Refining these areas makes the game more immersive. Inducing a

what is called a flow-state where the player devotes total attention to the task at hand in the

game allowing them to perform at a heightened level and enjoy the game more, and enjoyment

is why players keep coming back. Many turn to video games as a form of stress relief[ CITATION

Bla19 \l 1033 ]. It is a form of escapism where focusing on a single objective, or project, can be

calming and improve mental health. Therefore, producing a high-quality game is necessary.

Because in the case a low-quality game is produced no person will see it as their go-to during a

rough spot in their life and business aside – a person’s health is more important than a couple

extra dollars made off them. Following this concept, it is important to realize that for there to

even be a game to play, developers must create it. Corporate deadline and player expectations

can induce stress upon developers to output games at a rapid pace leading to massive amounts

of overtime work, and unhealthy lifestyles. One of the reasons for the inception of the game,

that will be detailed later, is to improve the health and livelihood of others. Because if a game

doesn’t make someone feel good, why would they play it?

Successful games are all united under a single concept. They have some sort of

challenging aspect to them. Super Mario Bros., the game credited with saving the entire video

game industry in the 1980’s, doesn’t even have a tutorial to inform you of the controls. The

famous starting level 1-1 sets a goomba in front of the player which will cause a game over if a

simple jump maneuver is not performed over the goomba. Although this may seem

counterintuitive, and an unnecessary challenge, to have the player learn the controls

themselves. The converse is true, having the player learn the controls teaches them problem
solving concepts that will aid them later in the game, and help recall how controls work. To

elaborate, in a typical game the first level will set the player in the world with either a Non-

Character Player (NPC) or a text overlay telling them what to do, how to do it, and what order

to do it. Problem is, it is easy to execute controls and to navigate menus when told what to do.

Take away the text overlays and it all becomes a jumbled mess. It is like working through a

problem during a math class. The problem, and solution, make complete sense when the

professor is walking through it. Then it comes to the homework, and the problem suddenly

becomes much more complicated. Having the player explore how the game work and operates

is the road to take.

Highly regarded games also include some sort of exploration mechanic which can be

implemented through many separate approaches. Firstly, in a linear style of game with a single

player campaign exploration can be hard to work into the game design because the player is

not supposed to go off path. To overcome this obstacle games will have secret areas that are

hidden out of view, or down an obscure path. There has to be an incentive for players to

actually attempt to find secret areas, otherwise it is a waste of time for the player and waste of

time for the game developers who may already be overloaded with other tasks to work on in

the game. Incentives may include a special item texture, exclusive weapon, or cool looking

cosmetics. Nothing that is needed to progress in the game should be an incentive, rather things

that add to the games lore or change the players look are appropriate. Secondly, in an open

world style of game exploration comes much more naturally as the experience is controlled by

the player. Take Minecraft, where the player is given an infinite world and told to do whatever

they can dream of. All they must do is gather the necessary resources. Exploration in this case is
driven by the player. If exploration is not done, then nothing can be accomplished. Since

exploration in open world games is naturally part of the game, there must be objectives or

something to draw the player to an area. For instance, a game may place a temple in a forest to

attract the player to it and thereafter progress the story.

A new game should apply all the positive concepts previously discussed. VR capabilities,

a decent level of difficulty, and the ability to explore across the games landscape. In fact, one of

the games I have often referenced (Minecraft) has VR capabilities, a degree of difficulty, and

certainly exploration. Minecraft has been able to stand the test of time because of its continued

updates, features, and personalization[ CITATION Ash19 \l 1033 ]. The question then becomes,

why would a multi-billion-dollar corporation devote the resources to develop a new game with

the aforementioned qualities when they already have a game containing those same qualities

that has already sold 200+ million copies? Because of forward progress and innovation. Because

if Microsoft does not push their own boundaries, another company will. A new game should

then push the boundaries of Minecraft. I call the video game Minecraft 2. At its core it will have

the same functions as Minecraft. Players will start by gathering wood from punching a tree,

crafting mechanics will be identical, and the main progression of the game will be the same

(Overworld to the Nether to the End realm). For Minecraft 2 to be a stand-alone game there

must be enough content to be able to differentiate the two games. You can’t simply change a

couple block textures, slap a $60 price tag on and expect consumers to purchase the game.

That’s not the way to do things. Minecraft 2 will include a brand-new concept of circles and

slopes, an overhauled physics engine, and VR gaming exclusivity to ensure the highest quality

product.
One thing unheard of in Minecraft is circle. In the game of blocks and squares the

concept of a true circle nowhere to be found. Circles (balls) can add a layer of complexity

beyond what squares can provide. Within the current block

system players can move along either the x, y, or z-axis usually in

1-meter increments (or otherwise determined by the block

height) and interact with blocks on 6 sides. Circles likewise can

be moved along a x, y, or z-axis, and the player would be able to


by Unknown Author is
licensed under move up them according to the height of the circle, however a

circle can be interacted with from any angle. Which can

introduce a variety of features such as launching blocks across an arc like a projectile, rolling

them around places, and more. With circles being added, slopes needed to be added as well.

Slopes will add functionality and utility to the circles. Not to mention they would bring a more

fluid style of climbing into play. Currently if a player is

traversing a mountain, they must jump up block by

block. If slopes were introduced, then mountainsides

could be converted over to slopes that players could

more easily scale. Of course, the game would have to be

changed in such a way to allow circles and slopes. Which

can be accomplished by building a new physics engine.

In addition to making circles and slopes compatible with


by Unknown Author is licensed under
the game, behaviors of gravity can also be updated. As it
stands, the gravel and sand blocks can be seen floating in the air. Whereas that doesn’t make

any logical sense and should be revised so the blocks fall.

VR will be the primary selling point of Minecraft 2. Some may point out that Minecraft

already has VR, however, the addition of circles and slopes along with special optimizations for

Minecraft 2 would provide reason

enough to differentiate the two. One of

the main goals of Minecraft 2 is to

provide a more realistic and grounded

game. Something that will half-way

replicate the real world. A method of

replicating the real world can be to

have some pop-culture references. It is


by Unknown Author is licensed under
important to ensure that the

references fit the mantra of Minecraft

2 though. That is, something natural and not man-made. It must, however, be recognizable to a

sizeable population. A great example of this would be to create a Redwood forest biome which

mimics the Californian Redwood forests. Or perhaps even Mount Everest which could be

handcrafted using new slope features. VR would be the perfect place to view these objects as if

you were seeing them in real life. But unlike current VR software that places you at those

landmarks, in Minecraft 2 the player can see and interact with them too! Hopefully, the players

decide to plant a forest and don’t chop down an entire Redwood forest in game. Nevertheless,
Minecraft 2 will not only innovate the way Minecraft is played but will introduce a whole new

type of player base to VR gaming which will rapidly expand the industry.

Words (not including cover-page): 1821

Works Cited

Ashcroft, Helen. TheGamer. 6 August 2019. Article. 14 October 2020.

Blanco-Herrera, Jorge, et al. "Video games as coping mechanisms in the etiology of

video game addiction." Psychology of Popular Media (2019): 385-394. Document.

Duncan, Geere. Rock Paper Shotgun. 9 July 2015. Article. 14 October 2020.

Grimes, Emily K. "The Effect Of Gathering on Sandbox Player Engagement as Defined

Using Analytical Methods." University of Oklahoma Graduate College (2017): 50. PDF.

MarketsandMarkets. Augmented Reality and Virtual Reality Market by Offering

(Hardware & Software), Device Type (HMD, HUD, Handheld Device, Gesture Tracking),

Application (Enterprise, Consumer, Commercial, Healthcare, Automotive), and Geography -

Global Forecast to 2023. February 2018. Online document.

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