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Mitchell.borders@ndus.edu
Microsoft
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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
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
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
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
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
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
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
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
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.
Works Cited
Duncan, Geere. Rock Paper Shotgun. 9 July 2015. Article. 14 October 2020.
Using Analytical Methods." University of Oklahoma Graduate College (2017): 50. PDF.
(Hardware & Software), Device Type (HMD, HUD, Handheld Device, Gesture Tracking),