Week 2: Endless Runners - Research

When executed properly, the endless running can be a lucrative asset to a game development company. If done well, they have the ‘just one more run’ factor.

“One of the fundamental design principles of an endless runner is that there is no “end” or goal for players to achieve. Players continue running until they eventually die on every play. Using procedural generation, the “course” can be put together on the fly, ensuring that no two runs are ever alike.” (Ingram)

“The key to this system is the way it forces developers to earn every penny of income through the merits of a game’s design, and not through the brute-force tactics of some other free-to-play genres.” (Ingram)

Key Features

  • Allow the player to get a little further down the track each time.

  • Coin collection is a key mechanic.

  • Best designs include a set of upgrades or bonuses that directly influence the gamer’s ability, taking them to new areas and content.

Case Study – Beach Buggy Blitz

At the beginning players are not able to get far, but as they unlock upgrades to the buggy by collecting coins along the way. Upgrades make a noticeable difference to game play and with users getting further in the game. Players can also upgrade Traction, Boost Duration, Power-Up Duration, as well as new buggies. The more the user plays, the sooner they reach new worlds, Beach, Jungle, Urban etc.

“Each time a player sees a new area it feeds into the ‘just one more run’ factor”.

 Earning income through Design

Free to play monetisation. Upgrades can be achieved if the user plays long enough, but those who wish to proceed more quickly, can purchase upgrades with micro-payments from within the game.

“Designers must make players fall in love with an endless runner before they earn a dime. Players have to be doing run after run so intensely, gaining small upgrades along the way, that they just can’t stand to wait any longer before achieving instant gratification.”

It all comes down to the pacing and usefulness of upgrades earned through playing.

The urge to keep playing will not be there if:

  • upgrades are not useful enough

  • they are too hard to come by

  • no continual incremental improvements mean players have nothing to work towards. They will only have a 30 second repeatable experience.

“It’s ironic in a way — if you design an endless runner in such a way that forces players to buy upgrades, they won’t buy them at all, but if you design it in that magical way that propels them forward slowly but steadily, they will be eager to pay for an extra boost.” (Ingram)

 Features users enjoy in an endless runner

  • Visible progress not Endless Repetition.

  • A drive to collect all the powers and skills.

  • An endless variety of powers could make it the next Pokemon – this is a good way forward for our game with mixing up different animals etc.

  • Keep the player chasing more immediate goals (breaking up the infinite track into finite segments that feel like accomplishments - You could theme sections of the techs as zones/world's. For an example, a player might run through 100 meters of jungle and then move on to 100 meters of desert, etc. Add a nice little bonus point total and message upon completing each segment. This helps players from feeling like their sole goal is to achieve that high score).

  • Theme some types of obstacles together so players feel like they beat a specific type of mechanical challenge.

 Random things I found that might be interesting

“A tip regarding creating variety. Create basic elements and have them interact with each other to come up with new powers. If you create two basic elements, you have one power, four elements lead to six powers, eight elements lead to 28 powers and so on. These are given by the formula: n(n-1)/2, where n is the number of basic elements.”

 Bibliography

INGRAM, D. What makes endless runner games successful. Available at: https://leviathyn.com/34718/what-makes-endless-runner-games-successful/#:~:text=One%20of%20the%20fundamental%20design,two%20runs%20are%20ever%20alike.

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