Pixelvader

As usual I am curious how to merge the worlds of voluntary online activity with educational outcomes. I just voluntarily spent hours playing Pixelvader for no good reason. When I get caught up in a game or other online activity like that I ask myself several questions:

  • What kept me engaged?
  • What did I learn and how will I use it?
  • And, of course, What am I going to take away for future design?

What kept me engaged?

This game isn’t rocket science (although it did have a rocket ship). You shoot stuff. Typically I am not a huge fan of shooting stuff. I have poor reaction time and seemingly no motor skills. This equals no “twitch” speed which is required by most shooting video games. However this game incorporated strategic purchasing of rocket ship accessories. Once you equipped your rocket with further weaponry, defensive gear or speed, you played a quick shooter with simple arrow key controls (no keyboard combos which I can’t memorize or implement). At the each of the 10 levels you got to buy stuff.  I love buying stuff. You could go down a level and generate quick cash to earn more gear. If after a certain point you realized that your gear strategy was flawed you could reset with no penalty and try another tactic by purchasing differently.

So for a player like meTM the engagement factors are:

  • Multiple modes of play– There’s some strategy and action.
  • Low risk– It’s easy to practice at the lower levels, The game never ends until you choose, If a strategy doesn’t work, it’s very easy to try another one.
  • Low learning curve– There’s not a big story, Gameplay was understandable and predictable.
  • High feeling of success– I beat a good numbers of levels, I understood what I needed to do in order to win when I did not, Consequences were predictable and avoidable.
  • Low brain power– I was tired and wanted to unwind, this game didn’t necessitate huge thinking, but just enough to make me feel smart during late night play.

What did I learn and how will I use it?

Within the game, I remembered that sometimes it’s better to be close to a large object to hit it quickly, but if it has a particular offense, it’s best to step back to have greater maneuverability. Somehow that seems important as a life lesson to me this afternoon. I also determined that personally, avoidance is a more native strategy than aggression. I wish that there was some grand content takeaway that i could reference, but sadly, I haven’t yet thought of a productivity correlation, but I am thinking on it and will update when I think of it.

What am I going to take away for future design?

Obviously I will consider all of the things that makes a player like meTM remain engaged. I also rememembered that not all players are like me. But I think my biggest takeaway is this: Any game that keeps a player playing is successful. We can argue points about genres, playability, modes, all those various game-geek issues players like to argue. But, despite the fact that this game is likely no more than a 3 on imagination, innovation and creativity, I kept playing.

keep playing

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