Discovery and ExplorationMain MenuDhruv Landing PagePauline Landing PagePauline's WorksZoe Landing PageWelcome to: It Paints MeDaniel's Landing PageMultifaceted-discoveryAbout the AuthorsWorks CitedDhruv Raman2d74e35ac516feee4873b00e4866fc31cf69eb0cDaniel Shen70be4a7141c5023667cb76d574bf90b74a303936Pauline Abugria09ddf7645dc4c26edc62bb99059fa6a3b40a137Zoe Buff72e64aa84eb26a7efbe9bfc92c03ef31a9233c18
Motivation in Seedship
12023-12-09T19:27:11+00:00Dhruv Raman2d74e35ac516feee4873b00e4866fc31cf69eb0c1923By Dhruvplain2023-12-09T20:24:24+00:00Dhruv Raman2d74e35ac516feee4873b00e4866fc31cf69eb0cAnother important aspect of Seedship is the actual discovery of new worlds, and the motivation that Ayliff attempts to provide the players with. As Matthew Barr said in his paper, “The process whereby a videogame can teach skills while keeping a high level of motivation is elaborated in a seminal article by Malone (1980), which outlines the three concepts of goals, fantasy and curiosity” (Barr 4). Seedship hits all three of these concepts, by providing an end goal of finding the best planet to settle on, the fantasy of the world that Ayliff built as a background (see image), and provokes curiosity by allowing different ways to explore the planets that the AI ship travels to.
By hitting all of these concepts, Ayliff creates motivation for the player to do what’s best for the humans, through the scoring system.