Meaningful Play: Getting Gamification Right

118K views · 15 years ago · talk · intermediate · evergreen

Sebastian Deterding's Google TechTalk on gamification. He argues for building it on real game design and motivation rather than slapping points and badges on a product.

HN people pass it on as the talk that got them thinking seriously about gamification and why stickiness in games is an art worth getting right.

“There is an art to it, and getting it right can make really powerful games”

4 comments from Hacker News

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@gizzlon2012 · in “Gamification: The Art of Attracting and Keeping Users”
The concept is very interesting.. But this is a bad introduction =( Saw a presentation a while ago that hooked me, can't watch it now, but think it was this one: ▶ this video link
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@espeed2012 · in “John Cleese on how to be creative”
There is so much truth packed into that 36 mins -- so many juxtapositions -- it would take several hours to reference them all. For starters, see Rich Hickey's talk on "Hammock-Driven Development" for more on the "background mind" (link), and then see how what Dan Pink is saying about motivation (link) and what Sebastian Deterding is saying about gamification (▶ this video) all connect into what Cleese is saying about creativity.
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@dpatru2011 · in “Meaningful Play: Getting Gamification Right (Google Tech Talk)”
Submitted the video to Hacker News.
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@ultimape2014 · in “Screeps – the world's first MMO sandbox strategy game for programmers”
I'd argue that all 'games' are about manipulating attention - its just a question of what means they use to do so. Game design is really a sort of meta-game about designing systems that effect the behavior of players. Consider: Game Mechanics and Mechanism Design ( link ) I'm fully with you on the notion that we shouldn't be manipulating players life like farmville. Johnathan blow put on a great talk about games and the human condition where he covers this aspect quite scathingly: link To completely ignore this aspect is to develop a game with no real-stickyness factor. Money aside, don't you want a game that people enjoy playing? The entire point of an MMO is to have a large reoccurring user-base. There is an art to it, and getting it right can make really powerful games: ▶ this video For board games like chess, much of the appeal for the average player is that you get to sit down with a friend and compete, and in doing so the 'intellectual nature' of the game ends up pulling them in for the long term. Perhaps the answer to the meta-game of stickiness is to create a community around the game in a similar vein to the one from the ants ai challenge's forums. Were I to work on this project, I'd make a strong push toward git-like integration ala the work done behind KhanAcademy's live editor like discussed in this talk: link - being able to share code behaviors with your team-mates (you are going to implement a guilds system, no?) and encourage discussions about behaviors at large would really help spurn the creation of a community. To that end, have you considered creating more of a PvE aspect to things? Needing to conquer your local enemy denizens before finding other players would be an awesome way to encourage teamwork and camaraderie. Like in EVE, to be able to mine in the more mineral rich areas, you'd need to have more than one player's worth of resources and expertise. This is the actually the direction I'm taking for my Ant game - in this case the various phenotype are actually things you unlock by conquering more advanced AI tribes. (Similar to the mechanic behind the demo of terratech)
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