DANGER POINT

at the tech frontier of the liberal arts

andrew.konoff at gmail • com

1. The basic unit of a game is time. All value reduces to this unit.

2. Not all time is equally valuable.

2. Not everything motivates equally.

3. Not everyone is motivated by the same things equally.

4. All other things being equal, motivation is an output that’s proportional to how much effort you put in.

4b. The trophy doesn’t matter, but the effort behind it does.

5. Cooperation is its own motivation.

6. A reward’s value ought to be just a little bit more than the cost to secure it. A reward’s cost is therefore also a function of its value: it shouldn’t be so challenging (read: costly in time) that people regularly abandon its pursuit, but it shouldn’t be so cheap that just anyone could do it immediately.

6b. The function that determines a reward’s cost and value should be fairly consistent across the game. Otherwise, you end up making a time arbitrage minigame that doesn’t enhance the user’s experience in meaningful ways.

7. Forget the neuropsychology of motivation and learn about the art of telling a story.

Posted at 1:07am and tagged with: badges, foursquare, games, gamification, tech, writing,.

[link] If the job of an artist is to lure people away from the easy thrills (entertainment) towards more substantial and challenging experiences (art), then what separates things on this continuum? Is it the same across medium? Like, what makes the difference between an artful video game and an entertaining video game?

Let’s just think about what makes a game entertaining. For starters, it’s probably incredibly formulaic - in plot and in mechanics (point in case: Call of Duty). There are probably lots of little things that trigger the more primeval parts of your brain: the accumulation of points, the triggering of explosions, the building of suspense and anticipation, etc. and soon you’re sitting, with dilated pupils and sweaty palms, completely immersed. That’s OK.

Those are easy buttons to press. They’re the entertainment buttons, and games are getting as good as Hollywood in pushing them.

But if formula and animal drives are what entertainment is founded on, what’s on the other side? Let’s consider Braid, which is a sort of classic example of a game that deliberately breaks with traditional games. It has its own unique features and conventions - after all, it is a game, and games are, at their most basic, sets of rules. To play a game, you explore the rules. But what happens as you and Braid enter into this relationship is a different experience, a different feeling. It’s not a visceral thrill - it’s actually profoundly frustrating at times. Its difficulty has very little to do with the number or variety of bad guys in your way. And what bits of convention it does borrow - the Mario world, complete with man-eating plants, jumping attacks, and sidescrolling - are subverted, subtly.

Playing Braid sets you loose in an uncanny valley of gaming, where things are just different enough to be unsettling. The music is probably the most obvious example of what’s different: instead of the major-key happiness of 8-bit Super Mario, the soundtrack is a complex and very gently sad cello composition. When you rewind time - another of Braid’s unique conventions - it becomes that much more haunting and evocative and truly unusual.

The difference between Braid and Modern Warfare 3 has very little to do with content or rules or storyline. Modern Warfare 3 definitely has a much longer script than Braid. Both games respect the fact that every action, every scene, every character and interaction with that character, can be imbued with a feeling.

The feeling that Infinity Ward sought out, though, can start to feel a little thin after a while. Like, very thin. It can feel “how did I spend 7 hours playing that?” thin. And that’s OK. It really is. But it’s not all there is, in the same way - to paraphrase David Foster Wallace, again - that you can’t just eat candy forever and expect yourself to feel truly satiated and not expect to be scurvy-ridden and anemic.

No matter what clever, viscerally pleasing substitutes that get offered up in a game that lacks emotional and intellectual substance, those are still just sugary distractions from the harder and more trying things that every human life inevitably comes back to. Sometimes we need a dose, but we have so much of that in every corner of our culture that now it’s time that we focus on making something real - something unsolved and conflicting, something that’s still about feeling, but not about reaction. Something to hold and weigh and roll back and forth for a while after we encounter it. Something that doesn’t burn out quick, but which starts new fires.

Posted at 1:55pm and tagged with: one column, david foster wallace, gamification, video games, modern warfare 3, braid,.

I hope this never happens, even though it already has.

If we accept that gamification’s more about finding behavior to reward with points than it is about the act of rewarding, then obviously you’ll need people who are capable of designing for behavioral outcomes. Facebook currently does it: in their design process, they’re always looking for “serotonin,” the neurotransmitter that they say is responsible for the little kick of excitement you get when you see the Facebook notification icon turn red*. Big-name movie production companies put people in brain scanners to fine-tune the editing of trailers so that they’ll give the biggest biochemical kick to the watcher’s brain.

And if we do that, then we end up with services, sites, products, and art that are as focused on inducing pleasure as they are devoid of everything else that matters for building long-term, deep enjoyment. Sure, building deeper and more meaningful emotional connections requires similar thinking, but just because pleasure is the easiest button to press doesn’t mean it’s the only one to aim for. Try saying that to proponents of gamification.

And the people who do make deeply satisfying and engaging art? They’re not called gamification designers, and they’re rarely called designers. Mostly, they’re called artists, and yes. There is definitely a place for them. As for the people who are gamifying things today, they may think that they’re not just adding badges on top of meaningless behavior. But they are. At best, the badge is another step removed, and it’s got a fancy chemical name and an important role in our brain’s reward systems, but it’s still a badge, and it’s a symbol for something that is not the only part of a meaningful human life.

Because Shakespeare says it best:

What’s in a name? that which we call a rose
By any other name would smell as sweet.

What we call “gamified” will always feel so insignificant because it’s not being built off of roses. It’s built off of Axe Body Spray.

*The really funny thing is that serotonin isn’t the neurotransmitter responsible for those feelings at all. Instead, dopamine is behind most pleasure-seeking behavior. I guess this means that Facebook is optimizing for something, but that it’s hardly meaningful, definitely unsatisfying, and they don’t even realize what they’re hooked on. Sounds like a textbook addiction.

(Source: TechCrunch)

Posted at 3:57pm and tagged with: bestof, gamification, shakespeare, neurotransmitters,.

Gamification design is about to emerge as a specific skill set: There’s likely to be a whole new talent pool trained at places like Playdom and Zynga that will be branded as “gamification designers” – many of our portfolio companies are already actively hunting for such people!