Gamification is Old

Old lady playing wii!

A lot of people in the gaming universe act as if the world began in 1972, when the gods of Atari released Pong. One can read entire threads on the subject of gaming without finding a reference that pre-dates our infant millennium. Even our own timeline at our offices at GameMaki only goes back two years!

But games aren’t created in a Galactic Quadrant vacuum. Developers of virtual worlds borrow their metaphors from the real world. Castles, kings, quests and almost everything else we encounter in video or digital games references reality, or the imagination of people whose creations, such as zombies. vampires and aliens, first inhabited other creative arts, such as drama, poetry and opera. Pong itself was modeled after ping pong. And a Near-Eastern kid named David wielded the slingshot a lot better than your mother ever will on Angry Birds.

Angry Birds!

So I think it’s disingenuous when game developers complain that gamification borrows their precious game elements and mechanics for commercial purposes. Not because it doesn’t borrow them, but because they have no right to complain. After all, I’m sure a lot of these critics enjoyed the toys and books (and games!) that were derived from Star Wars solely to make money.

The relationship between games and gamification is no different from the relationship between many creative and commercial endeavors, such as novelizations of blockbuster films or the reprinting of filmed books. Ken Kesey was appalled when Signet put a picture of Jack Nicholson on the cover of his novel One Flew Over the Cukoo’s Nest. It was a film element artificially plastered on to literature. But so what? It happens all the time.

So why are so many game developers crying foul? Because they see their craft cheapened by a superficial application of their tools. (Although it’s hard for me to think of anything more superficial than serially stealing cars in a gamified Los Angeles or playing “Love in an Elevator” on a gamified guitar .) Of course gamification often suffers from being superficial, poorly designed or exploitive. But this is true of games, of toys, of sculpture, of fashion – of everything.

But the main problem is that these developers mistakenly believe that because the digital world is new, the metaphors and components in their toolkit are also new. But gamification is not a patch (I won’t say badge!) grafted on to real games, but a creative process consonant with games, as old as games, if not older.

Back then it just wasn’t played out in the digital world. And it wasn’t called “gamification.”

The Greeks called it “pathos.” Suffering, experience.

If there’s a better level-up than the twelve labors of Hercules, I’d like to know.

The key is to keep things simple

The observant would have noticed that we’ve pulled the ‘claim a challenge with a video’ feature in our latest release earlier this week. (Just a coupla’ weeks ago, we rolled out a massive update to our web application which included the option for users to claim a challenge with a Youtube link.)

Well, it’s gone now. Why? You may ask.

It all boils down to the question of whether the feature is needed. Will users really use it? The team had a huge internal debate over this question.

The idea behind GameMaki is to get people out to do things and discover new experiences. And human beings in general have a certain level of inertia when it comes down to trying something new. Think about it. Trying to get over this inertia is difficult enough. Should we really make things more complex by trying to further encourage people to take videos of what they’re doing too?

Well, one might point out that the same argument can also be applied to photos. But photos are ubiquitous. People take photos when they meet their friends or discover something new or out of the ordinary. People like to take photos to commemorate they have actually done something.

It’s very simple to whip out a camera, point and shoot. Videos on the other hand, take time and effort. (And a hell of a long time – depending on length – to upload to video sharing sites like Youtube.) Additionally, pictures have an innate ability to tell the viewer a story with a simple glance. Videos on the other hand, require attention.

The key is to keep things as simple and natural as possible. We want to help people focus their attention on things they can do in real life (and claim challenges easily), rather than struggle with the technicalities of trying to validate that they have actually done something.

Originally, we went ahead to implement the video claim not because we felt it was needed, but fun to have. (Ooh, we can nao watch vidz of peepz pranking their friends or singing weird songz! Or videologz of peepz relating their experience of doing somethingz! Coolz!)

Then, we realized it was introducing unnecessary complexity to the claim process.

Even then, we know for sure that we cannot eliminate videos from the equation altogether. People will still want to share related videos in response to a particular challenge or as part of a challenge (i.e. a related video that well illustrates what the challenge is about).

So, where do videos fit in the GameMaki experience?

Videos as a method to validate claims is definitely out of the question. So, we focused our attention on making it easier for users to share and consume videos shared by others on GameMaki. Now, our engine detects any video links in challenges and comments and auto-embeds them instantly – a crucial first step with many more to come as we continually strive to simplify and streamline things.

Phase 1 of the spankin’ new GameMaki

After the excitement of Echelon 2011 and having gathered loads of feedback from the people we spoke to, the GameMaki team worked fervently behind the scenes in order to bring you the best experience possible.

After slightly more than a week of hard work, phase 1 of the revamp has been rolled out … complete with a sleek new front page.

The new GameMaki!
New landing page for GameMaki.

GameMaki’s UX duo had settled on a slightly bolder look and feel for the landing page. The major challenge was also to make it as informative as possible and yet maintain a sleek, clean look.

The new GameMaki!
Informative footer for GameMaki’s landing page.

There were three design interations in the past week alone, and that was after tons of research on landing page design and user psychology.

Let us know what you think.

Design aside, here is a run-down of the new features and tweaks we’ve made to our GameMaki web application:

1. Location retrieval, with challenges in your vicinity
2. Claim a challenge with a Youtube video link
3. User experience and usability improvements
4. A number of bug fixes
5. Minor optimization

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