#GameMechanics – Cooperation Category

#GameMechanics – Cooperation Category

Cooperation category #gamemechanics

An environment where players need the help of others to progress.

It’s definetely not the same thing to play with your friends than agaiinst them. This category refers to the environment of the system and NOT the relationship between the players.

In terms of cooperation, players can attempt challenges together or receive help from them in order to advance. The goal is to allow the players to beat the system together and promote a “safer” environment. Specifically, you won’t feel a threat from the players around you but only from the system.

You are beating the system, not other players.

The multiplayer mechanic reffers to playing the same attempt between several players. The other player is your ally through the attempt, but once it’s over, everyone goes back to their individual life.

It MUST NOT be a permanent mechanic, TEAMS or GUILDS are the mechanic to define a more permanent solution.

As an example, think of the arcades, you are playing a game and suddenly an unknown person comes along, puts in a token and starts playing WITH you to beat the game. YOU’RE NOT EVEN FRIENDS ON FACEBOOK. Another example would bein an online MMORPG when you build a party with tons of people you really don’t know of and once that’s done you keep moving or even go back to your guild.

In this time, the multiplayer mechanic allows for strangers to team up temporarily so BOTH of them have  a shot at something.

Being a mentor is always fun. Having someone that knows the road ahead of you is always great. Getting points and progressing by helping others is even better.

There is a place, a beautiful place, called Quest to Learn in New York where student PLAY through midleschool and highshcool. Without getting into details with the school it in this post (yeah! wait for it later on!), players here have acces to a platform where there is virtual player that is programmed to know LESS than the player.

Yes. LESS.

When you become a teacher, you realize that you are learning more by explaining things to others than you could ever think. Mentorship as a game mechanic will always be a great way to build trust between players.

This mechanic is incredibly powerful with Philantropists. Being part of a bigger cause than only your little backyard project is one of the most powerful motivators on the planet. If you build your own garden to harvest your own food is one thing, but when connected through social media to a movement around the globe it suddenly becomes one thing to stand for.

Allies are those people who believe in the same things as you do. Alliances are temporary, but that will depend on the movement or objective the alliance is pursuing.

If an alliance is looking for something more permanent, then it might turn into a guild, but still, there could be multiple guilds pursuing the same goals and the might build alliances to advance further and break it when it’s no longer needed.

Bernardo Letayf

Bernardo Letayf

M.B.O. (Mind Behind the Operation)

6th position in the Gamification Gurus Power 100!

Gamification Keynote Speaker & the mind behind the operation @bluerabbit, a gamification platform for education.

Developed three frameworks to teach/learn how to create gamification systems and build gamified content

Declared a world wide war on grades.

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#GameMechanics – Objectives category

#GameMechanics – Objectives category

Objectives Category #gamemechanics

A series of things to be done. Progress is achieved by completing each task.

 

Part of the Narrative Dynamic is the Objectives Category. Here you can just list a series of things to do. No story or tale to be told. The goal is clear and achievable just by finishing each of those tasks in the list.

No, I never said in order. Having a Narrative by objectives has NOTHING to do with how you do it. Unless told otherwise, order is not required.

Yes… I know… not much to explain about a list right? However you can decide if it’s public or not. You can decide how many of those things are required to progress. You can use separate sets of lists: Finish ONE task of each color or type or category.

Creating lists in gamification is never dull. It’s the EASIEST way to define your narrative, making sure that whenever a player has finished all items on the list, they will have achieved the goal.

NOW we are talking about ORDER. Requirements are not only used in a list. They may be a series of challenges that aren’t part of ANY list at all but, also a set of items to be collected or a certain amount of money before buying a ticket.

Having defined that your OBJECTIVES will be fulfilled in a specific order is one thing and ask for some things to get something is another. BOTH of these are Requirements, however the use is very different.

They say nothing joins people together more than a common threat right? It’s actually pretty powerful in terms of motivation.

Enemies can come in many shapes and sizes. It’s not the classic guy from James Bond. Think of the difference between team rocket in Pokemon and Majin Buu from Dragon Ball Z. If those are bad examples you can always think of the difference between the orcs and Sauron in the lor of the ring. What? Still lost? Ok… There’s the GODFATHER and his UNDERLINGS.

All of these are enemies, however the level of threat each proposes is completey different. In games you don’t start fighting the big boss, you walk your way up the hill taking on smaller foes.

You can choose whatever type of enemy your players fancy. You can even create one to antagonize each player type.

Bernardo Letayf

Bernardo Letayf

M.B.O. (Mind Behind the Operation)

6th position in the Gamification Gurus Power 100!

Gamification Keynote Speaker & the mind behind the operation @bluerabbit, a gamification platform for education.

Developed three frameworks to teach/learn how to create gamification systems and build gamified content

Declared a world wide war on grades.

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#Gamemechanics – Story Category

#Gamemechanics – Story Category

Story Category #gamemechanics

A story that guides your players. They progress following a specific role.

In our framework, we decided to divide all six game dynamics into pairs. All mechanics are related more to some dynamics than others. This, as always, is not absolute, it’s a guide to help you build your systems.

Narrative gives purpose to the players, and such purpose can be easily seen by either a Story or an Objective.

It’s not the same to tell a story to your players and have them play a specific role in a system than just telling them what’s expected from them to be done.

Remember you can combine anything as you wish. Now, let’s get into the mechanics for the STORY category.

 

How about we go out and change the world?

It has to do a lot with Core Drive 1 Epic Meaning and calling from the Octalysis framework. However, @yukaichou uses it more from a behavioral/motivational point of view.

The objective as a MECHANIC is to define the players’ WIN STATE by becoming something bigger than themselves. If you want to use the EPIC MEANING, make sure that when the game ends, the players have achieved such meaning or all actions correspond to something relevant.

Getting a grade for doing something isn’t epic but, helping others get a better grade based on your input can be. Teaching young kids, building houses for no money, winning a contest that requires a lot of effort or validation from 10,000 people.

Who would you like to become in the end?

Avatars aren’t those big blue guys nor a picture where you can put a special hat you just bought in the store. Avatars are images of greatness where you project yourself.

IF, that image is projected by a cartoon where you can customize their clothes or hair color, that’s great. However, not all players have fun doing this.

Most of the time, adding custom stuff to a character is appreciated by Easy-Fun lovers. If most of your players don’t like that, then use the AVATAR mechanic as an Alter-ego for them to believe.

 

Once upon a time…

YES! Who doesn’t love a good story? Writing one to describe the action of your players is an amazing mechanic that will guide them through rain and snow.

I may not be the best writer but, having my students believing they were actually working for an agency and developing products others in the school would need was actually empowering.

Players love to have a role. Imagine if you connect that role to an amazing story and they end up solving problems they didn’t believe existed. A STORYLINE can help your players always know which way to go and what they should expect all outcomes to be. It will help you see the flow in their progress without a blink of the eyes.

Bernardo Letayf

Bernardo Letayf

M.B.O. (Mind Behind the Operation)

6th position in the Gamification Gurus Power 100!

Gamification Keynote Speaker & the mind behind the operation @bluerabbit, a gamification platform for education.

Developed three frameworks to teach/learn how to create gamification systems and build gamified content

Declared a world wide war on grades.

<a class="twitter-timeline" data-height="400" href="https://twitter.com/bletayf">Tweets by Bernardo Letayf</a> <script async src="//platform.twitter.com/widgets.js" charset="utf-8"></script>

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