#GameDynamics – Boundaries

#GameDynamics – Boundaries

Boundaries #gamedynamics

Where does it start and when does it end?

So, what’s the limit?

It’s fair to say the game ends when someone wins. That could be your limit in terms of time but, you must define where can they play.

Yes, you can also say “anywhere” but, what’s the game about?

There is absolutely no game that has no boundaries. If you don’t limit the game in terms of place and time, it’s not a game, it’s just play.

But, what about Pokemon Go? Isn’t that a game you can play LITERALLY anywhere?

NOPE. You can’t play it unless you have your cellphone/mobile device with you. Starting to see the difference? The boundaries of a supposedly limitless game are defined by the tools you have to use.

The boundaries of time are also important. As “infinite” as it seems, Pokemon Go actually is a connection of many very short battles. This way, you play for a couple of hours and then go back to your life. In a gamified system you MUST think exactly like that. You get into the system, interact for a while with it, define your goals, check your progression and REST.

Think of a soccer match. If it didn’t have boundaries of space. You could keep kicking the ball all the way to the ocean… seems a bit off right? And in terms of time? How long can the players actually play without falling to the ground completely spent?

Defining the boundaries of space not only depend on the physical space but also on the tools you need to interact (like facebook)

Defining your boundaries of time not only depend on how long will it take the players to get to the Win State but, the amount of actual time they can play through each attempt.

Perhaps when we get to the definition of this game mechanics we can see even more examples.

Upcoming, Game Mechanics, the 12 categories.

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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#GameDynamics – Relationships

#GameDynamics – Relationships

Relationships #gamedynamics

How do the players play?

How can the players interact with the system and what is their relationship with other players?

Another way to see this is answering how the players connect to each other and to the system.

Let’s say you give them points. What are the points used for? Can they spend them like money or can they use them to increase their abilities to upgrade themselves and tackle even bigger challenges?

Yes it starts to sound a bit redundant but, at this point, you want to define what the players can do with everything they have built and worked so hard for.

Can they hire other players to make theirs paths easier? Can they hire them to get help? Are they part of a guild?

I divided this Dynamic into Solo and Team relationships. Solo defines mechanics that the player uses to define himself within the system (like defining their rating as a hunter or a researcher) while the team relationships are about who they are working with (like building guilds or alliances).

What does that player level actually represents? Imagine you give 4 different paths. The Win State is defined by mastering two of those paths. The level of the player represents his progress in those paths, however, they can only achieve the master level by mentoring lower level players. At this point, your relationship dynamic should say something like: Players must be mentors of lower levels when they get to X level.

Notice how one thing is saying they are part of a guild and ANOTHER is defining HOW the players play with the system and between themselves. Regardless of the guild you are into, the players must GROW both ways, as an individual and as part of something bigger.

Upcoming, the last dynamic: Boundaries

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>

#GameDynamics – Progression

#GameDynamics – Progression

Progression #gamedynamics

Are the players moving towards the goal or not?


You just got one gazillion points in your wallet! Are they good for something? Is it good to have that many? Is the goal of the game getting as many or as few points as possible?

The progression is the way for the players to know where they stand at any given moment. When a soccer player looks to the score board, they know if they are winning or losing based on a simple number and just a little bit of math.

When you define your progression you have to make sure there is a clear mechanic keeping track of it and a perfect order the players which way is north.

Let’s say in our example, getting a gazillion points (GP) is good but the goal of the game is to get 8GP You know you have 7 GP to go, you realize its not even half time and you see there are still plenty of opportunities for you to build upon those points. We know, we are moving TOWARDS the goal.

Now, in terms of categories, I divided progression into Alternative and Linear. In a Linear progression you have to go in  order from activity to activity to progress, so to reach goal 8 you need to finish tasks 1 through 7 first. However, in alternative progression you don’t have to follow a set of objectives in order, you just finish them in any given order according to your liking. You don’t have to reach goal 8 because they aren’t in order, but you have to complete 8 tasks to finish.

Other ways to see these is offering the players multiple paths. You will become either a doctor or a web designer but it’s really hard to become both, however if the goal is to achieve a degree in something, it doesn’t matter which way you go. Now, you can have systems that offer multiple choices (like paths) but, once in the path, you have to follow a linear progression to get to the goal and can’t change that road until a certain point in the system.

A cool idea is to tie each path to certain skills so the players will actually require such to move forward and overcome the challenge.

On our next post, we will check how players interact with the system: The Relationship dynamic

 

 

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>

#GameDynamics – Win State

#GameDynamics – Win State

Win State #gamedynamics

How does it end?


There is a huge difference between time running out and winning the game, right?

The Win State dynamic is ABSOLUTELY fundamental. Unless of course you think you can keep your players playing forever which is impossible.

After you have decided what your Narrative is, make sure you are clear on how the game ends.

What condition MUST be met in order to declare a win or a loss? In soccer, you know if you are 3 goals ahead that you are winning, but you DON’T WIN until the time is over and that goal difference stays the same.

Making it clear on the conditions of winning should clear out any doubts in the players’ head. Think of it as when you read the instructions on a new board game. You want to know what’s the point and how to win. All other details are usually figured out by doing the most outrageous thing: playing.

Make sure that even if your system can’t be beaten (like tetris, where you literally CAN’T win) there has to be some indication of success on each attempt. Always show how they are performing and make sure it FEELS in the right or wrong direction.

Maybe it’s all about how many points you manage to collect this day and everyday the points are reset but, knowing how many points you got today vs yesterday will give you a sense of accomplishment.

Our next post is about feedback. Once you know where to go, you have to plan your trip: The Progression Dynamic

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>

#GameDynamics – Environment

#GameDynamics – Environment

Environment #gamedynamics

How does it feel to play?

 It’s not the same to play with your friends than against them. The Environment dynamic will dictate how the players will feel through their playing.

I always address this with a simple question: Is it a competition or a team effort?

Do you want a classroom to feel more cooperative and work together towards a goal or do you want them to prove who is better between the players?

It’s known that cooperation is preferred by women and competition is usually favored by men, however, you must be careful in your choosing towards each mechanic tied to this core.

If you promote a cooperation environment in a place that needs competition (like the sales department) you might end up demotivating your players. On the other hand, if you have players that want to work together as a team and won’t let them, it will result in catastrophe.

You can alternate between modes, just like a game where you can invite friends to play and help you when a level is too hard but, you will always keep your personal score.

Competition is really fun as long as it won’t stumble upon other players. Unless of course your players are all disruptors looking to take all the others out of action and you just want the last survivor.

Cooperation can also make people the game is unfair if not all players are “sort-of” forced to contribute to the same effort.

Just make sure you have defined your audience and are sure how they should feel why playing. It’s all about these emotions what will drive them towards our next post: The Win State Dynamic.

 

Reference:

Marczewski, A. (2015). User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design (1st ed., pp. 65-80). CreateSpace Independent Publishing Platform.
  • ISBN-10: 1514745666
  • ISBN-13: 978-1514745663
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>

#GameDynamics – Narrative

#GameDynamics – Narrative

Narrative #gamedynamics

Why are the players playing?

In terms of #gamification and #gamedynamics, the narrative is not just a story or a writing technique/style or whatever the term for writers mean (hehe).

Narrative is really a powerful tool. It can guide your system into success within seconds or destroy it forever. You must be very careful when writing as it will prove its sensitivity to player behavior far more than any other dynamic. It is used to connect the players to the reason why they are playing. It will help them visualize objectives easily and always return to the path without having to analyze or process a lot of information.

When you tell people they have to save the world, it becomes way to ambiguous, however, if you say they must save it from a specific threat, they will always know WHY they are doing/learning whatever it is you are trying them to learn/do and they’ll know what will be a victory or a failure.

I have divided narrative into two game mechanic categories: Story and Objectives. This basically means that you either work towards a series of objectives or you are told a story you want to be part of.

When using a Story, you tell your players something like “Here you will become the best web designer on the planet, however, the road is unclear and heavy, but we will guide you into it”

When you use Objectives, you tell your players something like “In order to become the best web designer, you must finish the following tasks: 1, 2, 3, 4, 5, 6… ,938”

There is NOTHING wrong in combining mechanics and there isn’t one better. Both of them work wonders on your system as long as the goal is clear.

The narrative is the answer to WHY the players are playing. How do you want them to find such answer lies in the choice of the category.

Let me know if you find a different way to organize the categories and your thoughts!

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>

Game Master Framework

Game Master Framework

Game Master Framework

Our in-house game master framework is a model built on the basis of many #gamification gurus.

The goal is to setup a framework that will help people understand easily where to strat, what are the key points of a gamified system and how to test it on a conceptual level before putting all the effort in developing the content which is a lot harder and time consuming

The MDA framework for game design states to build three things: MECHANICS, DYNAMICS and AESETHICS (a.k.a. components acording to Kevin Werbach’s pyramid of game anatomy)

In my experience the framework order should always be: 1)Dynamics, 2) Mechanics and 3) Aesethics. Doing it differently will affect your workflow heavily. When you need to make changes dynamics should be the last things to touch as changing  them will mosify everything in cascade.

Our first approach on the framework is the Dynamics.

We defined six:

  1. Narrative
  2. Environment
  3. Win state
  4. Progression
  5. Relationships
  6. Limits

These aren’t  at all absolute or definitive. You may find authors who use them as mechanics or won’t  consider them as fundamental, however, I’ve  found that filling this six steps first is the best way to organize a gamified system.

Coming up next: Narrative. Why are the players here.

Any thoughts?

<a rel="license" href="https://creativecommons.org/licenses/by-nc-nd/4.0/"><img alt="Creative Commons License" style="border-width:0" src="https://i.creativecommons.org/l/by-nc-nd/4.0/88x31.png" /></a><br /><span xmlns:dct="https://purl.org/dc/terms/" property="dct:title">BlueRabbit Gamification Academy Game Master Framework</span> by <a xmlns:cc="https://creativecommons.org/ns#" href="https://bluerabbit.io/2017/01/game-master-framework/" property="cc:attributionName" rel="cc:attributionURL">Bernardo Letayf</a> is licensed under a <a rel="license" href="https://creativecommons.org/licenses/by-nc-nd/4.0/">Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License</a>.<br />Based on a work at <a xmlns:dct="https://purl.org/dc/terms/" href="https://bluerabbit.io/b/wp-content/uploads/2017/01/GM-FW.png" rel="dct:source">https://bluerabbit.io/b/wp-content/uploads/2017/01/GM-FW.png</a>.
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>

It’s not about winning

It’s not about winning

It’s not about winning

In a gamification strategy the goal is not winning. It’s about becoming, learning, growing.

There will be win states, but if you make the strategy about winning, then it becomes a competition and sports have that area developed and covered and it shouldn’t be the main objective of a gamified environment. If anything, the goal should be to NEVER win, like playing a game of tetris, where you keep getting bigger and better challenges.

According to Andrea Kuszewski (@AndreaKuszewski) “If you don’t spend the majority of your time, at the beginning of each project, finding what motivates your audience, YOU ARE DOING IT WRONG”. However in gamification what motivates the audience and the goal are not entirely the same thing.

There are 4 experience phases that (according to Yu Kai Chou) follow a good gamification strategy. People learn about whatever they are doing (Discovery), then they get on board with it (On Boarding), after, they start levelling up in skill and learning (Scaffolding) and finally they become masters and enter the hard part to design (The End Game).

In most cases, people don’t realise when they become masters of whatever they are involved. It just happens as a consequence of their hard work and growth. Unless it’s specific training, the goal is never set to become a master copy maker or a master student in math. However if we can change that approach, the goals and the motivation will come a lot closer and help each other out in the development of skills for the players.

As usual, the narrative (at least for me), is the one element that help clear this out perfectly simple. You don’t know how the book is going to end, but you keep on reading and learn a lot in the way and crave for the ending.

When building a gamified environment and you put the clear goal in the end, you can work with the obstacles to become the motivators to achieve that goal. This will help the brain of the players tackle the goal in smaller steps and therefore feeling it’s easier. This doesn’t mean they have to always see the main goal in front, but the smaller one and take things step by step.

Now, I said that the goal and the motivation are not entirely the same thing, however, in the end, when they are just one more challenge away from ending the game, the goal MUST become a powerful motivator and the reward should feel powerful from within.

Remember that the rewards should recognise, don’t bribe. Rewards should celebrate the achievement not be the achievement (Andrzej Marczewski @daverage)

 

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>

11 + 11 =

To change the school system

Ok, so how are we going to do this? It’s a known fact (here and here). Education as we were taught needs to die soon. And, who will be in charge of the slaughter?

The students.

It’s very simple. We can find a lot of evidence on how schools have less interest now than ever before and at the same time schooled systems are as obsoletes as a BETA tape. Our students right now have more access to information than ever before in the whole history of mankind COMBINED.

What’s the need for schools then?

jack-andrakaIf you are a 15 year old kid who suffered a trauma and can start reading and learning how to fix that problem (a good example here) you do not need a school telling you which way your education should go. Schools should be a place to help students find inspiration and motivation and passion and love and many many things. They need to stop killing creativity as they are.

But, where to start?

In my experience the system has a fatal flaw that must be exploited. Teachers are actually willing to help the change. This change has to come from the bottom. Schools DO NOT CARE what system they use or how engaged their students are. Schools are businesses. They will be happy as long as the students pay and the teachers “teach” and every year they get to graduate any number of students. But schools don’t really care about how happy or how much the students learn. They brag about having some students getting in the best universities but that’s just less than 10% of even the best highschools.

The core problem is that more often those students are realising that school SUCKS big time and they DO NOT NEED IT for them to be successful. So why would students want to be in school? Imagine things going on like this for 10 more years and your 15 year old kid goes to school, paying for tuition he doesn’t need because his online business on baseball facts has grown 20% in the last three months and he wants to take an advanced course in online marketing in an online school that will give it for free or maybe 10 bucks.

So, the place to start is the teachers. Teachers have to change the strategy. WE have to change the strategy. School can’t stay like this forever. If there is anyone out there who owns a school and thinks it’s great business to change it into the future of learning that’s awesome, but the millions of students who won’t have access to that need to get help from teachers who can adapt their own curriculum to a modern model and have the curiosity of the kids grow and thrive.

theoceancleanupIf we ignite that light within our students, the limits are absolutely gone forever! They will not only think about great solutions for the planet, they will EXECUTE them.

Teachers need to stop thinking that their job is just a consequence of unemployment or the one thing they can do easily for a paycheck. Teacher transform lives forever. Either for good or bad, but they do.

All teachers need is to stop limiting students and show them they can do whatever they wish. All schools need to do is let them.

Really. The sky is the limit.

 

Our education as a purpose

I am the proud father of a 12-year old son who has begun his first year in secondary education ( Junior High ). Since he was a little kid studying in kindergarten, I’ve seen that teachers, parents and students have deviate from the real purpose of education.

Back in the days where I was a 12-year old student, my parents and my teachers had a very specific purpose for me, to study, learn, and get good grades so I could fully understand the responsibilities the school had in me.

If I didn’t do a homework, then the teacher would send a note to my parents mentioning that this kind of behavior had to change and that I needed to bring every single one of my homework done to the class.

If I misbehave, then the Principal would call my parents to see what was going on. My parents, the teachers and the Principal would talk about me in a peaceful way and would agree on a change of direction for me.

Today, sadly I see the opposite. The moment the teacher sends a note to any parent, the parents mostly would deny their children behavior and would say that it has to be the teacher’s fault. Then they would go directly to the Principal’s office and demand that the teacher has to change its behavior rather than the student itself.

I believe this nonsense is going on, mainly because most of the parents, teachers and students have lost the true meaning of the education as a purpose.

Purpose is a strong word that changes many lives instantly, It brings joy and defines the path of any person for good.

Purpose = That which you love ( Mission ) + That which the world needs ( Vocation ) + That which you can be paid for ( Profession ) + That which you are good at ( Passion ).

If we as parents accept that these new generations of students had the same responsibilities as we did back then when we were students, then we have found our true purpose and it would reflect on being achievable of our children’s education.