#GameMechanics – Linear Progression Category

#GameMechanics – Linear Progression Category

Linear Progression Category #gamemechanics

Progression that the player feels in one direction and offers no alternative path to achieve the goal.

Think of this type of progression as moving either forth or back. This feeling of MOVEMENT is what will put all prior dynamics to work. If the progression is not felt by the players in their knees they just won’t have the drive to push forward. Always help players have a sense of advancement when achieving ANYTHING, even if they lose at some point.

In #gamification linear progression is how MOST systems start. Using alternative progression requires a lot more work and attention.

I always recommend a combination of the two. Start always with your MAIN line and then develop a few alternative routes that will offer some choices for the players.

I always love to make reference of this particular mechanic with LinkedIn’s progress bar.

Once they implemented this on their website, they drove the completion of curriculum from 20% to 80%. It’s a simple bar that took (literally) five minutes to code. However, the power of a progress bar that shows the player how much work is LEFT, gives them a sense of advancement so fulfilling and relaxing.

We’ve all experienced this with many tutorials or shopping carts that show us how many steps we have left in that process and it help us relax and know there isn’t much left (or if there is how long it will take)

Be wise when using it. Make sure the progress it reflects is relevant to the players.

 

Progression Unlock can be one of the most fun game mechanics out there.

Showing your players that they CAN’T go further until they’ve accomplished certain things is the easiest way to get them do those tasks they just won’t do.

By using this mechanic, you are using the CONTENT of your system as a currency. They have to pay with growth in order to progress. It is simply beautiful.

When I implemented this in my classrooms using BLUErabbit, I just had to put the best jobs locked and ALL players would rush into the not-so-pretty to unlock their prize. They didn’t even worry about the rewards of the new challenge, the content was great for them so they had no other choice than doing whatever the quest required.

The reward was the content. NOT the coins. Sometimes I wouldn’t even give them XP from the unlocked quest.

I would say with confidence that almost every single game in the planet has a level system. It’s the easiest way to show players their progress and if it doesn’t show it to them, it’s within the code somewhere so MATH can kick in and simplify everything for the GAME MASTER.

Levels are one of the game mechanics that give players an immediate sense of achievement without giving them anything else.

Imagine that when you graduate highschool they tell you that now you are a Level 10 expert in Chemistry and that allows you to take advances classes in College. Or that the requirement for X job is to be level 45 in X abilities. This is an utopia that I know won’t be achieved anytime soon, however, this line of thought can show you how simple a LEVEL can give you a sense of progression and a very simple goal to target.

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 – Goal Category

#GameMechanics – Goal Category

Goal Category #gamemechanics

Defeat an enemy or get an item. Reaching the goal does not care about points.

It’s vrey different to win by points rather than goal. It’s not the same to say whoever crosses this line first wins instead of whoever gets this many points. However, the goal may be to reach X amount of points (like volleyball or tennis), in that case, you would be combining both mechanics.

Setting up goals is a very easy way for your players to know if they are moving forward. Sometimes gathering points won’t tell you much but, knowing that you got rid of this barrier and now can explore another city or unlocked a new floor in a building will give much more feedback.

ENEMIES are usually a VERY easy way of setting the WINSTATE of the system. You put a face to a big bad guy that players must defeat. The player level becomes totally unimportant, they will try to get as many abilities to defeat this guy and some might even try it with the lowest level to test their own skill and feel how far they are from achieving the goal.

The second element of the PBL tradition. Badges are E-V-I-D-E-N-C-E. This icons/patches/stickers/trophies/whatever-that-shows-evidence-of-accomplishment work as a simple way to know if you reached the goal or not.

The tricky part about badges is that unless they actually MEAN something emotionally worth to the players then they must not be issued. The badges will only become an obstacle or one more meaningles thing in the system like it happens with FOURSQUARE. Checking in a place and getting a BADGE just because you got there has ABSOLUTELY no meaning and are completely superficial.

Now, if you think about the BOY SCOUTS for a second, every patch they sew into their uniforms mean something. Whether it is they learned how to use a swiss knife, set up camp or setting up a fire with a single match. The meaning of the badge is so huge emotionally that it makes the player proud to wear them.

Yes, we might be stealing the concept from chess. Oh no wait, we are stealing it from chess, maybe checkers, whatever is older. The concept reffers to a transformation the player goes through after a lot of HARD WORK.

Think of pawns in chess… they are the weakest and must go ALL the way through the board to become a more powerful piece in the game. The work of the piece is rewarded that way and most likely, by crowning, the player CAN win the game (it’s not the goal but the concept is in the same neighbourhood)

Think of the hero who becomes king after defeating the great demon or the princess that becomes queen after saving the world or the clock that becomes a human being again after helping Beauty.

The achievement of the player is rewarded with the transformation of himself into something better. It’s not only a recognition of power but, an actual powerful growth from witihin.

BOSS FIGHTS do not have to be enemies or characters or figurines. They are challenges so hard to overcome players will use all their abilities and skills at each encounter.

The BOSS FIGHT consists of making sure the challenge the player is facing is at a different level and IT WILL BE HARD. The feeling you want to cause in the players is the feeling of “UUUFFF, we made it” or “AAAAHHH Almost made it”.

In gamification, retrying a challenge is a good option to offer the players a safe space for failure and growth. Usually, if the challenge is too complicated, like in a BOSS FIGHT, always consider the possibility to offer retries (like lives in Mario Bros)

Now, the hard part, DON’T MAKE IT IMPOSSIBLE. It’s easy to lose track of the ability you are tracking from your players.

Usually boss fights will challenge more than one ability and, if they come back often, they should challenge one [ability] at the beginning and then accumulate more on each further encounter.

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 – Points Category

#GameMechanics – Points Category

Points Category #gamemechanics

You can't do #gamification without data. Data can be best tracked by points.

We’ve thought about this for quite a while now. In how many ways are can you achieve victory? From our point of view, you can win either by points or by goal.

The points WIN STATE means that you win when you reach X number. Think of the difference between running the 100 meters and  volleyball. A very important point is that TIME is NOT important. The win state has nothing to do with the amount of time you have to play. It has to do with the CONDITION the player must meet in order to declare a victory.

So when you use a limit to the points a player can earn it can be set in many ways and in different levels of tolerance.

Setting the limit to the amount of MONEY a player can get might be not a very good idea, unless the GOAL is to reach X amount of money.

Usually in terms of Experience Points you only set a limit to each level. If you are not relating XP to a level, you can leave it open.

If players will spend ANY amount of points in your system, limiting the amount of “expendable points” they can keep in you wallet will force players to use them so they can keep earing them.

Also you can put a limit on the minimum points needed for staying in the game. That way it will always be pushing the players forward and keep lazy guys away.

The virtual currency mechanics is part of the points win state as it can define the victory of the players fairly easily. The currency does not have to be money. There are plenty of games where you spend the XP your character earns in order to do powerful stuff.

Think that you could set a price to the king’s crown. However the price is in MP (Magic Points) and those are earned by overcoming challenges and defeating dragons. So, despite the money the player has to buy “stuff” she earns this currency as experience. It’s a type of points that CANNOT be awarded any other way.

On the other hand, using actual money. Not real but expendable money regardless of the player growth can help them move forward the goal by making their lives easier. The goal of a virtual currency is to simplify the players progress or to allow it.

It could define the goal, progression or status.

Another point system that shows the REPUTATION of the players or their work based on the perception of others.

Rating is always fun and it can be a very powerful tool to get other players view into your own development. This mechanic is connected to the REPUTATION mechanic in the SOLO category which we’ll address further but, in simple terms, a player won’t get a good rating unless they cover all aspects of a quest.

Setting it up as a WIN STATE involves defining that yu will win when you develop a score that is accepted by everyone else. If the rating is only evaluated by the system it will not feel fair and therefore it wil become a GRADE which is a different mechanic (that would fit in this category)

Remeber that the goal of a WIN STATE is to very easily tell the player if they did it right or not.

What condition must be met to win?

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 – Competition Category

#GameMechanics – Competition Category

Competition Category #gamemechanics

An environment where players must defeat others to progress.

Getting players competing against each other can be really fun or really frustrating. However, in gamification, when you allw your environment to offer threats that not only come from the system, players can be motivated to prove their worth.

Comptetition is a good way to fire things up within a system and most of the time it will feel great to beat other players. Look at the olympics. Try to always find the activities where the players WANT to defeat others and use them for that.

There is only one rule when using mechanics in this category: Make sure the environment is FAIR for everyone. If not, you’ll get flooded with complaints.

 

Part of the traditional PBL design, leaderboards are one of the most OVERUSED game mechanics.

For too long people has thought that putting a ist of the position you have compared to other players is a great way to keep people motivated, however, it’s been proved over and over that leaderboards DEmotivate most of the time, not because the tool is a wrong but, because its ofently used in unfair situations.

Leaderboards are WRONGly used when you have an ongoing table showing who’s better all along without helping players who entered late into the system. Think of the sales department where this has been used for ages, way before the word gamification was invented: The salesman who’s been there for 10 years and has the best clients and longest experience is easiy the one who beats all other players and the new ones will feel completely out of league when trying to be the best one.

Since this is something that NATURALLY happens with a leaderboard, a good way to use it is by  making sure everyone starts at the same spot. Everyne has the same conditions and opportunities to grow and everyone CAN reach the goal. When the difference between all players is only their ability, the leaderboard will prove to be a really effective tool.

Contests usually use leaderboards to show who is better, however not always the case, the rule here is that someone must win. This connects to Core Drive 6 in the Octalysis framework SCARCITY.

The key to a contest is that the reward has to be valuable to all players and it MUST be scarce. If everyone can get the reward, it’s not a contest. May the reward be the glory of having beaten all other players and be considered the best or may it be 1,000 coins, it doesn’t matter as long as the players need it.

A good idea around contests is that players may compete against each other but, it can also become a source of income for them. When they run out of money, they can go to the ARENA to test their skills, get some money and come back to finish their journey. So a contest can be used as a grinding system for players to progress.

Finding a rival is one of the best things that can happen to you. They aren’t enemies, they become a reflection of our own skills being used by someone else. A rival is someone we recognise the (aproximately) same level of skill and gives us a reason to defeat them. IF they pose a threat to the players, they can become an ENEMY, however the goal of this mechanic is to promote competition, not defeating the game.

Think of a movie where the main character finds someone he needs to beat to keep going but, it’s not that they are the enemy, they just want to go in the same direction and defeating them is art of the progression. Most of the time, rivals become allies beacause they share the same goal temporarily and they are excellent reference to our own abilities.

Get the players to find their rivals. May them be NPCs (Non Player Characters) or other players. Make sure they share the same goal but, not necessarily the same point of view. Also a very simple way of making sure they can be rivals is by pairing them up by level with opposite player-types/learning-styles.

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 – 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.

<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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#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.

<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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