The Rules of the Game

A fantastic Rands in Repose post called Gaming the System published last week is all about making a game out of otherwise mundane jobs like bug tracking. But much of the advice given is also relevant to the design of actual games as well as applications intending to offer an incremental learning curve inspired by game design.

The entire post is well worth reading. One of my takeaways from it is that a game is a contract. The rules of this contract can be changed - carefully and transparently - but should never be broken.

Here’s a few of my favorite quotes from the post:

Geeks will furiously work to uncover the rules of a game and then use those rules to determine how they might win. But the actual discovery of how to win is a buzz kill. The thrill, the adrenalin, comes from the discovery, hunt, and eventual mastery of the unknown, which, confusingly, means if you want to keep a geek engaged in a game you can’t let them win, even though that’s exactly what they think they want.
In the defense of game designers, there are no quests that read “Go waste sixteen hours of your life doing nothing”. They are more elegant with their descriptions; they splice all sorts of different tasks together to distract you from the dull inanity of large, laborious tasks. But they know that part of what makes us tick is the micro-pleasure we get from obsessively scratching the task itch in pursuit of the achievement.
In an interconnected world, games became social, and once we discovered each other in these virtual worlds, we looked for a means to compare our feats. We began to understand that achievement was not just becoming great at a game, but being recognized for being great.
Enforce rules with an iron fist. A rule not followed is twice as bad as a poorly defined one. A violation of the rules is an affront to a geek. They react violently to violations of the rules because it’s an indication that the system is not working. Rules make a game fair, and when they stop being followed, the geeks stop playing.
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