Learning From Games: Space Invaders – Simplicitas est Perfectum

Coat of Arms 1 Learning From Games Space Invaders 8211 Simplicitas est Perfectum

To this day, Space Invaders is one of my all-time favourite games.  Born the same year as me (1978), it is a classic in every sense of the word.

What I love is the simplicity, There is no heavy backstory, there is no complicated power-up system, no fancy boss battles or in-game purchases!

The instructions whole scene was set in one line of the four lines of instructions.

Game ends when players “Laser Bases” are all hit by invaders missiles or when invaders overun the base.

Simple as that! In one line of text, you know everything you been to know. You control a laser base and you need to defend it from the invaders. You quickly learn that there are some building you can hide under, but they can be destroyed and that from time to time a bonus can be had from hitting the mothership style alien. Read More ...

Should I Start Defining the Game Elements Now?

Shoe horn Should I Start Defining the Game Elements Now

When you get going with gamification, it can be really really exciting. You are creating engaging solution using game elements and ideas, how cool is that??

But when do you start to define what elements, mechanics, game design ideas and so on?

It is really tempting to do it after the very first conversation with a client. They have told you what they want and you have an idea. A few mechanics here, a narrative and bingo – you have the solution.

But whoa there, do you really have the solution? What was the problem you where trying to solve? The client told you what they wanted, but did you discover what they needed? Read More ...

The Trouble With Types

Type Lenses 1 page The Trouble With Types

Player Types and User Types, I’m not gonna lie, I love ’em. I imagine that is obvious considering I have spent so long making my own!

However, it’s time for a bit of a tidy up of misconceptions about types –  a misconception my love of them may even have helped to perpetuate.


Bartle has 4 Player Types

Actually, he has 8. He realised there were limitations and duality in his 4 types, so he created a set of 8 that accounted for this. https://mud.co.uk/richard/selfware.htm

Everyone is Just One Type

No matter what model or taxonomy you use, the likelihood is this is just not true. We probably display all types in our personality, just in different amounts and in different contexts (more on that in a moment) Read More ...

4 Simple Questions To Transform Your Gamification Implementation

WWWH 4 Simple Questions To Transform Your Gamification Implementation

It is simple to jump to solutioneering as soon as you feel you have a problem that needs fixing. However, taking a step back and asking 4 simple questions can save you time and money in the long run.

  1.  “What is the problem”
  2.   “Why do we need to fix it”
  3.   “What needs to change to fix it”
  4.   “How do we do that”

What is the problem?

First, you need to explore What you are wanting to change. This is the easy bit and is likely to change, but it is a start. Be as specific as you can, but be open minded as you explore further!

Most people already have this in mind when they first go to someone asking for gamification.

Why do we need to fix it?

I have spoken about this in the past, but it is so important that I like to bring it up from time to time. Read More ...