One of the key issues facing gamification as it moves defiantly into its mid-teens is a lack of consistency and interoperability of the language used to describe it. The first and most obvious example of this is the lack of anything resembling an agreement on a definition of gamification. Wikipedia seems to change pretty regularly, and almost every gamification expert out there has their own version. Very few like the Wikipedia version either; “The use of game elements in non-game contexts” being the most popular. Don’t get me wrong; I love Sebastian Deterding, and the definition fits the original meaning of gamification, but things moved on a little, or at least I hope they did.
game mechanics
What’s Your Biggest Gamification Challenge? (And Episode 3 of the podcast is out)
I wanted to ask you guys what you feel your biggest challenge in gamification is? For me, it is getting folks to take gamification as an industry seriously. There are many reasons for this, a lot of which we dive into in the latest Andrzej & Roman Show (Yeah shameless plug)!
Whatever the reason for this may be, it is imperative that you overcome it quickly. I’ve told this story many times, but it is worth repeating. I once sat in a meeting where less than 5 minutes into the presentation, the client just stopped me and said “I hate everything you have said so far. We don’t play games, we are too busy”
Introduction to Gamification Part 9: Elements and Mechanics
“A distinct set of rules that dictate the outcome of interactions within the system. They have an input, a process and an output.”
Should I Start Defining the Game Elements Now?
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?
It is fine to start to outline what could be done before you see the full picture, but defining mechanics and elements before you actually know what the core of the problem is will lead to a solution that needs to be shoehorned into the problem.
Remember to ask the right questions and to keep digging, even as you begin your designs. Never stop asking what, why, what and how!
And always make sure you can answer the question “Why am I adding gamification” long before you define the mechanics!!
So, when do you start defining the mechanics etc? When you are sure you know what the problem you are trying to solve is.
Defining Game Mechanics in a Gamification Context
Mechanic: A distinct set of rules that dictate the outcome of specific interactions within the game.
- Game Example: Digging blocks is the core mechanic. Crafting is another mechanic.
- Gamification Example: The drag and drop mechanism in timeline sort challenge. The timer is also a mechanic as is the act of turning over cards in the memory match game.
Dynamic. The emergent outcomes of player and system interactions with game mechanics.
- Game Example: Building a fortress in Minecraft with friends.
- Gamification Example: Pooling knowledge in the social chat area to help each other complete the challenges.
Aesthetic/Immersion: The feelings and emotions the game evokes in the player.