How Game-Design / Gamification Influences Non-game ventures?
I’m the guest on #Kaizenbiz on Friday 20th April 2012 9:00am PST
Elli St. George Godfrey (aka @3keyscoach) asked me five questions in advance. Here’s my answers by way of a pre-amble.
So, on Friday we can just chat about how game-design has changed my perspective for non-game ventures. I think that’s a lesson that everyone can embrace.
I really think it has changed my life and connected so many dots. It took me a lot to figure that out. It’s been quite the journey. So here’s the questions:
- How do you understand Gamification?
The biggest thing for me is “Feedback”. Generally, life (or reality) gives poor feedback. You MUST read “Reality is Broken” by Jane McGonigal to get this, but this video sure gives you a good start.
I didn’t set out to make a game about feedback. That’s just how it turned out. That’s what worked in play testing. Gamification wasn’t a term in 2004. GiftTRAP added the feedback loop that real world gift-exchange so badly needs. Creating the game taught me that. My research shows 1/3rd of gifts are unloved and unwanted! That’s awful in my opinion and massive validation of Jane’s research.
We always tell people their gift is lovely. With no feedback, we cannot become better gift givers. Perfect validation that reality is broken!
In gamification speak, GiftTRAP gamifies that act of gift-exchange. By gamifies, I simply mean it enhances reality by adding a feedback loop.
Sure gamification is more than just feedback, but if you can embrace the idea of feedback, in gamer speak, you’d be ready to LevelUp. Become a “Feedback Hunter”. Seek it out. Add it at every turn. There’s all sorts of ways you can give feedback.
Level2 Gamification is about appreciating motivation and habit. By understanding motivation you can design the feedback needed to trigger the desired behaviour. Gamification is really just figuring what makes us tick.
Gamification comes in for a lot of flak. Ignore the name. Embrace its values.
- What was your experience like while creating your game?
It was fun. I was in no rush. I’ve learned ideas improve by resting them. I also used it as a great excuse to network and connect with old friends. I went beyond friends. I sourced 500 people to play test GiftTRAP.
Some people give amazing feedback. A friend suggested the “No-Way” gift ranking. This was genius. It created conflict, fear and surprise. It added an edge to the game.
Having studied gamification, today, I’d add that by design. I’d create conflict. By listening and reaching out I was lucky enough to add it by serendipity. I made my own luck.
- While developing your game, what did you learn about the business of game design?
Two things
- We’re all human. We all make mistakes. Mistakes is how we learn. Board game design is no different that digital. I may be cheaper to fail digitally or iterate. The total production costs of video games are much higher. We both get people to play (and come out of their shells) and engage emotionally. That’s a repetitive or repeatable process. I believe the feedback I’m talking about is in process-feedback. The parallel is video games, where players learn and improve by repeatedly failing.
- Ironically, as an innovator, you can have too much feedback. I joined the industry as a decisive novice and fearlessly published my first game. This wasn’t really in-process feedback. There is a difference.
I took on a barrage of feedback about my aspirations to produce “Mini GiftTRAP” as an expansion pack that also doubled as a standalone card game. As a result I temporarily became an indecisive expert. In the end if took 3+ years to launch the Mini game instead of 3+ months. The photo above shows us testing some packaging ideas for the mini game in a real Toy Store.
It took me a while to appreciate this. I finally shed my skin of excess feedback and reclaimed my decisive voice.
I should not have listened to any of it. I was in a new space. I had not idea which was good or bad feedback. If you are ploughing a unique furrow – keep going! As an example, I listened to a potential paying customer (no names – a big US Retail chain). We made 6,000 units of totally the wrong game (GiftTRAP California) – The retailer didn’t buy a single copy. Ouch! Worse yet they diverted my energies from making a mini game.
When I did get to focus on the mini game I got so much feedback I got paralyzed. I’d have been better to make a small batch and learn from failing. Instead I failed making 6,000 games that weren’t even on my plan/vision. Big lesson!
Customer feedback is a long, winding complicated snake and not the topic of this post! Feedback is probably more like a bowl of spaghetti.
- Why are stories important to games? Or does gamification require a story?
Stories are important to people. Stories are like gravity. They hold us to the track. We’ve craved stories since we first congregated around campfires.
Gamification requires people (and motivation), so story is everything.
I’m a huge fan of “Metaphor”. Metaphor gives you a skeleton around which to hang the flesh of you story. Gift-exchange was a powerful metaphor that we executed throughout the packaging. Opening for the first time is therefore a wow experience.
I strongly recommend you go try some Euro-Board Games. Here’s my list of favorites.
Euro-games are all about theme and story. Themes create immersive experiences. I would NOT embark on any gamification initiative unless you and your team have acquired an appreciation for game (both cardboard and digital).
Oddly I think cardboard/board design is harder. You are so much more exposed. Digital games shield players from complexity so they are harder to appreciate from a design/ motivation/ gamification perspective
- Where has the experience of designing a game changed how you view non-game situations?
Life is a game with very few rules. Many winners and many losers. It’s a never ending game (until…). We have an infinite set of leaderboards to follow or not. We can constantly re-choose our team-mates, or play alone.
A startup is a game. I live that every day as co-founder of Listly. I try to blog that experience. I regret not live blogging the GiftTRAP experience. I just couldn’t find my groove back then. It just feels more natural now.
As a result of the GiftTRAP experience, I seek much more feedback (and I give more feedback too).
I’ve learned trying matters. Failing is fine. Failing is not game-over. Or rather take small steps so each step cannot signal game over.
I’ve learned even the pro’s fail. I’ve learned I was normal.
I’ve learned I was a pro. And gaming is no different. I didn’t need to think differently to be a game designer. I used my software skills to make a board game. The fact I succeeded wasn’t a miracle, it was a function of hard work and determination.
I was lucky enough to love games, so appreciating game design was a pleasure. I don’t see games as games anymore. I see them as influences and mini components from other games. They are all connected, just like ideas are connected.
- How do you describe gamification?
- What kinds of engagement between people does gamification encourage?
- How is game design similar to designing a startup/business venture?
- If the best game designs rely on story to help engagement, what role does storytelling play in creating a business?
- How would you know a team/staff has an appreciation for game?
- Where would gamification make a difference to the momentum/growth of a startup/business?
Here’s a video on GiftTRAP







[...] creating GiftTRAP, he got to explore game design and discovered there is so much more. Read his framing post and get ready for a lively [...]