Tuesday, September 27, 2022

Tips for launching on multiple platforms (webinar)

 https://create.unity.com/tips-for-launching-on-multiple-platforms-webinar?utm_campaign=Operate-Solutions_global_Webinar-Invites_MESD-4353-2022-09%3A%20Roundtable-Tips-for-launching-on-multiple-platforms-INVITATION&utm_content=MESD-4353-2022-09%3A%20Roundtable-Tips-for-launching-on-multiple-platforms-Invite-2&utm_medium=email&utm_source=Eloqua

Learn How to Create a Multiplatform Game

Executing a multiplatform launch can be challenging, with lack of bandwidth being a common hurdle to launching a game on multiple platforms. We’ve gathered industry-leading experts to provide advice and share their multiplatform game creation experiences.

Join us on October 4, 2022 at 11:30am ET / 8:30am PT for a free roundtable to learn about common challenges that could affect your multiplatform launch. Plus, get expert insights and tips to help you overcome these obstacles and ship successfully.

Listen as experts from Roll7 and Navegante provide insight on:

  • Understanding the future costs of multiplatform games
  • Proactively identifying potential problems when developing a multiplatform game
  • Identifying the skills a team needs to be successful in multiplatform development
  • Ensuring the best player experience when bringing your game to new platforms
  • Planning the marketing for a game’s multiplatform release

Learn more about game development here.


Saturday, April 9, 2022

Repost: Epic Games Releases Unreal Engine 5 for All Creators

https://www.epicgames.com/site/en-US/news/epic-games-releases-unreal-engine-5-for-all-creators
April 5, 2022 – During today’s State of Unreal livestreamed virtual event Epic Games announced that Unreal Engine 5 is available today for production-ready use, marking a generational leap in technological capabilities and workflows delivered to millions of creators across games, entertainment, and beyond. Production-proven in Fortnite and The Matrix Awakens: An Unreal Engine 5 Experience demo, UE5’s many feature and performance improvements enable users to create next-generation real-time 3D content and  experiences with greater freedom, fidelity, and flexibility than ever before.
Previously accessible in Early Access and Preview releases, Unreal Engine 5.0 is available today for download from the Epic Games launcher. UE5 includes groundbreaking features Nanite and Lumen for bringing incredibly realistic interactive experiences to life, plus new systems for creating massive open worlds, and new developer-friendly authoring tools and workflows to speed up the creative process. Alongside UE5, Epic is releasing two new sample projects: the Lyra Starter Game and a City Sample from The Matrix Awakens: An Unreal Engine 5 Experience.
The Lyra Starter Game is a sample gameplay project available as a free download. Designed to serve as a starting point for building and shipping UE5 games, Lyra is a hands-on learning resource that incorporates many key engine features, includes multiple maps and modes, and comes with a fully networked multiplayer environment. Epic will continually update this living project alongside future UE5 releases. 
The City Sample is a free sample project that reveals how the large open world from The Matrix Awakens: An Unreal Engine 5 Experience was built. The project—which consists of a complete city with buildings, vehicles, and crowds of MetaHuman characters—demonstrates how UE5’s new systems and workflows made building this experience possible. 

As developers from independent teams to AAA powerhouses create their next-generation games, Epic has confirmed that over 85 game studios are already part of the UE5 community, with more on the way—representing a deeply talented pool of creative and technical talent around the world. This group includes The Coalition, CD PROJEKT RED, Crystal Dynamics, and many other world-class teams.

Check out the Unreal Engine blog for more details and watch the State of Unreal: 
https://youtu.be/7ZLibi6s_ew
https://www.epicgames.com/site/en-US/news/epic-games-releases-unreal-engine-5-for-all-creators

Monday, January 3, 2022

Reprint_Inspiring adventures through Sailwind's realistic take on sailing the high seas

 

 https://www.gamedeveloper.com/design/adventures-in-emergent-storytelling-from-sailwind-s-realistic-take-on-sailing

"In a game with no enemies or combat of any kind, the possibility of getting lost adds an element of risk and challenge. The risk of failure is what makes success meaningful, and it's one of the necessary elements of any game."

Sailwind is a physics-based sailing simulator, largely made by one person. Your character is onboard a boat, and operates it by pulling ropes and spinning the wheel. There is a map (in your inventory), but it doesn’t tell your exact location. Instead you have to use other means to discover where you are and where you’re headed, and it’s up to you to figure out how to get to your destination.

Sailing isn't only about controlling a ship on the the open seas, however. Along the way, you are faced with survival and trading elements that help to create emergent tales of exploration and adventure. Of course, opposed to those meager trading efforts are the forces of wave and wind, storm and starvation as meaningful accomplishment can't truly be felt without a little risk thrown into the mix.

Coming from a background of VR development and immersive experiences, developer Raw Lion Workshop calls Sailwind their most ambitious project to-date. The dev explores that complexity in this chat with Game Developer, digging into what brought about this open-world sailing simulator, its realistic sailing physics, and the elements of survival, trading, and adventure that define this journey across the sea.

Game Developer: Sailwind is a full 3D sailing simulation made primarily by one person! How long have you been going, and what technology do you use to put it together? How do you handle creating the game's content?

Raw Lion Workshop: It's been close to three years since I started the project, though only the last two years were full time work. The game is made in Unity, using the Crest ocean asset for rendering the ocean and basic boat physics. Most of the other features I have developed on my own. The models and textures are made in Blender, and for sound effects I use creative commons and public domain sounds available online, often heavily edited to fit into the game.

All games that simulate some real-world activity must do so through some degree of representation, but Sailwind does a good job of exposing players to the details of how sailing works. Most nautical-themed games take a more game-ish approach to this subject, while Sailwind almost seems like it wants to teach players how to actually sail a boat. What caused you to think about going in this direction with the development, focusing on the kinds of details that triple-A games would strive to eliminate?

The project started as a simple prototype - I was just having some fun playing with a realistic sailing physics model. At this stage, I didn't really consider any game design or player experience aspects. As I played with my prototype, I realized that it was actually quite fun and satisfying to handle the sail, watch how it reacts to the wind and how it affects the boat and its movement, and that's when I decided to build a full game around it.

A Sailwind screenshot. The player looks out on the sea at night from aboard their small sailboat.

It was only after the game was released that I discovered how challenging this realistic sailing model was for many players. To be honest, it was quite a big surprise to find out just how much people struggled with it. After all, I thought, sailing really isn't that complicated, compared to, say, flying a plane in a flight simulator. If anything, I was worried the game would be too simple, and I was considering adding more complexity to the controls to make it more interesting and engaging. After many complaints about the steep learning curve (and a relatively high refund rate), I understood why the triple-A game studios often have to simplify their games so much. Big studios have to appeal to the widest possible audience in order to make a good return on their investment, and that means the barrier to entry for new players has to be as low as possible and the learning curve very forgiving. Unfortunately, such design generally makes the game less appealing for those who are looking for a deeper and more challenging experience.

I'm still trying to find the happy medium between making the game approachable and pleasant for new players with no sailing experience, and keeping the complexity, realism, and integrity. There is certainly a lot of satisfaction to be had when you master the techniques of sailing and navigation, and the learning and struggles can add to the experience and make it more meaningful. Games that hold your hand, give you lots of hints at every step, and pretty much play themselves don't provide that same sense of accomplishment and satisfaction. However, if faced with too much challenge at the start, many players will just quit in frustration.

Sailing is complicated. How does Sailwind go about helping players get their feet wet, so to speak, in learning to operate a boat?

Currently, the tutorial is quite basic - there's a scroll on your boat which contains text and pictures describing the basics of gameplay and sailing.

Improving the tutorial is definitely something I'm working on. It's all about finding the balance between smoothing out the learning curve to avoid the initial frustration, while still challenging the player to figure things out and learn by themselves. I've recently added a new tutorial feature which visually shows you the no go zone when trying to sail upwind, which is a very important concept when learning to sail. This new addition was controversial in the community for a good reason - features like this can diminish the sense of accomplishment and make the game feel too cheap and easy, so I am very cautious not to move too far in that direction.

Actually operating and manipulating a boat is just part of sailing of course. Some other games find it challenging to enable the player to find his position and get oriented in the world, even with the use of UI aids, but Sailwind don't use those on purpose! The possibility of getting lost, as in real life, is another part of the game. How does a player handle navigation, getting bearings and figuring out the best direction to head in?

Getting lost is fun! That's often when the real adventure starts, and it's a great opportunity for emergent challenges and organic stories to develop. Also, in a game with no enemies or combat of any kind, the possibility of getting lost adds an element of risk and challenge. The risk of failure is what makes success meaningful, and it's one of the necessary elements of any game.

In Sailwind, there are many ways to navigate, and you'll have to choose between them depending on your current situation. There is of course the compass, but if you accidentally drop it overboard (which does happen to many players, apparently!), you can also use the sun, or even the stars in the night sky, to find the cardinal directions. 

There is also the quadrant (a simpler version of the sextant), which you can use to determine your latitude, and the chronocompass, a rather complicated tool which uses the sun and its shadow to find the latitude and longitude. More instruments will be added later on. Skilled use of these instruments is necessary in order to successfully complete long ocean voyages (which can take many hours in real time!).

It's easy to focus just on the sailing and neglect talking about the non-sailing aspects of the game. There's survival elements, and a basic trade simulation where the player takes on delivery jobs, and attempts to complete them for money while keeping his reputation up. How much of the game do these aspects make up? Are you considering deeping these elements of play, like, are there plans in the offing to require that players carry limes to prevent scurvy?

I actually don't consider those features as separate from the sailing aspect. For me, sailing is more than just controlling a boat. When I think of sailing, I think of adventure, travel, exploration. I think of brave men confronting the forces of nature on an epic journey towards the unknown. Without these aspects, sailing is reduced to just pulling ropes, turning the wheel, and steering the boat towards no particular goal. Those things aren't all that fun by themselves, it's exactly that context of the epic adventure that makes sailing so appealing. 

The survival and trading elements in Sailwind serve that goal, they are there because without them the sailing wouldn't be "real" in some sense. The need to stock up on food and other supplies adds an element of risk and strategy, the trading and delivery missions mean you have a destination, a goal which is a part of a bigger story. 

In Sailwind, you're not just sitting there watching your boat move through the water - you're on an epic voyage across a vast ocean, battling storms and overcoming challenges to deliver vital goods to people living in distant settlements. That's what sailing is really about!

This is also one of the main areas I want to develop further. Expanding the trading system is a high priority item on the roadmap at the moment, and there are also plans to expand food and drink systems, such as introducing the need for balanced nutrition and adding food spoilage.

A ship with two sails approaches a city along the shoreline.

One of the interesting design decisions you're made is to enforce the need to sleep. It's amazing really how many games handwave sleep away. A one-person vessel on the ocean has unique strategic requirements. The boat doesn't stay still while the player's character is unconscious, but continues to travel. What would you say this brings to the game?

As with most features of Sailwind, I didn't consciously think about the game design implications of the sleep system. It is simply something that just... made sense. After all, that's how sleeping works in the real world! As it turned out, it fits in the game quite well, but this is more of a happy accident than a planned decision. 

First, it adds another layer to the challenge and decision making aspects, which is pretty important in a relatively simple game like Sailwind. Second, it gives players an opportunity to take a short break, maybe stretch a bit, shift their attention away from the game for a moment, which is probably a healthy thing to do in a long gaming session.

A concession it seems Sailwind must make to physical reality is the nature of the time scale compared to player's life. 24 game hours cannot equal 24 real hours if the game is to progress at a reasonable rate. How does Sailwind handle this? Does it make day lengths shorter, distances shorter, or speeds greater than in real life?

Sailwind takes place on a planet which is significantly smaller than Earth, and the distances and time are scaled down accordingly, but I've tried to keep this scaling somewhat consistent. That is, sailing around the globe in the game (not possible currently, by the way) might take a similar amount of days as it would in the real world on Earth.

The boats are generally slightly faster than they would be in real life, but not nearly as much as in most other sailing games. This slightly faster speed is purely a game design decision - realism is good and all, but going very slow can often feel frustrating and just not very fun.

Sailwind is a fascinating game even at this early stage. Part of what I find personally exciting about it is, it feels like a simulation of an ancient real-world activity that used to inspire a whole genre of literature. Sandbox games are kind of like a self-told storytelling device, a way to have imaginary adventures that can actually be affected by the player's actions, and Sailwind's concept is unusually powerful here. But that's just me; why did you decide to make this, what is it about the idea that pushes you to work on Sailwind every day?

I think the biggest advantage video games have over other media is precisely this potential to create dynamic and unique stories. These stories can be important and meaningful, they're more than just "fun". For me, it's these stories that can make playing a game a worthwhile experience, and that's why these are the types of games I'm interested in. I'm not really into games that try to capture your attention with highly engaging visuals, instant gratification or cheap rewards. That type of entertainment feels good in the moment, and can be highly addictive, but it leaves you drained, tired, and often feeling like you've just wasted your time doing nothing productive. 

On the other hand, when you create and experience a meaningful story during your gaming session, it feels fulfilling - the time is not wasted, it was well spent. That's always my goal when making games. To provide more than just entertainment. I want the player to feel like they've spent their time well, and experienced something meaningful.

Saturday, October 23, 2021

A Secret Island Treasure to Inspire Many a Story

https://www.bbc.com/travel/article/20211020-the-rainbow-island-most-travellers-dont-know

With ochre-stained streams, crimson-hued beaches and enchanting salt caves, Iran's Hormuz Island is a geologist's Disneyland.

"You should get a taste of this soil," said Farzad Kay, my tour guide on southern Iran's Hormuz Island, as we stood at the foot of a ruby-red mountain that loomed majestically over the shoreline, engulfing the beach and waves in a crimson shadow. I approached his suggestion with some trepidation, as I was yet to understand this mysterious, mineral-laden landscape.

Set 8km off Iran's coast amid the murky blue waters of the Persian Gulf, Hormuz is a teardrop-shaped shimmering salt dome embedded with layers of shale, clay and iron-rich volcanic rocks that glow in dazzling shades of red, yellow and orange due to the more than 70 minerals found here. Nearly every inch of Hormuz Island's 42 awe-invoking sq km imparts a story of its formation.

According to Dr Kathryn Goodenough, principal geologist at the British Geological Survey who has previously worked in Iran, hundreds of millions of years ago, shallow seas formed thick layers of salt around the margins of the Persian Gulf. These layers gradually collided and interlayered with mineral-rich volcanic sediment in the area, causing the formation of the colourful landmass.

"Over the last 500 million years, the salt layers were buried deeply by younger layers of volcanic sediment. Since the salt is buoyant, over time, it has risen through cracks in the overlying rocks to reach the surface and form salt domes," said Dr Goodenough. She added that these thick layers of salt, many kilometres below the land, are actually present across much of the Persian Gulf area.

This geological makeup has resulted in ochre-stained streams, crimson-hued beaches and enchanting salt caves. In fact, Hormuz is often called the "rainbow island" because of the spectrum of chromatic hues that it exudes. It's also home to what's thought to be the only edible mountain in the world, which Kay was encouraging me to try.

Locals believe that the salt found at the Goddess of Salt mountain has the power to release any negative energy (Credit: Saeed Abdolizadeh/Alamy)

Locals believe that the salt found at the Goddess of Salt mountain has the power to release any negative energy (Credit: Saeed Abdolizadeh/Alamy)

The red soil on the mountain I was standing near, called gelack, is caused by haematite, an iron oxide thought to be derived from the island's volcanic rocks. Not only is it a valuable mineral for industrial purposes, it also plays an important role in local cuisine. Used as a spice, it lends an earthy flavour to curries and goes perfectly with the local bread called tomshi, which means "a handful of something".

"The red soil is used as a sauce," explained Maryam Peykani, Farzad's wife. "This sauce is called soorakh and is spread on flatbread as it is almost cooked. Apart from its culinary usages, the red soil is also used [in paintings by] local artists, dyeing, creation of ceramics and cosmetics."

Beyond the ruby-red mountain, there's plenty else to explore on Hormuz. In the island's west there's a spectacular salt mountain known as the Goddess of Salt. Extending more than a kilometre, its pale caves and sharp-edged walls are covered by shimmering salt crystals that look like the giant columns of a marble palace.

You may also be interested in:
• How a Scottish mountain weighed the planet
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Locals believe that the salt possesses the healing power to soak up and release any negative energy, and Kay advised me to take my shoes off so my feet touched the salt dome. "The rock salt is known to release immense positive energy," he told me. "After having spent [time] in this valley, you are bound to feel much more invigorated, which is why the valley is also called the Energy Valley."

Similarly, in the island’s south-west is Rainbow Valley, a stunning display of multi-hued soil and vividly coloured mountains in shades of red, purple, yellow, ochre and blue. As I walked, I noticed patches of bright colours forming geometric patterns that glittered and gleamed as the sun's rays hit them.

In the nearby Valley of the Statues, rocks were weathered into fantastical shapes by thousands of years of wind erosion; with a bit of imagination, I could see birds, dragons and other mythical creatures. It was like admiring Earth's very own art gallery.

The island glows in shades of red, yellow and orange due to the more than 70 minerals found here (Credit: Lukas Bischoff/Alamy)

The island glows in shades of red, yellow and orange due to the more than 70 minerals found here (Credit: Lukas Bischoff/Alamy)

Despite the island’s surreal, kaleidoscopic natural colours, most travellers don't know about it. According to the Ports and Maritime Organization of Iran, just 18,000 visitors came here in 2019.

"This natural phenomenon is not fully discovered by world travellers despite its significant tourist attractions, historically and naturally," said Ershad Shan, another local, as I sank my teeth into a spicy, fragrant curry of sardines, red onion, lemon and orange, prepared using soorakh. "If more attention is paid to the infrastructural development of Hormuz, this island can be changed to be an important attraction for tourists."

Locals have started to offer home-cooked meals for tourists and driving rickshaws and motorcycles to transport people around the island. "We feel responsible for doing our bit for Hormuz. It's so rare and is a part of our identity," Shan said. "We feel an urgent need to contribute towards getting the world to take notice of this eco-heritage."

As I devoured my curry, it struck me that while Hormuz is without doubt a geologist's Disneyland, it is the edible soil, which is literally runs through the veins of its inhabitants, that make it truly special.

Geological Marvels is a BBC Travel series that uncovers the fascinating stories behind natural phenomena and reveals their broader importance to our planet.

--

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Monday, September 20, 2021

REPOST: Narrative design myth-busting: It's not "just writing"

 https://www.gamedeveloper.com/design/narrative-design-myth-buster-1-it-s-not-just-writing

In this ongoing series, narrative designer Matthew Weise confronts misconceptions about narrative design in game development.

Storytelling is as old as video games. Narrative design--the systematic understanding of how story works in games, and the production expertise that goes along with it--is still relatively new. While it’s common to see job ads for ‘narrative designer’ or ‘narrative director’ these days, this was not the case just a few short years ago.

Similar to where ‘game design’ was in the early-2000s, narrative design is an old art but a new (or newly understood) job. This means that, while it has indeed come a long way, there can still be a lot of confusion surrounding it: what it is, what it isn’t, where it overlaps with other disciplines, where it doesn’t. There are still a lot of myths surrounding it. Chances are you’ve heard of some, and may even harbor them without knowing it. 

This can create confusion and false expectations, hurting development and in some cases even derailing projects. This will be a series designed to save you from that, by debunking the most common myths of narrative design in games. First up:

“Narrative Design is just writing.”

Sometimes “narrative design” and “game writing” are used interchangeably. You may have heard this yourself. Companies are looking for a “narrative designer/writer” or someone might say “Our narrative designer is writing the story." While they are certainly related, it is important to remember these are two entirely different jobs, with different skillsets and different tools, that need to work in tandem to achieve a good narrative player experience.

Narrative design is, as the name implies, a type of design, like level design or systems design. The skillset and toolbox is that of a designer: helping create and/or leverage existing mechanics, systems, levels, art, UI, and sound to achieve a desired dramatic experience for the user.

A game writer creates the actual written content for the game, typically player-facing (dialogue, descriptions, menu text, etc.) but also sometimes team-facing (story bibles, character sheets, beat planning documents, etc.). Sometimes the narrative designer is also the game writer. Sometimes they are different people. Sometimes there is a whole team of narrative designers and game writers, each tasked with different things.

Seems simple enough, so why does confusion about it persist? A lot of it has to do with the messy history of narrative and writing in video games, specifically how game narrative has been traditionally siloed in the development process.

Historically, throughout much of the 80s and 90s, game narrative was equated with cutscenes and dialogue (and by implication not mechanics, systems, art, or UI). While many games--from Zork to Ultima to countless others--defied this assumption with their holistic, integrated approach to narrative, a lot of the language used to describe such holistic design was yet to develop, leaving many production teams with a simplistic “game vs. story” dichotomy informing their process. The rise of cinema-like visuals in the late 90s further siloed “story” from “game,” encouraging pipelines developed for film and tv to be dropped wholesale into game production, entrenching the perception that “writers” are the ones who work with the film people to create the movie-like bits, while the team making the actual game is off doing something else.

While a lot of this confusion has been cleared up today, it can still trip up projects, starting with the hiring process. Teams that understand the difference between narrative design and writing will have clear and specific job ads that reflect this, whereas ones that do not will often use fuzzier, non specific language that conflates the two or uses them interchangeably. Companies that know what they are doing know that if you need a writer, you need to hire a writer. If you need a narrative designer, you need to hire a narrative designer. If you need both, you need to hire both. And you are upfront and clear about this in your job ads all the way through your hiring process.

The biggest problem of hiring a ‘narrative designer’ when what you really expect is a writer is it belies a narrow-minded, outdated assumption about what narrative is and can be in your game. If you think narrative design is someone coming in at the end and adding some words and VO around decisions that have already been made in gameplay, art, and UI you are missing that holistic approach to game storytelling that has been at the core of what makes game stories so memorable, endearing, and--above all--unique to players. Your mechanics, your art, and your UI could be doing a lot of the “narrative lifting” as it were. Distributing your storytelling across all aspects of design, not just dialogue, cut-scenes, lore, etc., makes dramatic game worlds richer, fuller, and more resonant with audiences.

A good narrative designer will work with other departments to find out how the UI can express the protagonist’s personality, how a well-designed room can have the same effect as a page of dialogue, and how a game mechanic can express a spiritual and emotional conflict, not just a physical one. And those are just the basics. More advanced forms can result in truly innovative and time-saving features, like smart bark systems that ensure lines don’t become repetitive or ambitious story-generation systems like the one in Shadow of Mordor. Having a strong interdisciplinary narrative design foundation--which includes writing as an important part along with everything else--is what allows you to “level up” your narrative design, so to speak, achieving true innovation in the space that players will remember. This is the ultimate value of understanding how all these parts work together to create the art of narrative design, and what will distinguish your game as an intelligently crafted and efficient piece of work.

***

Matthew Weise is a narrative designer and writer whose work bridges the worlds of games and traditional entertainment with credits including Disney's Fantasia: Music Evolved and The Jury Room from Oscar-winning director Barry Levinson. Weise is former game design director of MIT's GAMBIT Game Lab and currently runs narrative design consultancy Fiction Control.

 

Monday, June 21, 2021

REPOST: What happens when pacifist soldiers search for peace in a war video game

https://aeon.co/videos/what-happens-when-pacifist-soldiers-search-for-peace-in-a-war-video-game

What happens when pacifist soldiers search for peace in a war video game 

https://aeon.co/videos/what-happens-when-pacifist-soldiers-search-for-peace-in-a-war-video-game

For as long as there have been wars, there have been soldiers refusing to fight in them. The experimental short How to Disappear examines the history of military desertion via the online war video game Battlefield V (2018), drawing wry and provocative contrasts between digital and real-life combat. 

Created by the Austrian art collective Total Refusal, this thoughtful film also asks: what does it mean that you can’t desert within this computer-generated world? 

Unable to abandon the battlefield or surrender within Battlefield V, Total Refusal invents new and unusual forms of pacifistic disobedience for their user-controlled soldiers. Their imaginative tactics walk a thin line between trolling other players and challenging the frameworks and mores of this peculiar space. 

By putting aside the intended gameplay, the group explores muddy moral questions of play, patriotism and war in a society where lines between digital and real environments grow more blurred by the day.

For more from Total Refusal’s Leonhard Müllner and Robin Klengel, watch Operation Jane Walk.

 

Tuesday, May 11, 2021

REPOST: The Power and Pitfalls of Gamification / Katy Milkman Ideas 05.04.2021 08:00 AM

 When tech companies first adopted the technique, there was hardly any science supporting it. Now researchers know when gamelike features help—and when they hurt.

Illustration of gold trophy topped with bored office worker
Illustration: Sam Whitney; Getty Images

This Story is adapted from How to Change: The Science of Getting from Where You Are to Where You Want to Be by Katy Milkman.

When you walk 10,000 steps in a day, your Fitbit rewards you with a jiggle and some virtual fireworks, giving you a reason to pause and smile with pride. When you practice a foreign language on Duolingo multiple days in a row, you earn a “streak” and are encouraged to maintain it, giving you an extra reason to strive for repetition. 

When companies, teachers, coaches, or apps add features such as symbolic rewards, competition, social connections, or even just fun sounds and colors to make something feel more like play, they’re relying on “gamification” to enhance an experience that might otherwise be dull. I’d wager that most of the apps on your phone use some element of gamification, but we also see gamification in our workplaces and from our health insurers.

Gamification first took off more than a decade ago. At the time, there wasn’t much evidence for its value; the concept just seemed to make sense. Business consultants promised organizations that gamifying work could more effectively motivate employees, not by changing their work itself, but by changing its packaging, and making goal achievement a bit more exciting as a result (“Yes! I earned a star!”). 

Technology companies like Cisco, Microsoft, and SAP, for instance, found ways to gamify everything from learning social media skills, to verifying language translations, to boosting sales performance.

Today, thanks to science, we know a lot more about when gamification really works, and what its boundaries seem to be. Beyond the gamified apps and software we use to learn new skills, companies like Amazon and Uber now deploy it to boost worker productivity. But to get the results we seek, in our own lives and in the workplace, it’s important to understand when gamification will work—and when it will only make matters worse.

In 2012, Jana Gallus, a brilliant young economist studying for her doctorate at the University of Zurich, learned of a problem plaguing Wikipedia—and saw an opportunity to run an early test of the value of gamification. Despite the popularity of the 50-million-entry online encyclopedia available in over 280 languages, Gallus discovered that its top performing editors were leaving in droves. 

And since the so-called Wikipedians who keep the site’s articles on everything from Game of Thrones to quantum mechanics accurate and up to date don’t get paid a dime, the organization needed to find a way to keep its top editors engaged with the sometimes-monotonous task of curating online content without offering them money.

In the hopes of reducing turnover, Wikipedia let Gallus run an experiment with 4,000 new volunteer editors. Based on the flip of a coin, she told some deserving Wikipedia newcomers that they had earned an accolade for their efforts, and their names were listed as award winners on a Wikipedia website. They also received either one, two, or three stars, which appeared next to their username, with more stars allocated to better performers. 

Other newcomers who had contributed equally valuable content to Wikipedia but came out on the other end of the coin flip got no symbolic awards (and weren’t told that such awards existed). Gallus thought the awards would make a monotonous task feel a bit more like a game by adding an element of fun and praise for a job well done.

She was right. The volunteers who received recognition for their efforts were 20 percent more likely to volunteer for Wikipedia again in the following month and 13 percent more likely than those who earned no praise to be active on Wikipedia a year later.

Examples like this one might make gamification seem like a no-brainer: Why wouldn’t a corporation want to make work more fun? Despite Gallus’ exciting results, more recent research shows that as a top-down strategy for behavior change, gamification can easily backfire. Two of my Wharton colleagues—Ethan Mollick and Nancy Rothbard—ran an experiment that proved just that. 

It involved several hundred salespeople who had the somewhat boring job of reaching out to businesses and convincing them to offer coupons for discounted products or services that were then sold on their company’s website (think Groupon). The salespeople earned commissions for each coupon eventually sold online.

In an attempt to make this more exciting, Mollick and Rothbard worked with professional game designers to create a basketball-themed sales game. Salespeople could earn points by closing deals with customers, with more points awarded for bigger deals. Sales from warm leads were called “layups,” while cold calls were dubbed “jump shots.” 

Giant screens on the sales floor displayed the names of top performers and showed occasional basketball animations like a successful dunk. Regular emails updated the “players” on who was winning, and when the game was over, the winner got a bottle of champagne.

Employees on just one sales floor participated; the rest were left out. My colleagues then compared the trajectories of salespeople who played the game with those who didn’t. Though they’d had high hopes, Mollick and Rothbard were surprised to find that playing the game didn’t improve sales performance, and it also didn’t improve the way salespeople felt at work. But digging into their data further revealed a very interesting pattern.

The researchers had asked everyone in their game a set of questions: Did people follow the game? Did they understand the rules? Did they think it was fair? These questions were designed to measure which salespeople had “entered the magic circle,” meaning that they agreed to be bound by the game’s rules rather than the normal rules that ordinarily guide their work. After all, if people haven’t entered a game mentally, there’s no real point to it.

Sure enough, the salespeople who felt that the basketball game was a load of baloney actually felt worse about work after the game was introduced, and their sales performance declined slightly. The game benefited only the salespeople who had fully bought into it—they became significantly more upbeat at work.

My colleagues argue that their study highlights a common mistake companies make with gamification: Gamification is unhelpful and can even be harmful if people feel that their employer is forcing them to participate in “mandatory fun.” Another issue is that if a game is a dud, it doesn’t do anyone any good. Gamification can be a miraculous way to boost engagement with monotonous tasks at work and beyond, or an over-hyped strategy doomed to fail. What matters most is how the people playing the game feel about it.

Gamification may have worked so beautifully at Wikipedia in part because Wikipedians don’t get paid but instead come to the site as volunteers. And it’s relatively safe to say that volunteers for any organization want to be there and want to be productive, or else why would they be volunteering? 

Wikipedia editors devote time to the world’s largest online encyclopedia because they’re intrinsically motivated to help share knowledge widely, just as volunteers for the Nature Conservancy want to help the environment. So Wikipedians naturally have the goal that the site’s awards are designed to reinforce.

At its best, gamification seems to work when it helps people achieve the goals they want to reach anyway by making the process of goal achievement more exciting. When people fully buy into a game, the results can be impressive, durably improving volunteers’ productivity, boosting worker morale, and even, as seen in one recent study, robustly helping families increase their step counts. But gamification can tank when players don’t buy in. 

If a game is mandatory and designed to encourage people to do something they don’t particularly care to do (like achieving an outstanding record of attendance at school), or if it feels manipulative, it can backfire. Amazon seems to understand this: They’ve kept their gamification program entirely optional so employees who enjoy it can use it, but it isn’t imposed on anyone.

This latest science suggests it makes lots of sense for apps to continue gamifying our achievements, so long as they’re promoting goals we’re intrinsically eager to reach. But when it comes to using gamelike features to promote change we might not find so appealing, gamification doesn’t seem to be a workaround for more substantive solutions. 

While not every context is the right one, under certain conditions, gamification can make pursuing your aspirations feel more like play. And that is a powerful tool in any personal or professional quest for change.


Adapted from How to Change: The Science of Getting from Where You Are to Where You Want to Be by Katy Milkman; foreword by Angela Duckworth, in agreement with Portfolio, an imprint of Penguin Publishing Group, a division of Penguin Random House LLC. Copyright © Katherine L. Milkman, 2021.


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