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October 14, 2010

Gamification = b*llsh$t

Filed under: Dev Blog — Tags: , , , — Phil @ 1:39 AM

It takes a lot to rile me up enough to blog about it. I just finished with the Virtual Goods Summit here in San Francisco, and the new buzz word in entrepreneur and venture circles is “gamification”.

This Wikipedia entry sums up for me best what gamification is, and also explains exactly how it’s nothing. I’ve never been so frustrated by something that I wanted to be excited about, and where I wanted to see the light bulbs go off, and just hearing (to my ears) empty, meaningless, self-referential chatter.

The worst part is that I’m probably wrong. These are smart people talking about this subject, smart people that I like and have respect for. I’m 90% sure that I don’t get it somehow and that in 3 years I’ll be bitter and muttering to myself, but there’s also 10% of me that sees a man riding down the street with no clothes, and for some reason that gets me really agitated.

What I’ve heard so far about gamification makes some valid points, but I haven’t heard anything worth making into a business model. At it’s core, the idea seems to be that by providing some kind of incentives/rewards to users/players for doing something that the (Designer? Operator? Service Provider?) wants them to do, they will see better results. Layered on top of that there’s the possibility of using competition, progress feedback, goal hierarchies, etc. to get these users/players really stoked about doing that something even more.

But isn’t this just good marketing, service design or product design? Companies and people have been doing this forever, why is it suddenly something to build an enterprise around? Is Toyota’s philosophy of “Challenge, Continuous Improvement, and Verification” gamification? Certainly it was hugely influential to many types of industry, but that was because it was an extremely well-designed and appropriate methodology, not because they invented the idea of goals, transparency, feedback and progress scoring.

What about Speak and Spell, or Report Cards, or “678 days accident free”? Is this gamification? If we can make a website that replaces or incrementally improves any of those core concepts, is that brilliant or a defensible business plan? I think there’s some opportunity there, but no more than there was 5 years ago if I was pitching an interactive learning website (what genius!).

Scrum is definitely “gamification” (they even have planning poker!), but so what? There are hundreds of services and applications around managing scrum and agile methodology, but why are they suddenly so much sexier than they were in the past?

One huge problem I see for gamification is that most real-world stuff isn’t fair. Life isn’t fair, not even close to it. Imagine a game where we all start with some random assortment of items: playing cards, a bucket of water, a small bag of rice, a few yards of twine, a stack of monopoly money, an army of orcs, a haunted castle, a private jet, an island, x-ray vision, or constant, incurable flatulence. Then we’re told to check in with the people around us to learn the rules… and good luck!

I’ve heard this comment, often from bemused parents or spouses of gamers: “If you spent as much energy on your (homework, job, marriage, business, health) as you do in (WoW, Starcraft, Call of Duty, Second Life), you’d be a (genius, billionaire, superstar)”. This is missing the point entirely. The reason why people spend time on game achievements instead of real-life achievements is because real-life achievements are 1) hard 2) perhaps a lot harder for you than they are for other people 3) might actually not work out. Most people are not up for that level of stress and uncertainty in their lives, and this is why games are so appealing.

With games, it barely matters who you are or what resources/abilities you have… if you put in the time, you’ll be able to “succeed”. The most popular games virtually guarantee success. Take WoW for example: A person with very little ambition, goals, prospects, or resources can become an epic figure who cannot fail. Simply by performing tasks that scale to their ability, the player is able to advance and become fantastically powerful. They’ll get to experience a level of success and accomplishment that they may never feel in their real life, and that feeling is virtually guaranteed.

No amount of gamification is going to provide that kind of incentive and reward around real-world stuff, and more importantly we can’t provide that level of certainty to the outcome.

Some people love to compete, but it’s unlikely they are the people who need much incentive to be successful in their “real lives”.

Gamification of healthcare is talked about a lot, mostly it seems to get people more interested in taking better care of themselves. I agree totally that some amount of rewards and incentives around staying in shape or sticking to a healthy lifestyle can be useful, but I don’t see anything magic here. People and enterprise have been using these tools for years. I think that there is opportunity out there to execute some solid services or products around this, but I don’t see anything particularly unique or novel in that. And I really don’t believe that “gamification” will be the magic bullet that revolutionizes health and fitness, at least not more than it already does, and has been doing for decades.

Wouldn’t it be cool to make an activity that was fun, gave good feedback and scoring, was social, was both cooperative AND competitive, and helped get us in shape? We could sell product and services around those activities, and in fact… there might be other businesses that spring up, simply to help users/players feel vaguely connected or associated with those activities. It could spawn an entire industry! We could call it basketball, athletic apparel and sports drinks.

There are many many more examples of why I think gamification is an empty concept, and maybe I’ll go into them in later blogs. I don’t want this to be a huge endless treatise though, so I’m gonna wrap it up. I hope readers chime in with comments or counter-arguments and that there can be a real discussion about this. It could very well be that there is something of real value here that I’m missing, but my gut is telling me that there could also be a lot of wasted time, energy, and money on something that will never amount to anything unique.

Just to be clear, I’m not saying that “gamey” concepts applied to real-life stuff is a bad idea. I think there are some interesting “mash-ups” that are happening, and that will happen around games, social networks, LBS, brands, education and “serious stuff”. There’s no doubt that rewards, incentives, feedback, cooperation and competition are all very useful in any industry, but clever people and businesses already use these techniques, and have probably been using them since the dawn of civilization. I don’t think there’s anything 1) new and 2) unique or defensible to build a truly scalable industry around even if you slap a fancy-pants name on it.

-Phil

March 15, 2010

Building Battle Punks with Fans

Filed under: Community Team Blog — Khatie @ 9:50 AM

One thing our Battle Punks development team is doing is listening to the fans, day after day, about what makes Battle Punks better. Rather than make a game for themselves, the devs are truly making this game for the fans, with the fans.

Each time there is a new feature or new content, the team goes to the fans for feedback and suggestions on how to make the game even better. But it doesn’t stop there. The suggestions are actually weighed into design and feature considerations.

I have worked on many teams with many games. The Battle Punks team and and the game itself is a collaborative labour of love between two teams, the developers and the players. As Community Director, I have the fun of relaying information and communication between these two groups. So far, the job has been both challenging and rewarding. But the real winners are the players, who get to play the game they WANT to play.  Keep up the great work, Bears and Punks!

March 8, 2010

Where O Where is Vava Bear?

Filed under: Community Team Blog — Khatie @ 6:43 AM

Most of you know me through my daily posting for our Gravity Bear’s Fan Page weekly game, Where O Where Is Gravity Bear? I have to tell you, I love coming up with weekly ideas to hide GB. But it wasn’t until I started looking back did I realize that there was so much of me in the clues! You see every one of those creative little tidbits was somehow inspired by my life. Let’s take a look at a couple of past ones, shall we?

  • The Eiffel Tower: No brainer… I am French.
  • Bear in a pool: Pretty easy, the bear well ya, Gravity Bear, and pool because it’s the winter and I miss laying out at the pool (my fav thing to do, btw).
  • Baby’s Eye: I just had a lil bear cub. He actually turned 3 months yesterday! So I am pretty much obsessed with all things baby.
  • Tuna roll:  I <3 sushi.
  • Praying Mantis Hive: Ya that was a weird one, I agree. My husband came up with that one. I think his exact words were “No one is EVER gonna get this one!” Ehm… let me remind you that Susan Fickett Keeney guessed it by the 3rd clue! Praying Mantis Hive

So next time you play WOWIGB, remember that you will not only see where GB is hiding, but also a tiny glimpse into my world as well!

~ VavaBear

February 26, 2010

Working for the Bears

Filed under: Uncategorized — Khatie @ 4:04 PM

I just finished my first month here at Gravity Bear. They hired me to be the Community Director, working on the first title Battle Punks! I must say, this month has flown by for a number of reasons:

1. The team is AMAZING. I have had so much fun getting to know the team, how they work, and their quirks. Working in the game industry you really never know what you will get. There are many kinds of devs, both creative types and business types. Sometimes you get prima donnas, sometimes you get cold fish, and sometimes you get anything in between. The Gravity Bear dev team is happy, hard-working, helpful and hilarious. I have never had so much fun with a dev team as I have with this one.

2. The fans are AMAZING. Again, you get all sorts in this line of work and online communities are generally known for their disinibition and snarkiness. But these fans are terrific! The alpha testers are all supporting this game and reporting bugs and sending feedback in a steady stream. The team loves the input, too and they work to make the game into something each and every player will love. It’s a mutually beneficial exchange of information and input that is a joy to facilitate.

3. The game is AMAZING! Fun, innovative, captivating. I can’t say enough about the game. I usually love playing all games and so “working” on them is a joy. Battle Punks is a keeper; I would play this whether I needed to or not. I would share invites with friends. I would tell others about it. I would probably write the team an email or post in the forums telling them how awesome I thought it was. And I get to “work” here instead!

Time flies when you’re having fun. And I get to have fun for a living!

~ Khatie (Mama Bear)

: )

February 23, 2010

Impressions of our pre-launch community

Filed under: Community Team Blog — Koala @ 12:21 PM

When Aletheia and the Gravity Bear team asked me to run the Gravity Bear Facebook Fan Page I was pretty stoked, and a little nervous at the same time. You see, I have a background in video games, and yes I spend about 80% of my day on the world wide web. And, ummm… 75% of that time is spent on Facebook, but can I create a fan page about a video game that has not been released yet, and keep you fans patient yet have fun at the same time? The Gravity Bear team thought so!

The fan page actually took off pretty quickly. I started the “Where O Where Is Gravity Bear” weekly contest, and literally you guys jumped right in with your crazy guesses! I am still amazed that Andreas Brynervall guessed correctly on the second day! (It was the Eiffel Tower, but I mean c’mon, would you have figured it out so quickly?: WOWIGB pix clue #2). But every week I try to stump you fans with a super tough one, and every week someone surprises me and guesses it. The Gravity Bear fans are cool AND smart.

I think the best part of creating and administrating the GB fan page is that I can interact with all you that are as excited about the games that GB is working on, as the developers are creating them. I get to see both sides; you, the supporting fans, and the devoted GB team. And now that our debut game, Battle Punks, is finally announced and we opened the Alpha version to all of you to test, you should see the feedback we are getting!! I mean its unbelievable the amount of you that are playing our game and helping us out with a crucial part of our game… testing! So when we launch Battle Punks, you guys can honestly say that you had a hand in making the game what it is… AWESOME!

xoxo

~ VavaBear

October 28, 2009

Better Metrics for Virtual Goods and Economies

Filed under: Dev Blog — Phil @ 11:45 PM

I’m super-excited to be announcing our partnership with SQLstream today, and I think it’s appropriate that we timed it with the Virtual Goods Summit. The technology they provide is particularly applicable to virtual goods, and virtual world economies, and it’s even more applicable for those things on Social Networks.

Imagine being able to monitor purchasing behavior for new virtual goods the minute they deploy. Imagine being able to track all falloff points, from feed notification, to in-game promotion, to storefront bounce and conversion (with multivariate analysis). Correlate these metrics with post-purchase in-game usage, repeat purchases and gifting behavior. We get all this in real-time, iterating and optimizing the entire process in an afternoon.

Imagine the ability to identify corollaries between game-play behavior and conversion to paying user, to monitor the player base in real-time for individuals that meet that criteria, and present them with a customized offer the exact instant they’re most likely to buy. On the flipside, watch for users that are statistically on the verge of quitting, and automatically send them a customized incentive to stay. Even if they are only getting bored, it’s possible to watch for this, and adjust the experience to compensate.

Beyond monetization and user behavior, there is the power to continuously monitor changes in viral distribution on the macro level. As Social Networks change their APIs and policies, we have the power and tools to rapidly iterate on new distribution methods, and identify new opportunities.

It’s pretty heady stuff, but that’s the nearly limitless power of stream computing. We’re very excited to highlight it as an important part of our strategy and vision, to raise the bar for games on social networks and present the best possible experience for our users.

October 25, 2009

Almost here…

Filed under: Dev Blog — Phil @ 6:33 PM

It’s been a proverbial flurry of activity here in the past few weeks, as we ramp up to do our first “official” press announcement in a few days. There’s always that nervous anticipation before unveiling something significant, and I’m feeling it big time. I think this is the most extreme case of “nervous anticipation” (sounds better than “jitters”) that I’ve had to date. The whole team here has a lot of time, creativity, and labor invested in Gravity Bear, and I really feel in my bones that it’s about to pay off. We’ve accomplished a tremendous amount since we started just a little over a year ago… It’s been a year that feels like 3 in terms of experience.

That said, I feel like we’re doing the best job that we can, given the fantastic opportunities in front of us. Somehow, at every turn, we’ve always managed to attract the right partners and friends at just the right time. This past month has been a huge example of that… Solutions present themselves when they’re most needed, and new opportunities abound. Biggest lesson here is that talking to people is good… A simple lunch with a friend for catch-up can morph into an amazing possibility. It seems like virtually everyone is up to something cool in the space right now. In light of that, it’s extremely heartening the amount of interest that we’re getting, even though we’ve been in stealth up until now. For anyone working in the space of games for social networks, the buzz emanating from the wire is exhilarating.

I’m continually amazed at how hot this space is getting. We knew when we were starting out that games on social networks was going to grow in 2009, but it’s exceeded my expectations. By all accounts, it’s looking like our plan is bearing fruit, looking like there’s going to be a lot of demand for what we’re making at just the right time. It’s amazing how many anecdotal examples filter back to us, of seasoned games developers itching to take the plunge. We watched it happen earlier this year at the executive level, across all the big players, and now the creative teams are following suit. It’s good to feel like our teeth are sharp just as the ocean is starting to get a little red. It’s also good to know that we’ve got a few tricks up our sleeve :)

I’m so grateful for the team here at Gravity Bear. I’m proud of what we’ve been able to accomplish, and super-excited about where we’re going. It’s absolutely a great time to be doing what we’re doing, and we would not be here without all the generous and talented people that helped us along the way. I love helping friends succeed, and love the feeling of getting the support from those I trust and respect. I can’t wait to see what we all come up with!

October 7, 2009

Presents!

Filed under: Dev Blog — Koala @ 9:10 PM

Woohoo!  We received a mysterious (but useful!!)  “crunch kit” today from a Gravity Bear friend.  YAY!  None of us were prepared for the pure awesomeness that was inside…

Best. Gift. Evar!

presents Curious George Plush, Savage Strikes (book), Paul Frank: Julius Journal, Tarot Cards, Artist’s Model Female Hand, and a bottle of Crown Royal.  YAY!

Now we just have to match them up….

Letter

September 30, 2009

Is there anybody out there?

Filed under: Dev Blog — Ether @ 10:25 PM

Welcome to the Gravity Bear dev blog!

Ether here, posting temporarily to get some “filler” on our blog for when our website goes Live.  Currently, our dev blog consists of lorem ipsum stuffs, which is gibberishly interesting, but not very informational for someone coming to read up on Gravity Bear.   Going forward, our CEO/Creative Director, our Game Designer and other Gravity Bear folks will be the major contributors to this blog, but for now those folks are all plugging away on the game so the readers will have to deal with me!  Muhahaha… !!

I suppose you’re wondering what Gravity Bear has been up to… ?  Well, we’ve spent the last year at Gravity Bear trying to get a game out!

Hrmph.  It just seems wrong to summarize the last year in one sentence:  “…we’ve spent the last year at Gravity Bear trying to get a game out.”

The reality is that the last year has been a crazy/scary/exhilarating/exciting/nerve-wracking adventure.  We’re hoping to get those experiences in our blog eventually, but since everyone here is super busy working on the game and since we can’t officially talk about the game yet, I’ll have to write about something else.

I guess this would be a good time to talk about our plans for the blog, and FB page, and forums, and <insert current hip social media thingy here>.

Our goal is to use or Developer Blog to talk about our experiences with game development here at Gravity Bear. We want to keep the tone of our blog Serious & Professional and our fearless leader, Phil Shenk, will likely be doing the majority of those posts.

We would like to have  a “Meet the Crew” segment, which will highlight one member of the Gravity Bear family.  Ideally we can get these out biweekly or monthly; more frequently than that would be silly, since our family is pretty small.

We’re also planning to post important info and updates for our game–new content we’re adding to our game, why we’re adding it and all that jazz.  Our designer, Alan Hu, will be making most of those posts.

The Facebook page will be where we keep most of the “light-hearted fluff”, and I’ll be doing the majority of the updates there. ( I’m told that no one will take us seriously if I blog, so I need to keep my silliness on the Facebook Page and in the Tweets.)There we plan on having contests, posting pictures, and keeping everyone updated on all the random stuff that happens here at our crazy lil company.

Well, I should probably wrap up this “test post” for now since it’s getting long and I have oodles of work to do.    If anyone has any ideas on features or info they would like to see on our Blog or Facebook Page or Forums, please Please PLEASE let us know.  The blog, the site, the FB page—it’s all just a way for us to communicate with our fans and friends.  If there’s something we can be doing better to keep you involved and engaged—we want to know!

-Ether

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