Points For Toothbrushing: The Gaming Speech Everyone Is Talking About
kotaku.com
kotaku.com
I think that Jesse Schell, while a really smart, insightful guy, has trouble seeing the universe from outside the perspective of a hardcore gamer. E.g., he sounded pretty shocked that the wii did so well. I remember when the video of the Nintendo execs playing tennis was going around, and a lot of hardcore gamers failed to see the appeal. Everyone else was just like, man, that looks insanely fun. If you can't intuitively see the appeal of products that have a lot of mass appeal, it's kind of hard to predict where the technology is going to go.
Not saying I would be any better at predicting things. I just don't see his predictions quite adding up.
1) Understanding psychological factors is extremely powerful, and probably even more important than good game design. i.e. WoW isn't successful because of art design and gameplay, it's successful because some people find "the grind" very addicting. Farmville isn't successful because a videogame about farm animals is fun, it's successful because it integrates with your Facebook friends.
1b) Discovering, understanding and exploiting new psychological factors is extremely profitable.
2) The rest of the world has a lot to learn from game design on how to optimize products to take advantage of these factors.
I agree with you that gamers are hooked on the point systems more than everyone else, but I disagree that it's a binary system. Like alcohol, nicotine, and gambling, it probably affects everyone to differing degrees.
The definition of gamers has had to change a lot over the last decade. When I was a kid, only nerdy kids played games. Now those gamers are fathers. Now mothers and grandmothers play farmville / scrabble / bejeweled. Even if you're right that this only affects gamers, the percentage of the population that are classified gamers is growing.
With hundreds of millions of potential customers, even small changes are extremely profitable.
Take Starbucks. If they convince one new customer to make starbucks part of their morning routine, that has an expected value of like $1000/year. I heard they started offering coupons to people in the morning, that are only valid if they come back later that day. If Starbucks figures out to apply the Farmville secret sauce, watch out.
Context can have a huge affect on what motivates people.
http://www.sirlin.net/blog/2010/2/22/external-rewards-and-je...
Unfortunately, I have yet to be convinced that there's a significant market for Sirlin's approach compared to the "click button for victory" style. So if someone can find an upside or benefit to the latter, all the better.
The people out there making real games are no doubt feeling a twinge of jealousy at the insane profits Zynga is raking in right now. However this is just what happens with new market opportunities. Look at how Atari caused the crash of the home video game industry in the early 80s by following a similar strategy to Zynga (I remember playing ET as a child and just wondering what the hell the point even was).
It's surprisingly true that "everyone" is talking about this speech, among people who care about games, either pro or con. Seems to have captured a particular utopian/dystopian vision that's a nice conduit for debate.
And so moving forward brands are going to tap into this a lot more. They have been doing this to a certain degree but by marrying the online world with reality there is a greater opportunity to do this. An example of this is the mafia wars idea where I am beating my real friends in a game. There is also the part where they can make the perceived value more apparent. So a good example of this is the point system; buy 5 subs and get the sixth one free.
So when you put the two effects together marketers and brands can really benefit from the great increase in perceived value. An example would be where something you normally do (like brushing your teeth) can have a much greater perceived value when the brands show you that (a) you are doing better than your peers and (b) doing it multiple times helps you level up (and possibly get free stuff in the future).
P.S. the 4K was just my part; insurance paid the bulk of it.
In this way, having a more integrated point system is a very natural extension of everything that happens today. The only difference is that because everything is so connected, people will be much more aware of it, and the advertising will be much more effective.
The question is if this is a good thing...
On the other hand, maybe a game with decaying experience points would be a good idea. If you don't do anything, you lose experience - evil. Could be gamers wouldn't like it, or else it would have been tried.
FYI: I've posted this 2 days, ago, but to me getting points is a game, so I'll just learn from louislouis
Heh, here is my link - 1.5 days before this one - http://news.ycombinator.com/item?id=1149402
Why?
8 days ago http://news.ycombinator.com/item?id=1138142
Though given how many relationships break up over World of Warcraft, maybe points are better than love. (I don't know how many relationships break up over WoW, but I could imagine it's a few).
Are some things necessarily unquantifiable? Or is it just that people haven't found the right metrics yet?
All it really took were better UI's, and networking.
http://www.google.com/buzz/amichail/PduXBSByfSD/Game-driven-...
You know why I brush my teeth? It's because I want my teeth to be clean and I want to keep all of them and not have bad breath. I don't need points. Or, if you must, I already got the "clean, healthy, attractive" points already.
I don't need some arbitrary xbox achievements for brushing my teeth, thanks, I already got the points from the lowest level computer there is - reality.
Given that, and the other similar points the presenter makes, I don't find it at all unbelievable that a large percentage of the population would indeed brush their teeth for points.
And if the technology gets cheap enough that the toothbrush they buy has it built-in anyway all the better.
Not everyone will, but companies don't need everyone of their users to do so to make it worth it.
It's hard to imagine setting up a toothbrush to connect to my wifi router, but imagine we do continue our technological pace for another 30 years. Maybe not that far fetched.
Of course we could also hit a wall and these 'games' will march into our lives and then suddenly abruptly we stop caring.
Interesting talk, fun to think so pie in the sky.
but will they in a year? Two years?
FarmVille seems to be an incredible fad to me; finally people can play a game with their real friends' names.
But in the end I have to wonder about what the possible value of such games is. Surely not too many people with any purchasing power are wasting time tending to an imaginary cow or whatever.
Usually a little different and sometimes a little better in ways, but still a fad that pretty much does the same thing.
People might get bored with the farmville rewards, but I'm sure something will take its place.
And even if the userbase falls by 50% or even 75% in 2 years, that's still a freaking huge number of users.
And the whole thing seems to depend on this internal acceptance that what corporation A says is good for me, I should do. I would hazard a guess that there are plenty of people who will not just swallow that whole. OK, there may be plenty that do .. but the types of people who market to them are scum.