Archive for October, 2009


This post is part of a series on applied game mechanics that I’ve been writing for the OpenHatch blog. The original is located here.

Last you heard from us, we were discussing the various common types of game mechanics and game players, including examples from both traditional games and game-like web apps. Today we’re discussing a few of the websites that most inspired us to employ game mechanics and, more fundamentally, try to make OpenHatch addictive.

1.) thesixtyone

thesixtyone is a music discovery site. The site’s stated mission is to make music more meritocratic and help good unknown stuff rise to the top. To that end, users of the site are given a certain number of ‘hearts’ each day. Users listen to songs and, if they like them, can give them one of their hearts. The incentive to only heart stuff you like is 1.) songs that get lots of hearts tend to get pushed to the front page of the site and 2.) if a song gets lots of hearts after you heart it, the song pays you dividends in the form of ‘reputation’ (the sixtyone’s equivalent of points). It’s basically mechanizing the “I listened to them before they were cool” cliche.

thesixtyone also makes heavy use of quests, which teach new users how to use the site and reward older users for particular kinds of site participation–listening to older songs or late at night to make sure that good songs don’t fall through the cracks, for instance. When you complete a quest, you are rewarded with reputation and extra hearts. When you reach a certain level of reputation, you level up, where higher levels receive more hearts each day and, eventually, get the privilege of adding multiple hearts to a song.

thesixtyone does a good job of making it easy to feel like you are connecting personally with the music and musicians on the site. When you feature a song on your personal homepage, thesixtyone suggests that the band should buy you a drink. If you give the maximum number of hearts to a particular song, the site remarks, “Holy Shit!” in deep bass. You can comment right on individual songs or on the artist’s “wall”; if you feature an artist’s song or make a particularly nice comment, often the artist will reply back on your profile. The Growl-esque notifications that appear with popping noises in the bottom right corner make affectionate reference to Pop-Up Video, which I, at least, remember fondly. Also, if you use Adblocker, thesixtyone has a special message for you.

Overall, thesixtyone is an exercise in UX design that is both clean and full of personality. And there’s some damn good music on there. It’s probably our strongest influence.

2.) OKCupid

OKCupid is an online dating site that puts special emphasis on user generated content. Indeed, it may be better known for its collection of quizzes and tests contributed by users than for its dating functionality. Its use of game-like functionality goes beyond quizzes, though. When you first visit OKCupid, you’re greeted by a robot woman who encourages (or goads, depending on your perspective) you to sign up. Once you have, instead of quests you are then encouraged/goaded by a completeness bar which suggests the next thing to do (answer N questions, upload a photo, hit on someone) to make your profile more complete.

3.) Stack Overflow

The fundamental function of Stack Overflow is asking and answering questions about programming on a forum. Doing this does not require you to play or care about Stack Overflow’s reputation game. However, as you participate on the site, you do get reputation for getting good feedback and providing good feedback to others. This reputation gives you more privileges; high-reputation users are nigh-indistinguishable from moderators. In addition to reputation, Stack Overflow also has small, automated badges with moderately clever names classified into bronze, silver, and gold classes based on difficulty. You get a badge for completing various tasks on the site — visiting the site every day for 30 days, or having a question voted up 25 times, for example. The badges aren’t anything special to look at, but they still manage to motivate behavior. There’s a bit of a scoreboard aspect in that you can see which badges have been received by more or fewer users on the Badges page–rarer badges, presumably, feel more special.

4.) Gaia Online

Gaia Online is a gigantic MMORPG-esque forum for anime fans. It makes ridiculous piles of money selling clothes, accessories, and other upgrades that users can apply to their avatars. I won’t go into depth in how their site works, as their evil addictive genius can pretty much be assessed by what they have on their home page:

gaia

Now that you’ve seen our mad scientist senseis and slick inspirations for applied game mechanics in web apps, tune in next time for the result of this research: OpenHatch: The Game.

This post is part of a series on applied game mechanics that I’ve been writing for the OpenHatch blog. The original is located here.

So. Game mechanics. There’s a good lot of material out there about game mechanics as applied to typical game formats–board games, video games, etc. All of the examples on the ‘Game Mechanic’ Wikipedia page fall in this category. So too do most of the papers at GAMBIT, MIT’s game lab. But surely it’s obvious that game mechanics can be applied much more broadly, n’est-ce pas? From the Wikipedia article, the definition of a game mechanic is “a construct of rules intended to produce an enjoyable game or gameplay.” Substitute ‘user experience’ for ‘gameplay’ real quick and we get something really useful to think about. Thinking about game mechanics this way allows us to blur the line between games and social networks, explain the success of many of the most popular Web 2.0-era websites, and, most importantly, engineer ways to make OpenHatch fun and addictive.

Strangely, though, there aren’t that many resources out there right now for learning how to apply game mechanics to things that are non-obviously games. Currently, there are only four hits on Google for “applied game mechanics”. That’s like 0.02% of the number of hits for “gay mechanics”! So the point of this post is to share what my fellow OpenHatchers and I have learned in our research about how to apply game mechanics to non-game websites.

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This post is part of a series on applied game mechanics that I’ve been writing for the OpenHatch blog. The original is located here.

gaymechanics

Game mechanics. Game mechanics. Game mechanics. Say it three times fast.

Is it so terribly awful that most of our discussions of game mechanics over the last three months were punctuated by tittering? I’ve been saving this illustration for WEEKS.

Anyway. Actual discussion of game mechanics and how it applies to OpenHatch coming soon!

Update

I stopped updating, and then I failed to update because of all the time that had passed. Breaking the cycle here.

So. Since my last post, I:

  • Decided not to go to law school. (Mostly for financial/risk management reasons–if I did law school, the over $100K in debt associated would shackle me to a biglaw job even if I hated it)
  • Quit my job.
  • Tried freelancing again while Nelson left for Atlanta to found a startup, OpenHatch, with two friends.
  • Failed at freelancing because I got horribly depressed sitting around in an empty apartment.
  • Joined Nelson in Atlanta and worked on OpenHatch for free. Eventually got semi-hired for real (in exchange for room and board) as ‘Director of Research and Design’, whatever the hell that means.
  • Attended talks and met all sorts of entrepreneurial people via Shotput Ventures (the program that funded OpenHatch). So many stories.
  • Went through the lovely dramatic process of Nelson resigning from OpenHatch.
  • Helped pitch OpenHatch to a room of 200 investors, entrepreneurs, and journalists. KICKED ASS.
  • Spent a week in San Francisco catching up with college friends and meeting relevant business contacts.
  • Spent a week in Minnesota.
  • Moved to Philadelphia.
  • Determined that I won’t be working for OpenHatch after the end of this month since they only raised enough money to support two people for a year and I’m not a coder.
  • Attended the Global Creative Economy Convergence Summit in Philly; saw some interesting talks and met a few people.

And here I am. Three weeks left in my startup adventure. Wish I could start my own–I’ve got another web app-based business idea I want to build–but I can’t code and all the developers I know like their jobs. I alternate wildly between feeling like a confident, artistic, self-starting badass and a near-broke, finicky, antisocial, and useless liberal arts major. Going through the job search process isn’t really helping.

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