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This Game is Never Done: Design Leadership Techniques from the Video Game World

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This Game is Never Done: Design Leadership Techniques from the Video Game World

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Monday, November 6, 2017 • DesignOps Summit 2017
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This Game is Never Done: Design Leadership Techniques from the Video Game World
Speakers: Erin Hoffman-John
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Summary

You’ve probably heard a bit about “gamification”: how you can transform obligatory tasks into “fun” motivational ramps using techniques from games. Most of this is wrong! Behavioral science gets us a bit closer, but this session will focus on deep game design techniques that the video game world uses to generate lasting, rather than superficial, motivation. We’ll also dive into creative collaboration techniques used in game development to wrangle talent, the better to create awesome products.

Key Insights

  • •

    Online games differ significantly from boxed AAA games by evolving through extended beta periods with real players, enabling live product iteration.

  • •

    Game development teams are relatively small and cross-functional, typically under 200 people even for AAA products, fostering close collaboration.

  • •

    Player communities in online games are hyperconnected and highly engaged, demanding strict consistency and rapid developer response to maintain immersion.

  • •

    Game worlds and organizations behave as complex ecosystems with reinforcing and balancing feedback loops affecting stability and growth.

  • •

    Donella Meadows’ concept of leverage points helps designers understand which system changes produce minor versus radical effects on the ecosystem.

  • •

    Emergence arises from independent individual actions creating a larger collective behavior, such as schools of fish or organizational culture.

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    Failures of empathy between developers and players or among players themselves can cause online worlds to collapse rapidly.

  • •

    High turnover or leadership changes risk destabilizing complex systems by disrupting important social and operational loops.

  • •

    Design leaders must embrace vulnerability and emotional openness to build trust and cohesion in hyperconnected, highly inspected environments.

  • •

    Storytelling and universal mythic themes provide a powerful medium to communicate organizational values and unify culture across diversity.

Notable Quotes

"Being delightful is the only thing that a video game does. It has no other purpose."

"We often say keep the big picture in mind and the devil’s in the details—system design bridges these two opposing needs."

"Ecosystems have reinforcing loops that can be out of control, like algae in a fish tank, and balancing loops that maintain equilibrium."

"Changing low leverage points in a system produces fine tuning, but shifting high leverage points can cause radical disruption."

"When organizations have regime change, shifting high leverage points can cause catastrophic effects, sometimes destructive and unintended."

"Emergence is a property where individual independent actions create a collective behavior like a school of fish moving together."

"Our players are hyperconnected and talking on Discord in real time, which spreads information lightning fast."

"Failures of empathy between developers and community can collapse online worlds just as quickly as technical failures."

"In a hyperconnected world, design leadership is under constant personal inspection, making kindness and empathy really hard."

"You can ask yourself what your organization’s fairy tale is—what universal myth you tell to tie people together."

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