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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
Link:

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

  • Video game design involves complex ecosystems that function like fish tanks, requiring balance and interrelation.

  • Emergent properties in games arise from players' independent actions creating a cohesive social experience.

  • Empathy is crucial in game design and community management; neglecting it can lead to community collapse.

  • Design leaders must navigate high emotional stakes and maintain team cohesion in a hyper-connected world.

  • System design requires fine-tuning and understanding differing leverage points to effect desired change.

  • The core emotion of an organization or game community significantly influences its culture and sustainability.

  • Positive reinforcing loops must be nurtured to avoid detrimental outcomes in game ecosystems.

  • Long beta testing phases enable online games to adapt based on player feedback, unlike traditional game releases.

  • Storytelling and universal myths can bridge cultural divides within game communities, fostering stronger connections.

  • Transformative changes in organizations need to be approached carefully to avoid disrupting established relationships.

Notable Quotes

"It's actually relatively common for video game designers to think about fish tanks a lot."

"The second that World of Warcraft stops being delightful and stops being the best experience that anyone can have, they'll stop playing."

"Designers have this very symbiotic and peer-like relationship with our players."

"When you think about a fish tank, you have to think about an ecosystem."

"The hyper-connected world tests our ability to be empathic."

"Failures of empathy can collapse entire game worlds."

"These beautiful things can fall really quite quickly if there are fundamental failures of empathy."

"It's important to reach for the universal when building connections."

"You can ask yourself what your fairy tale is for your organization."

"When you expose how you feel about a thing, it bridges culture."

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