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by pepeto
4796 days ago
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Nice answer. I have things to say:
- there are situations that number of levels matter - dependecies is one reason. There must be others, why is 51 the highest in WOW? I am looking for a source that can point all the reasons.
- how many points do you award each task? Surely this matters, but what do i benchmark those to? Time it takes to complete? Mix of time, complexitity, scarcity, x y z? What are possible x y z, and in what proportions do i mix them?
- books are "Gamification by Design" by Gabe Zichermann (biggest proponent), "Reality is Broken" by Jane McGonigal, Also "Flow", "Drive" and a couple more. All of those seem too theoretical, and when i sit to create something, i cant put numbers to the theories. |
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All of the reasons are entirely arbitrary based on your application. It doesn't matter because they are manifestations of psychological principles. You could have levels, or you could have ducks. You could have points, or you could have dogs. Every time you hit Submit in your app you get a dog, and every six dogs you get a parrot, and every three parrots you get a duck, and you need to email that duck to support@yourapp to unlock a new feature, or you can paint that duck a particular color and save it in your right sidebar, but you can't do both.
It doesn't matter, because it's not a recipe or a formula. They are representations of attributes to poke a person's psychology to tell them they are making progress (dogs to parrots), to reassure them (ducks being emailed), to give them investment (ducks being painted), etc.
You need to understand the psychological principles involved before any of it will make sense. The questions you're asking have no answers because they're ultimately nonsensical questions.
Gabe Zichermann's book is crap, and maybe that's why this doesn't make sense to you. None of those books you listed are by psychologists, mainstream video game designers, or research academics.