dirksonguer + strategy 4
GAMIFICATION.COM - The Official Blog of Bunchball • Bunchball Guest Post: Gamification – Rules Of Engagement?
5 days ago by DirkSonguer
Now, let’s discuss what to consider if the organization has said, “We want to play.” As with any major program that an organization wants to implement, there are serious considerations to implementing a gamification strategy
gamification
engagement
strategy
z3
5 days ago by DirkSonguer
If you became the last person on Earth, what would you do? Realistically. : AskReddit
november 2011 by DirkSonguer
I'm not a survivalist, but I did stay at a Holiday Inn Express Last Night.
I've played this over in my head before and decided there are two lifestyles. Nomadic and Static. The following considers staking out a territory for a "home base" where one is secure for the rest of his days. It also assumes "the grid" is down. No electricity or internet, some plumbing works.
strategy
survival
fun
reddit
I've played this over in my head before and decided there are two lifestyles. Nomadic and Static. The following considers staking out a territory for a "home base" where one is secure for the rest of his days. It also assumes "the grid" is down. No electricity or internet, some plumbing works.
november 2011 by DirkSonguer
DESIGNER NOTES » Blog Archive » Game Developer Column 17: Water Finds a Crack
june 2011 by DirkSonguer
Many players cannot help approaching a game as an optimization puzzle. What gives the most reward for the least risk? What strategy provides the highest chance – or even a guaranteed chance – of success? Given the opportunity, players will optimize the fun out of a game.
Games, however, are so complex that it is difficult to anticipate exactly how players will optimize a game until after release, once thousands bang away at the game and share their ideas with each other online. Often, designers don’t even understand their own games until they finally see them in the wild.
gamedesign
balancing
strategy
z3
Games, however, are so complex that it is difficult to anticipate exactly how players will optimize a game until after release, once thousands bang away at the game and share their ideas with each other online. Often, designers don’t even understand their own games until they finally see them in the wild.
june 2011 by DirkSonguer
How Zynga Defused Its FarmVille Time-Bomb
march 2011 by DirkSonguer
For Zynga, the success of FarmVille was exciting for sure. But it was also a ticking time-bomb. Suddenly, FarmVille had amassed millions of players who were farming their crops, building their buildings, and slowly leveling up through the game very quickly.
But for how long?
Many of these were players who had never been so involved in a game before. What were they going to be doing a few months from now? A year from now?
Both of these options would mean a disastrous and mighty fall for Zynga, which at the time was still a young company. But it was easy to imagine — growing from 0 to 80 million users in a little over six months, a reversal in the next six months could happen just as fast.
But Zynga wasn’t going to let this happen, and through quick thinking and brilliant execution, it was able to defuse their 80 million strong time-bomb and keep their flagship franchise going.
games
gamedesign
strategy
zynga
z3
But for how long?
Many of these were players who had never been so involved in a game before. What were they going to be doing a few months from now? A year from now?
Both of these options would mean a disastrous and mighty fall for Zynga, which at the time was still a young company. But it was easy to imagine — growing from 0 to 80 million users in a little over six months, a reversal in the next six months could happen just as fast.
But Zynga wasn’t going to let this happen, and through quick thinking and brilliant execution, it was able to defuse their 80 million strong time-bomb and keep their flagship franchise going.
march 2011 by DirkSonguer
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