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Tuantrung Tran
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Wii U is not that attractive as a rival of NGP, let alone a mobile tablet that can rival iPad. This design version is clunky; great for (extreme) gaming, but not meant to be taken along and listen to music on metro, study at school, or work at a cafeteria. On the other hand, PlaySation Vita is more compact and great as a portable console game, while iPhone and iPad offers a lot casual game besides virtually any other functionality. Otherwise, I think this would work as an ultimate platform for games.
Hi Tadhg. This is my first comment also. Nicely written article about Gamification. Even though you have been trying to talk about the weaknesses of Gamification, you are actually demanding better design of Gamification. As a junior evangelist of Gamification, I really appreciate the well-thought arguments. I'm also on my own quest to design a better system to bring more game dynamics into life, so I would like to make my argument too. I've played games every since I was 4. Besides being a stress release, games were part of my personal development tools that help me become smarter, stronger and more sophisticated than most of my friends. I used to imagine myself as a RPG character and gain stats when I complete certain challenges. That alone helped me going through the hectic or boring days of secondary and high school to become a "balanced" type of media engineer. If I were to make a game story out of my own experience, I would have started as a sickly type of character with a bit higher than normal Intellect and Energy. Since my parents made me study shaolin and other kinds of martial art, I've racked up quite a lot of Strength and Stamina. But because of the hellish education system in Vietnam, I have to build up my other stats and skills also, which I couldn't focus on 1 specialized set of stats and skills. I chose the class Media Engineer as my career path because that offers the best education for both Technology and Design skills. I do some side quests to gain additional Business skills, too. How relevant the story above is to you is not very important. I wouldn't mind if you laugh at it just like a more experienced gamer would laugh at a less experienced one (either for playing a less well-known game or for building up stats in a less popular path). What important is that it's my own story. I am my own character. I don't care if others perform better than me, or if there is a way to cheat the system. I only care about my own satisfaction as a player. I think being infinite is not the problem. The problem here is how engaging the rules can be, and how it can bring satisfaction to players when they follow (or even try to hack) the rules. Of course, I've played MMORPG also. Then, the system makes us think differently. We start caring about how others are performing. Cheating becomes unquestionable crime (just like printing money would be in real life). Then the game designer has to think about counter-measurements. If they don't, people would start quitting the game. Correct me if I'm wrong, I think just like The Sim, Sim City or Second Life were not considered as "Game" before by some of the veterans in the industry (because there exists certain "boundaries" that define "What Games Are"?), Gamification is an evolving concept that is pushing the boundaries once again. The future of Gamification is something that is both more fun than the game shows we watch, and more realistic than the digital games we play. It will still happen on a screen, though.
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May 29, 2011