Found 6 bookmarks
Newest
The genius behind Zelda is at the peak of his power — and feeling his age
The genius behind Zelda is at the peak of his power — and feeling his age
Aonuma became co-director of “Ocarina,” which revolutionized how game characters move and fight each other in a 3D space. Unlike cinema, video games require audience control of the camera. “Ocarina” created a “camera-locking” system to focus the perspective while you use the controller for character movement. The system, still used by games today, is a large reason “Ocarina” is often compared to the work of Orson Welles, who redefined how cinema was shot.
The “ethos of Zelda” focuses on such new, unexpected concepts of play — even as many other modern games prioritize story, like TV and film do. With “Tears,” at “the beginning of development, there really isn’t a story,” Fujibayashi said. “Once we got to the point where we felt confident in the gameplay experience, that’s when the story starts to emerge.”
·washingtonpost.com·
The genius behind Zelda is at the peak of his power — and feeling his age
How Duolingo reignited user growth
How Duolingo reignited user growth
Duolingo had already implemented several gamification mechanics successfully, such as the progression system on the home screen, streaks, and an achievements system. And second, top digital games at the time had much higher retention rates than our product, which I took as evidence that we hadn’t yet reached the ceiling for gamification’s impact.
The moves counter allowed users only a finite number of moves to complete a level, which added a sense of scarcity and urgency to the gameplay. We decided to incorporate the counter mechanic into our product. We gave our users a finite number of chances to answer questions correctly before they had to start the lesson over.
Depressingly, the result of all that effort was completely neutral. No change to our retention. No increase in DAU. We hardly got any user feedback at all.
When you are playing Gardenscapes, each move feels like a strategic decision, because you have to outmaneuver dynamic obstacles to find a path to victory. But strategic decision-making isn’t required to complete a Duolingo lesson—you mostly either know the answer to a question or you don’t. Because there wasn’t any strategy to it, the Duolingo moves counter was simply a boring, tacked-on nuisance. It was the wrong gamification mechanic to adopt into Duolingo. I realized that I had been so focused on the similarities between Gardenscapes and Duolingo that I had failed to account for the importance of the underlying differences.
Referrals work for Uber because riders are paying for rides on a never-ending pay-as-you-go system. A free ride is a constant incentive. For Duolingo, we were trying to incentivize users by offering a free month of Super Duolingo. However, our best and most active users already had Super Duolingo, and we couldn’t give them a free month when they were already in a plan. This meant that our strategy, which needed to rely on our best users, actually excluded them.
Now when looking to adopt a feature, I ask myself:Why is this feature working in that product?Why might this feature succeed or fail in our context, i.e. will it translate well?What adaptations are necessary to make this feature succeed in our context?
Our failure with the Gardenscapes-style moves counter hadn’t actually disproved any of the original reasons why we believed gamification still had upside for Duolingo—we had only learned that the moves counter was a clumsy attempt at it. This time, we would be more methodical and intelligent about features we added or borrowed.
We deliberately made our leaderboard as casual and frictionless as possible; users were automatically opted in and could progress to the top of the first league by merely engaging consistently in their regular language study. By keeping the game mechanic exciting, but making it simpler than in FarmVille 2, we felt like we had struck the right balance of adopting and adapting.
·lennysnewsletter.com·
How Duolingo reignited user growth
Discord: The Server as Community
Discord: The Server as Community
Discord stands at an exciting moment in history, in which brands and businesses evolve from a Web2 mindset to a Web3 mindset where more dynamic and organic communities come first. The expansion of Discord from a gaming platform to one all brands can leverage is a clear sign that gamification is becoming the new mainstream: designing for niche-driven communities who are seeking co-creation opportunities and rewards for participation
·medium.com·
Discord: The Server as Community
Uncharted Review: Tom Holland Stars in a Bland Video Game Movie | IndieWire
Uncharted Review: Tom Holland Stars in a Bland Video Game Movie | IndieWire
All an “Uncharted” movie had to accomplish — all that it possibly could accomplish — was to capture the glint and derring-do that helped the series port the spirit of Indiana Jones into the modern world. And while it’s true that the best moments of Ruben Fleischer’s thoroughly mediocre (if not unpleasant) adaptation manage to achieve that goal for three or four entire seconds at a time, this generic multiplex adventure falls so far short of its source material because it fails in the areas where history says it should have been able to exceed it. The areas where movies have traditionally had the upper hand over video games: Characters. Personality. Humor. Humanity! You know, the things that films get for free, and video games have to create through witchcraft. The same things that someone up the ladder decided to leave behind when they took a solid-gold brand like “Uncharted” and turned it into an IMAX-sized chunk of cubic zirconia, resulting in a movie that isn’t just less playable than the game on which it’s based, but less watchable too.
·indiewire.com·
Uncharted Review: Tom Holland Stars in a Bland Video Game Movie | IndieWire