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1INTERNAL© 2018 SAP SE or an SAP affiliate company. All rights reserved. ǀ
Blog no. 15 - Details on tips and tricks – no. 15
Tip no. 15 The design guideline cards will help you to test in a funny way your gained knowledge
about gamification and use it to teach others around gamification.
Design is essential in your project. Don’t forget that players like
to onboard easily and master in a difficult manner.
Take the game method cards on the next slides to learn around
game design mechanics while you are on a train, or during a
break. The short ideas will help you to deepen your knowledge.
The handouts show universal gamification tips and tricks and
can be either printed out or used as card game.
2INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ
#1 Make it fun
Game Mechanic
Guideline
#1. Make it Fun
Definition: Let people test the
initial concept, If someone is
having fun even if it wasn’t
designed that way, then it is a fun
game. Explore and probe that fun.
Game Mechanic
Guideline
#1. Make it Fun
Example: If testing shows more
engagement in collecting than a
narrative, shift focus on collecting
3INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ
#2. Coffee Break test
Game Mechanic
Guideline
#2. Coffee Break
test
Definition: Create gameplay that
a player can achieve a goal within
a few minutes.
Game Mechanic
Guideline
#2. Coffee Break
test
Example: A player completing a
quiz or progressing while waiting
on a bus or during T.V.
advertisements.
4INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ
#3. Come for a minute, stay for an hour
Game Mechanic
Guideline
#3. Come for a minute,
stay for an hour
Definition: Design for extended
play, a match may take seconds
but a set of matches may take
hours.
Game Mechanic
Guideline
#3. Come for a minute,
stay for an hour
Example: adding mechanics like
leaderboards and mastery
systems increase the value of
repetition for the player.
5INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ
#4. Complexity in layers
Game Mechanic
Guideline
#4. Complexity in
layers
Definition: Make the game
rewarding for casual users and
more rewarding for power players
that take a special interest in the
game
Game Mechanic
Guideline
#4. Complexity in
layers
Example: Completing puzzles can
reward all players. Completing
puzzles within a certain time gives
a bonus.
6INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ
#5. Never Ending
Game Mechanic
Guideline
#5. Never Ending
Definition: Allow players to keep
playing forever, using meta-game
systems and persistence to keep
people engaged.
Game Mechanic
Guideline
#5. Never Ending
Example: Never ending
mechanics such as player levels,
and high scores, allow the player
to continue playing even if some of
the content has ended.
7INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ
#6. Pizzazz, not Polish
Game Mechanic
Guideline
#6. Pizzazz, not Polish
Definition: It is always better to
have a game that is fun and
communitive than a strong focus
on visual aesthetics
Game Mechanic
Guideline
#6. Pizzazz, not Polish
Example: More players leave a
game due to an unresponsive
game than an ugly game.
8INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ
#7. Kill the boring Tutorial
Game Mechanic
Guideline
#7. Kill the boring
Tutorial
Definition: Fun is the goal. Show
players the fun before showing
them how to achieve that fun
Game Mechanic
Guideline
#7. Kill the boring
Tutorial
Example: Allow the players to
play and provide tips as they go,
instead of a lengthy tutorial.
9INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ
#8. Failure
Game Mechanic
Guideline
#8. Failure
Definition: Don’t set players up
for failure. There should never be
a fail state (Game-Over) in a free-
to-play game.
Game Mechanic
Guideline
#8. Failure
Example: Replace and Game-
Over/ “you lose” screen with an
objective results screen that allow
the player to judge their success.
(60% complete, 6/10 questions
answered, 600 points etc.)
10INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ
#9. Development never ends
Game Mechanic
Guideline
#9. Development
never ends
Definition: Experiment, learn &
refine. Understand that you’re not
just developing a game. You’re
running a service.
Game Mechanic
Guideline
#9. Development
never ends
Example: The game or project is a
service which requires constant
updates of content and support of
the community.
11INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ
#10. Personalization
Game Mechanic
Guideline
#10. Personalization
Definition: A personalized playing
experience is much more
engaging than a generic one
Game Mechanic
Guideline
#10. Personalization
Example: Allow players to choose
their own names, backgrounds,
avatars, music, language and more
whenever possible.
12INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ
#11. Push Notifications
Game Mechanic
Guideline
#11. Push
Notifications
Definition: Quick and easy player
retention. Remind players of
updates, events, status and that
the game is still operational.
Game Mechanic
Guideline
#11. Push
Notifications
Example: A weekly push
notification to a player’s device
may bring the player back every
week, if done creatively.
INTERNAL
Isa Sammet, SAP SE
May 2018
Game Design
Experience Sharing from an SAP Expert
Tips to start your own gamification project – Blog series
Thank you.
Contact information:
Isa Sammet
Isabel.Sammet@sap.com
Learning Innovation Expert
Development Learning
SAP SE

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Blog no. 15 - tips how to start your own gamification project

  • 1. 1INTERNAL© 2018 SAP SE or an SAP affiliate company. All rights reserved. ǀ Blog no. 15 - Details on tips and tricks – no. 15 Tip no. 15 The design guideline cards will help you to test in a funny way your gained knowledge about gamification and use it to teach others around gamification. Design is essential in your project. Don’t forget that players like to onboard easily and master in a difficult manner. Take the game method cards on the next slides to learn around game design mechanics while you are on a train, or during a break. The short ideas will help you to deepen your knowledge. The handouts show universal gamification tips and tricks and can be either printed out or used as card game.
  • 2. 2INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ #1 Make it fun Game Mechanic Guideline #1. Make it Fun Definition: Let people test the initial concept, If someone is having fun even if it wasn’t designed that way, then it is a fun game. Explore and probe that fun. Game Mechanic Guideline #1. Make it Fun Example: If testing shows more engagement in collecting than a narrative, shift focus on collecting
  • 3. 3INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ #2. Coffee Break test Game Mechanic Guideline #2. Coffee Break test Definition: Create gameplay that a player can achieve a goal within a few minutes. Game Mechanic Guideline #2. Coffee Break test Example: A player completing a quiz or progressing while waiting on a bus or during T.V. advertisements.
  • 4. 4INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ #3. Come for a minute, stay for an hour Game Mechanic Guideline #3. Come for a minute, stay for an hour Definition: Design for extended play, a match may take seconds but a set of matches may take hours. Game Mechanic Guideline #3. Come for a minute, stay for an hour Example: adding mechanics like leaderboards and mastery systems increase the value of repetition for the player.
  • 5. 5INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ #4. Complexity in layers Game Mechanic Guideline #4. Complexity in layers Definition: Make the game rewarding for casual users and more rewarding for power players that take a special interest in the game Game Mechanic Guideline #4. Complexity in layers Example: Completing puzzles can reward all players. Completing puzzles within a certain time gives a bonus.
  • 6. 6INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ #5. Never Ending Game Mechanic Guideline #5. Never Ending Definition: Allow players to keep playing forever, using meta-game systems and persistence to keep people engaged. Game Mechanic Guideline #5. Never Ending Example: Never ending mechanics such as player levels, and high scores, allow the player to continue playing even if some of the content has ended.
  • 7. 7INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ #6. Pizzazz, not Polish Game Mechanic Guideline #6. Pizzazz, not Polish Definition: It is always better to have a game that is fun and communitive than a strong focus on visual aesthetics Game Mechanic Guideline #6. Pizzazz, not Polish Example: More players leave a game due to an unresponsive game than an ugly game.
  • 8. 8INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ #7. Kill the boring Tutorial Game Mechanic Guideline #7. Kill the boring Tutorial Definition: Fun is the goal. Show players the fun before showing them how to achieve that fun Game Mechanic Guideline #7. Kill the boring Tutorial Example: Allow the players to play and provide tips as they go, instead of a lengthy tutorial.
  • 9. 9INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ #8. Failure Game Mechanic Guideline #8. Failure Definition: Don’t set players up for failure. There should never be a fail state (Game-Over) in a free- to-play game. Game Mechanic Guideline #8. Failure Example: Replace and Game- Over/ “you lose” screen with an objective results screen that allow the player to judge their success. (60% complete, 6/10 questions answered, 600 points etc.)
  • 10. 10INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ #9. Development never ends Game Mechanic Guideline #9. Development never ends Definition: Experiment, learn & refine. Understand that you’re not just developing a game. You’re running a service. Game Mechanic Guideline #9. Development never ends Example: The game or project is a service which requires constant updates of content and support of the community.
  • 11. 11INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ #10. Personalization Game Mechanic Guideline #10. Personalization Definition: A personalized playing experience is much more engaging than a generic one Game Mechanic Guideline #10. Personalization Example: Allow players to choose their own names, backgrounds, avatars, music, language and more whenever possible.
  • 12. 12INTERNAL© 2017 SAP SE or an SAP affiliate company. All rights reserved. ǀ #11. Push Notifications Game Mechanic Guideline #11. Push Notifications Definition: Quick and easy player retention. Remind players of updates, events, status and that the game is still operational. Game Mechanic Guideline #11. Push Notifications Example: A weekly push notification to a player’s device may bring the player back every week, if done creatively.
  • 13. INTERNAL Isa Sammet, SAP SE May 2018 Game Design Experience Sharing from an SAP Expert Tips to start your own gamification project – Blog series
  • 14. Thank you. Contact information: Isa Sammet Isabel.Sammet@sap.com Learning Innovation Expert Development Learning SAP SE