Gamification of on-chain experience: Taking fun as a KPI can attract more people

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Explore the principles of game design and event planning, and how to transform on-chain tasks into more meaningful and engaging interactive experiences.

author:rileybeans

Compiled by: Xiaobai Navigation coderworld

链上体验游戏化:将有趣作为 KPI,才能吸引更多人

On-chain tasks have always bothered me. They are unfinished and underexplored, yet extremely popular with a certain demographic. It’s time to re-examine the inner meaning behind on-chain tasks, rather than just the phenomenon of click farms.

Since 1998, when Joseph Pine and James Gilmore created theExperience EconomySince the term “experience economy” was coined, the pace of development has only accelerated. With the rapid development of the Internet, as well as social algorithms, artificial intelligence, prediction markets andcryptocurrencyThe rise of the new experience economy is full of low-quality content, but it is still possible to fix it. In the context of collapsed late capitalism, beyond experience products like AirBnB, Top Golf, and spacious Apple Stores, this new experience economy is being built on-chain for a new generation.

Building new tasks by incorporating fun and more connected experiences may indeed lead to cheaper, more caring solutions to the autism epidemic and point to a path to achieving that purpose.

This post explores how principles of game design and event planning can transform on-chain tasks into more meaningful, engaging, interactive experiences that connect our physical selves to new digital worlds.

However, as aCommunityAs a builder and lifelong gamer, I think we seem to be stuck in making quests meaningful. As more emerging technologies become more ubiquitous, we now have the opportunity to build more integrated and interoperable creative experiences that combine the in-person journey with the digital self.

As Daisy Alioto aptly described at this year's FWB FEST, the emerging flavor economy offers the opportunity to unfold design patterns that are more adventurous and collaborative. In my opinion, no design pattern is more ripe for redefinition than tasks.

But designing aCommunityIt takes a combination of emerging skills that goes far beyond creating an attractive app with cool backend technology or your average social club. It takes a combination of expertise in event design and interface, game design, narrative, and human psychology to create the right ingredients to make the task both fun and less annoying.

在我们开始之前,有一点必须明确的是,将 NFT 列为诱饵,以便空投猎手像秃鹫一样猛扑的任务平台,绝对不是一个完整而有意义的任务。任务平台对此现实非常清楚,因此,完成这一循环的创造性工作需要各个Community来完成。

Now, this isn’t necessarily the marketplace’s or the builder’s fault. This kind of thing takes time to get right, especially when dealing with a new interface.

Game Design for Activities

For non-gamers, most non-first-person shooter (FPS) games today can be divided into two types: open world and linear games. In an open world, players can freely explore a vast land, a city, or some virtual scene, just like exploring a new town on vacation. In a linear game, players need to complete a series of steps in sequence - go here, do this, talk to this person, all in order.

Both types work well in in-person events.

However, for these game designs to perform well, a team of good storytellers must be committed to building a coherent, interesting, and well-crafted narrative. The four steps of game storytelling can guide their decisions:

  • Import:Travel to a new area (including travel time and acclimatization) and talk to new people

  • Extensions:Click or complete goals, collect power-ups, learn mechanics, and introduce themes

  • progress:Craft items, use items, and interact with the world

  • ending:Skill tests, boss battles (or in our case, hackathon reviews)

Event designers can use these building blocks (and the correspondingBlockchainInfrastructure) creates more lively, seamless, interoperable experiences that allow communities to thrive. This type of gamification goes beyond leveling up in a noisy Discord server by adding noise. Instead, it takes us outside of algorithmic echo chambers and creates rich opportunities for connection, similar to the connections made in classic online games like World of Warcraft, but that can be made in person or in person.BlockchainOn.

For example, at the next event with 30,000 members, you could run a Raid (a treasure hunt that eventually leads to a harder puzzle) where participants must collaborate. Or use technology that reads your phone's distance from a resource (goods) and automatically opens a chest when you've collected enough items. Through a balance of positive and negative feedback loops, players of all skill levels can find their place. This kind of collaborative play is empowering, not exploitative, in its care for the community.

Now, let’s look at how the quests actually perform in an event when combined with these game elements.

Task design for activities

Each of the game's narrative steps is also replicated in the mission design, making it very simple to easily convert to various types of missions. For a complete list of non-violent game design patterns, check out Patrick Littell's very useful article on the subject.Free Books.

The four basic quest game elements are:

  • explore:New area, new characters

  • Extensions:Discovery panel, crafting, new skills

  • use:Get rewards, merch and items

  • proficient:Go to next event or upgrade

Now, as IXiaobai NavigationAs far as we know,cryptocurrencyIn the quest model, we basically only focus on one part: expansion. I would say that the process of collecting items is the most boring part of any quest. If our imagination only stays on the most monetizable part of the quest, this will clearly explain our purpose. However, we can integrate the other steps in the model. Activities that include all the elements of the quest are able to leave a lasting impression. After all, the first goal of the activity should be to create an experience worth telling again and again.

This year,FWB Fest '24 was the only event to get this concept right, hosting a scavenger hunt where almost all of the IYK tags to collect were located in walkable locations where people would naturally run into friends. It’s worth noting that they designed this scavenger hunt without requiring attendees to pay a fee or download a new mobile app. This extended experience added a social nature to the mission, distributing rewards to successful content creators, players, and additional activity stations to recognize their hard work.

Another emerging project suitable for mission design is Amelia Guertin Soulmates by Amelia. Soulmates is a matchmaking questionnaire designed to bring people together at crypto events. Despite the growing problem of loneliness, Amelia shows how meeting and dating new people can be awkward, but can still be fun by incorporating a forward and backward feedback loop.

Event Designers Need Game Design Skills

The event space for emerging tech continues to surprise me, and is often not very positive. From inviting too many speakers to side events being spread out across large cities, events can often become a point of contention. So before we get into the issues that our mission addresses, we need to make sure we’re not adding extra distractions to an already crowded city, making the event less than satisfying.

链上体验游戏化:将有趣作为 KPI,才能吸引更多人

Imagine running around Brussels trying to attend all the important events!!

by Michael Williams(Product Manager at Serotonin) helped put together this list of less than 400 ETHCC '24 side eventsListFor example, these activities are Serotonin PlatformThis means there are a lot of events, for around 5,000 people, especially considering other big events like DragonCon host around 70,000 people a year, and only a handful of side events put on by major sponsors. Most of these events require a lot of travel, travel, and time management skills.

Now, the good news is that by building tighter, more diverse on-chain event experiences, we can start to measure fun while integrating technology to help creators earn more revenue. Let’s dive into how event designers can build better quests and events.

How tasks promote better off-chain and on-chain economics

Although Internet users may be tired of various social applications and the constant requests for participation, the fun of the community does require some challenges. Unfortunately, all tasks require effort. We cannot escape this reality. The good news is that tasks are also a labor of love for both parties. As I said, "I don't invest money, but I invest love", and this love is mutual.

Whether you join a running club, a chess club, or a survival club, quests offer opportunities to introduce gamification elements through resources (virtual or real), narrative, and character development that translate well to both in-person and on-chain collaboration.

链上体验游戏化:将有趣作为 KPI,才能吸引更多人

Still from the "How Video Game Economics Are Designed" series on the Game Maker's Toolkit YouTube channel

These mechanismsallowCollaborative Control Required for the Emerging Experience Economy:

  • Click:How do weTokenThe distribution mechanism becomes aSafetyoffline experience? Is this necessary? Can this be done during the introduction phase before the event?

  • in stock:How do we use ERC6551 TokenBindingcontractBuilding a better user experience for loyalty missions? How can wecontractRewarding players with buffs once they have collected enough items? Does this appropriately restrict players or does it create unnecessary offline friction?

  • Converter: How can we exchange one resource for another (usually through a consumption mechanic) to level up? Can we use the persuasion check we received to give players better access to offline goods? How does this affect the progression of the campaign or game?

  • Churn:Can we remove resources from the economy, or adjust a difficulty meter that limits or slows the player? Efficiency fanatics love this little trick!

  • Trading System:我们能否创造更有趣的游戏内和线下商店及商品展位体验?我喜欢那种“这个地图部分的商店更便宜”的套利情境!这通常是加密货币擅长的地方,但往往受到资本和有时,坦率地说,想象力的多样性的限制。 这些是游戏设计师、活动策划者和 TGE(TokenHowever, they have not yet been solved through interoperability, chain abstraction, cheap L2 Alternative solutions, smartwallet, payment agents and a wide range of AI Apply on-chain technology at a real scale through methods such as intelligent agents.

An in-game side quest might require you to collect 20 stars, while an in-person quest might require you to collect 20 people's social links. The way they are triggered looks completely different, as do other mechanics, but the feedback loop is often similar. Only this time, the community decides the meta rules of the game and governs changes to the game or algorithm to create a fairer, more consistent experience.

Quests, by the way, provide a unique opportunity to spread the word about a community, game, or event through content creators. It’s hard to estimate how many hours I’ve spent reading articles about Overwatch meta-rule changes or Elder Scrolls quest guides, but it’s definitely in the tens of thousands.

Make fun a KPI

Even if you’re not a gamer, if you watch enough Twitch streams or have kids, you’ll start to understand what makes modern video games fun. However, determining what behavior is fun in real life or on-chain is much more complicated.

That said, putting fun in the first place to measure or construct is the hard part. Games, and tasks for that matter, “are fun because they are the fun we experience through playing,” writer and video game designer Ian Bogost wrote in a 2014 article in WIRED by Design.speechReflecting on the community aspect of the game, he added: "The fun comes from the care and attention you put into something that offers enough freedom - enough gameplay fun - to make that care important."

Activity has long been an important part of Web3 development. It’s also why we’re starting to see more brands experiment with measuring fun. In my opinion, this provides more depth than the previous periodic measurement of atmosphere. When we can measure on-chain how happy people are in real life, the leverage is endless. For companies like Chipped Social Founder of Winny For developers like Chipped, whose motto is "Have fun as a key performance indicator (KPI)", the tap of an NFC chip fingernail can measure how often you meet new people. For many people, this is seen as a luxury, just like constantly attending events around the world. This is exactly why Chipped succeeds; it provides unlimited interaction in addition to crypto events.

Fortunately, we have a lot of top event builders in our ecosystem. Everyone understands “fun as a KPI” and how to fit into the experience economy. Some of the communities I’ve seen doing well include Lens/AAVE , FWB , Boys Club and Allships , they know how to engage the senses, are authentic and consistent, and lead with surprise.

Summarize thoughts and find meaning

All of these words are to illustrate such a simple concept. What do I want?

Honestly, I really want more puzzle games. I want to think with my friends more often. I want to vote them off the island. Actually, I want more Crypto The GameBut seriously, take a page from their playbook and run a side quest campaign featuring friends and foes.

It sounds ridiculous, whether true or not, that Ethereum was born out of dissatisfaction with a World of Warcraft update, and we have yet to do justice to the source material by creating genuinely interesting on-chain quests.

Layer3 Not a questing platform; it is a tool that we should use with other similar tools to complete the feedback loop woven through narratives (both positive and negative, they are equal in importance) and enable interoperability across communities for maximum fun. Token incentives are just one layer of the complete questing experience.

Why are on-chain tasks better than a database that simply relies on XP and endless Google Sheets passed around in group chats? On-chain tasks provide a full marketing channel that doesn’t force users, players, or community members to pay to win; they help build an interchangeable, interoperable self-sovereign digital identity while also being a medium for fun. The key here is to shift the narrative towards “complete this task in the hope of having fun” rather than “complete this task in the hope of getting an airdrop,” which, as we’ve seen, is not the focus of a highly financialized, currency-mad industry to date.

You see, quests are fun, especially when done with friends. The question is not if, but when we start to see unique video game-like experiences that combine on-chain and off-chain technologies in real life emerge, beyond Pokémon GO.

The article comes from the Internet:Gamification of on-chain experience: Taking fun as a KPI can attract more people

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