If you’ve read here long, you’ll know gamification is one of our hobbies. Like it or not, gaming is the future, and not just in consumer software.
This post sounds morbid at first blush, but it makes some great points about death as a game mechanic, namely that death isn’t a bad thing in games and it should be used as a learning tool.
Imagine a version of Angry Birds where you have infinite shots, and therefore you will complete every level to 3 stars. Imagine a farming game where crops never die and there are no Energy costs. Imagine, as John does, the prospect of playing an immortal character. These are all non-failure scenarios. And you know what? They’re boring. Not just from a fun perspective either. Artistically, experientially and thaumatically they are jejune.
Bonus points for using jejune correctly in a sentence.
When applied to enterprises, death as a game mechanic is scary, but it makes sense. We all have jobs to do, and if we fail, we get fired. We perform tasks that can be done correctly and incorrectly.
Sure, it’s heavy-handed to use termination as a motivational tool, but if applied properly, the death game mechanic could help educate people more quickly by providing a clear result and removing any gray areas.
I know it doesn’t apply to everything, but it’s an interesting concept to ponder.
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