I have been waiting for the Epic Win app for many years. Pretty much since the original 'Sims' came out actually. Something that rewards the dull and fruitless things in life with pointless experience points and irrelevant rewards!
It always seemed strange to me that people would get a computer character to read a book, in the hope that they would learn enough to get a new job, yet they wouldn't read a book themselves.
Unfortunately most things in life take a lot of time and effort to achieve, so a visual way of showing how every step makes you better is actually a potentially powerful tool.
Of course, this is only likely to be the case when you set the app to reward things with a clear goal at the end, but as FarmVille and World of Warcraft have shown, some people will do anything for a virtual reward.
So I look forward to seeing how successful this becomes. I think there's a slight lack of enthusiasm for interactive experiences that reward users in advertising, but if this app manages to make people happy about doing the washing up, why can't an app make them change their brand of washing up liquid?
Monday, 26 July 2010
FTEW
Keyboarded by David Mortimer at about 14:35 0 comments
Sunday, 4 July 2010
Super Marmite World
Here is legendary computer game designer Shigeru Miyamoto talking about how he creates worlds for players to experiment in. I often talk about how this should be the basis of interactive advertising campaigns, but unfortunately he has managed to put it into words far better than I could with my previous 72 posts...
"If they have a natural acceptance of the rules and of what's happening in this world that's been created, then that bond between creator and player becomes that much stronger and that much more important."
"And then what happens is as the player begins to understand the world that they're playing in, then they're going to begin to think about ways that they can play within that world; they use their own creativity and their own imagination to tell the story or to come up with their own parts of the story, and at the same time they come up with new ways to play in this world that has been created for them."
"As a developer then, we have to try to predict some of the ways that players will try to play in that world, and give them reactions or responses or rewards for using their own creativity for finding new ways to interact within that environment."
Keyboarded by David Mortimer at about 13:21 1 comments
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