Designing for collaboration: reward and reputation systems
One of my favourite talks at SXSW was by Andy Baio from Kickstarter, called Gaming the Crowd. Andy spoke about designing for increased participation through reputation systems. In fact, he killed the wonderful myth I had that leaderboards rock. Apparently they don’t, because if you’re not in the top 10, you’re disincentivised to participate.
Leaderboards aren’t always fun
There was a phase when I played Crazy Taxi (now called Crazy Cabbie) on Facebook and the mere sight of that leaderboard would make me grit my teeth and want to somehow beat whichever friend of mine was on top (I have since stopped playing it, having taken voluntary retirement from the game because I saw I was becoming obsessed, which is another thing Andy spoke about). The benefit there was that there were two kinds of leaderboards for that game – one that was relevant to you because it included your friends who were playing the game, and the other a global one which was really not much use because a) you didn’t know the people who had the high scores there and b) usually their scores were way higher than your top friends’ scores, so much so that there was no way you’d be able to get that far – so you didn’t bother. Or, in other words, it wasdisincentivising me, except I didn’t realise it at the time. In general, in MMOs, it is in the interest of the game to ensure people don’t burn out, according to Andy, and leaderboards often result in that, as they did with me.

