This is Episode 3 of a continuing series about enterprise gamification, exploring aspects of game design that have relevance in improving the utility and effectiveness of engineering software and processes. If you haven’t already, go check out Episode 1: Press Start, which introduces the concept of gamification from this perspective. Episode 2: Achievement Unlocked tackles achievements/badging.
The mere utterance of the term “open world” resonates powerfully in gaming circles; it’s often a critical focus of contemporary game design. Open world play is seemingly now a requirement for all but the most esoteric AAA titles, and an important source of differentiation among indie challengers. But what, exactly, does open world design entail? Open world is a departure from the highly linear progression of traditional gameplay. Classical gameplay depends on a defined progression of levels, usually presented in a specific order of increasing challenge, or a highly scripted series of environments designed to carry a movie-like focused narrative. Open world is exactly the opposite philosophy, striving to provide as few barriers as possible into an experience primarily driven on the player’s whim. What’s the appeal? Open world caters to a specific human trait: the desire to explore and experiment. Curiosity isn’t just for cats, or the likes of Magellan.

What’s probably the most identifiable and often copied aspect of modern game design in most any gamification context? Almost certainly, that would have to be achievements. But what the heck is an achievement? Achievements are independent goals abstracted from the main premise of a game, and are a wholly optional aspect of enhancing gameplay or extending engagement. Outside of gaming achievements are often referred to as badging or digital badges (not to be confused with badges on the iPhone). Unlike levels, quests, or other in-game objectives, specific achievements generally have no bearing on progressing gameplay though they may be related to those in-game objectives. Earning an achievement is generally an award for completing a milestone, demonstrating a skill, or accomplishing something unusual. While not vital to the specific game mechanic, they serve to enhance, incentivize, and encourage replayability. The idea is not original – witness the merit badge system long used by the Cub Scouts, for example. The concept is generally the same. Achievements are a visible motivational tool. Though as we will discuss, there’s potential for them to be so much more than just that. Emphasis on potential, in that achievements (even within the exclusive realm of gaming) are often poorly designed.