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The concept of badges and medals seems, in theory, very straight forward – reward users for completing specific benchmarks. So why are certain games titans of innovation adding incredible value through their rewards system while others leave their users confused and apathetic? I’m convinced it stems from the very basic human concept of achievement and our desire for it to be relevant. Relevancy will be divided into social and solitary categories.

Let’s start by understanding the broad objective of gamification. Ultimately as a marketer, community manager or designer you want to add value to your game. If done correctly you can also provide structure and direction for gamers (often something many games lack), but this is a tacit result of successful gamification design. The value added comes by attributing quantitative representation of qualitative accomplishment. It gives explicit validation for intrinsic accomplishment or simply put, you have something more tangible to look back on to herald your success and give you something to work to accomplish.

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In such a competitive landscape, how does a developer possibly stand out when trying to land a deal a game publisher? Perfect World's VP of business development John Young shares what he looks for in a pitch. As a developer, you're only in the market to find a publisher every few years, but publishers are courting developers constantly. How do you stand out? What goes on after you leave the room? How specific should you ...

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About

All Right, Gentlemen! (also known as “Alright Gentlemen”) is an exploitable comic series illustrating three business men’s reaction to various proposals. The comic begins with the announcement of a brainstorm session on a videogame-related topic, followed by a panel showing an incomplete idea which is met by unimpressed silence and concludes with a panel depicting a slightly improved version of the previous idea that is met with enthusiasm, similar to the format of Reaction Guys comics. The comics are often used to criticize the business practices of video game and tech companies.

Origin

The exploitable panels come from a comic published on the Livejournal webcomic blog Hiimdaisy[2] on April 6th, 2009. The comic mocks the unoriginality of the boss characters’ names “Boss” and “Big Boss" featured in the video game Metal Gear Solid.

Spread

On June 4th, 2012, GamerRage[6] forum member Vynstein submitted a thread titled “All right, gentlemen! We need…”, which included a template for others to create edited variations of the comic. On the following day, Redditor Callan-J posted a comic titled “Pretty much sums it up”[7], which mocked the repetitive gameplay in the Call of Duty video game franchise. Within two weeks, the post received over 9,800 up votes and 490 comments.

The same day, Redditor theidlecapitalist[8] posted another example criticizing the frequency of Call of Duty posts on the /r/gaming subreddit (shown below, left) and Redditor Jazzminkey[9] submitted an example parodying new champion characters in the online strategy game League of Legends (shown below, right).

Also on June 5th, FunnyJunk[4] user kleip submitted a comic titled “All right, gentlemen!”, which featured the three businessmen reacting to themselves becoming a new meme (shown below). Within 13 days, the post received over 3,200 up votes and 145 comments. On June 7th, the Call of Duty comic was submitted to the Something Awful Forums[10] by user MailboxFullOfBombs.

Notable Examples


Templates

Search Interest

External References

[1]Live Journal – Hiimdaisy

[2]Live Journal – Hiimdaisy – Metal Gear Solid 3: Comics 13 – 21 (Note: all image links are now broken)

[3]Tumblr – alright gentlemen

[4]FunnyJunk – All right, gentlemen!

[5]FunnyJunk – All Right Gentlemen!

[6]Gamer Rage – All right, gentlemen! We need…

[7]Reddit – Pretty much sums it up

[8]Reddit – Pretty much sums it up as well

[9]Reddit – How Riot came up with Draven after Darius

[10]Something Awful – PYF image macros/memes: gooby pls i can haz cheezeburger?

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 High velocity bullets operate in this area
Is it unfashionable to be cynical about free-to-play these days?* I’m a bit of a stick in the mud when it comes to this stuff. I don’t like the idea that game design, balance and content are all elements of a game that can and should be fiddled with depending on how many little chunks of money a player throws at the developer. I also think that the some examples of microtransactions are at best poor value, and at worst deeply exploitative. I’m open minded though. Especially open minded when the free-to-play game in question has got very shiny graphics, and lets you shoot robots. I sat down with Crytek’s Michael Krach & Michael Khaimzon at GDC to find out more about their upcoming Microtransaction based game, Warface, and it seems as though they saw me coming. (more…)

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Experienced designer Pascal Luban (Splinter Cell, Fighters Uncaged) breaks down the essential elements of free-to-play game design, clearly illustrating what's required to get players to stick with a game and come back and play again -- and pay.

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