I’m not 100% against Mrs. McGonigal, though it may seem that way. I read a fair chunk of her book Reality is Broken and her points about gameplay and basic game design are a great base (she gets extra kudos for using Portal as an example). Also some of her ‘helping in the real world’ game examples are interesting – ‘ChoreWars’ is a pretty wicked way to add game mechanics to your household duties and get the whole family (or flat) in on cleaning – for XP and amped up stats, of course. But her overall idea is too desperately optimistic to me. Oh well.
21. “All games share four defining traits: a goal, rules, a feedback system, and voluntary participation.” – everything else – graphics, rewards etc – just hangs on top of this structure.
24. types of feedback games can give to allow the players feelings of success:
Visual (enemy poofing out of existence upon kill)
Quantative (scoring and leveling up)
Qualitative (increase in game difficulty and therefore in skills)
25. there are two types of games, “finite games, which we play to win, and infinite games, which we play in order to keep playing as long as possible.” This is the difference between, say, Final Fantasty and WoW. One you can win, one you cannot ever win but you continuously play in order to improve yourself.
REF: McGonigal, J. (2011). Reality is broken: why games make us better and how they can change the world. New York: Penguin Press.