Game Design and Life

Interesting piece in Wired that pushes two of my buttons:

  1. Games and scoring in everyday life
  2. Making email better and more strategic / thoughtful

There’s some similarities with this talk I did at Playful last year about scores.

I’m mega-pumped at the moment about injecting game rewards and strategy into everything. So I was excited when I spotted this piece about What GTA Can Teach Us About Connecting with Consumers yesterday. It’s almost 80 charts and it’s less about scoring and more about environment and interaction, but there’s some great stuff in there. I especially love the notion of ‘Embracing the Glitch’…

And Tim gets bonus points for mentioning Imogen Heap’s skill at opening up the process.

Thanks to PSFK for the link to the Wired article.

My Talk From Playful in October

Here’s the talk I did at Playful on 31.10.08. It’s basically about the changing nature of scores in games and how scores are starting to infect everything.


Iain Tait – High Scores Talk at Playful London 31.10.08 from Iain Tait on Vimeo.

Sorry it’s taken me so long to get it up online, but I had to get the video off the guys, and then it turned out to have been shot from a strange angle where you’ve got no idea what’s going on. So I did a bit of jiggery-pokery and combined the video with the Keynote presentation and synched it up as best I could. And the audio is a bit muffled, but hopefully you can make out what’s going on…