Reblog: Why you shouldn’t always aim for perfection in game design

As an evangelist of a more hybrid approach to behaving in a digital age and learning, I naturally gravitate towards games such as ZombiesRun, Ingress and of course PokemonGo.

I am reblogging Jan’s post on Ingress versus PokemonGo as I agree that perfection in any experience design does not translate to better engagement and most importantly sustained engagement.

I’ve personally played both PokemonGo and Ingress. Ingress is a bit too complicated and the flow design is not as good as PokemonGo. The rough and ready PokemonGo with its simple mechanics is a winner.

And I can see how we can remix the same approach for learning games. Individual adventures with team elements naturally embedded within the narrative.

bidnerdonethat

piclab.pngReading Time: 3minutes (ish)

Ever since Pokémon GO was released,on July 6th this year, all sorts of knowers have been ranting about the game’sinferiority to Ingress (the predecessor of the game from the same developer: Niantic) or it’s bad design in general. They claim that PoGO is lacking from so much of what makes Ingress a great game. They seemannoyed that the gamegets so much attention, while being so crappy in comparison. Quora user and Ingress playerMadhuja Chaudhari, expresses it like this:

“My vote goes for Ingress-
  • Majorly because you can work as a team- this game was made with community gaming in mind. Both the teams gather many times a year in live events- essentially large scale portal battles- organized by Niantic.
  • Not only it has a better look and feel, but also a great storyline.
  • Pokémon Go has too many bugs, server issues. It is also…

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