managment as game design: people are players not pieces

40
Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft

Post on 19-Oct-2014

821 views

Category:

Business


2 download

DESCRIPTION

No matter how big or small your team is, as soon as you need to organize more than two people to a task the management challenges begin. But the very thing most game developers are confident with, designing a good game, turns out to be a useful foundation for them to deal with management challenges, when you choose to see management as just another game design problem. This GDC Online 2012 lecture presented a number of examples of how approaching management as a game design can lead to happier and more productive teams, whether you are a manager or not. The lecture offers practical examples of how game design can be applied to management, understanding of why 'people are players' and not 'pieces', and how management is a game that can be non-zero sum. Even non-game designers will understand the power of game design as a management approach.

TRANSCRIPT

Page 1: Managment as Game Design: People are Players Not Pieces

Management as Game Design People are Players not Pieces

Joshua Howard Executive Producer, Microsoft

Page 2: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Guiding Framework

Several Examples

Audience Participation

Closing Notes

Page 3: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Management as Game Design

Management as Game Design is NOT this – a manager

moving faceless pieces around a board

Page 4: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Management as Game Design

The still above is from “ET the Extra-Terrestrial”, during a scene where the kids are playing D&D, and the circled one is the DM.

This is from XKCD, and the

circled character is playing a DM.

Page 5: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Management is the

Game Master

Page 6: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Management is the Game Master

• People are players not pieces

• Alignment around a single purpose

• Non zero sum game

• We want people to want to play

Page 7: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Management is the Game Master

• You scrum or waterfall the way you choose what roleplaying system to use

• You plan a campaign the way you build a development plan

• You define the goal, but your players/employees have tremendous say in how that goal will be met

• You challenge your players/employees, but are completely committed to their success

Management/GM are both Service Through Leadership roles

Page 8: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Structure

• Look at a management challenge

• Re-frame it as a game design challenge

• Explore what game design can teach us

• Compare that to what management theory would say

Page 9: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Challenge: Providing Feedback

• Without feedback you can’t improve

• Unless there is feedback its hard to know if you are doing a good job

• Without feedback the manager and the employee may or may not be on the same page

• But giving good feedback can be difficult…

Page 10: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

What do games tell us about providing feedback?

Page 11: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Game

• Timely

Immediate feedback better than delayed

feedback

Page 12: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Game

• Timely

• ‘Mappable’ Player should know what they did that

resulted in the given feedback

Page 13: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Game

• Timely

• ‘Mappable’

• Nudge towards progress

Know when someone is stuck and provide clues about what they might

do next

Page 14: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Game

• Timely

• ‘Mappable’

• Nudge towards progress

• Proportional

The impact of the feedback should be

appropriate, as compared to the action

and other feedback

Page 15: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Game

• Timely

• ‘Mappable’

• Nudge towards progress

• Proportional

• Celebrate in Public

Let people show-off to others

Page 16: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Lets look at what Management tells us about providing feedback

Page 17: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Management

• Timely

The closer to the event the feedback

can be given the better

Page 18: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Management

• Timely

• About Specific Behavior

Behavior is something we can change, but only if the feedback is precise about

what behavior the feedback is about, so the right

lesson is learned

Page 19: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Management

• Timely

• About Specific Behavior

• Proportional

The tone/significance of the feedback should match that of the

behavior the feedback is about

Page 20: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Management

• Timely

• About Specific Behavior

• Proportional

• Praise in public

Let everyone know when something is

done well

Page 21: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Management

• Timely

• About Specific Behavior

• Proportional

• Praise in public

• Coach in private

Ensure there is no shame in being

coached

Page 22: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Feedback: Management

• Timely

• About Specific Behavior

• Proportional

• Praise in public

• Coach in private

• Provide a path to improvement

Corrective feedback more likely to lead

to success

Page 23: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Side by Side

Feedback: Game

• Timely

• ‘Mappable’

• Nudge towards progress

• Proportional

• Celebrate in Public

Feedback: Management

• Timely

• About Specific Behavior

• Proportional

• Praise in public

• Coach in private

• Provide a path to improvement

Page 24: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Lessons Learned

• Significant overlap between good game design and good management theory

• Even if you never read a management theory book, you already know a lot about how to give good feedback

Page 25: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Challenge: What is the best management style?

• ‘You mean I can’t just order people around?’

• Should I be hands off?

• When do I get involved?

• ‘Its not working, what do I do now?’

Challenge:

Page 26: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

What can games tell us about management styles?

Page 27: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Management Styles: Game

What is the best kind of GM?

Can anything in games tell us

about different kinds of players?

It depends on your players and the

game

Yes, there are many models of player or game

types

Page 28: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Page 29: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Lets look at what Management tells us about management styles

Page 30: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Management Styles: Management • Not all employees are the same

• Different employees need different things from management

• Models exist to understand this

Progression of Needs Model

Page 31: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Side by Side

Management Styles: Game

• Different kinds of players want different kinds of game experiences

• Models exist to better understand this

• Designers decide which model works for their game and their players

Managements Styles: Management

• Different kinds of employees need different things from their management

• Models exist to better understand this

• Managers decide which model works for their game and their employees

Even the models have

strong parallels

Page 32: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Even just using Bartle’s model as a manager would be a good start

Page 33: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Lessons Learned

• Significant overlap between good game design and good management theory

• Even if you never read a management theory book, you already know a lot about why different management styles are important, and what they are

Page 34: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

All Together Now

• Wherein the audience now participates

Page 35: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Challenge: Motivating a Team

• Work can be hard

• How do we keep people engaged and committed to doing their best?

Page 36: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Effective Motivation: Game

Effective Motivation: Management

Side by Side

Lessons Learned

At this point the audience was asked to contribute what they knew about how to

motivate players

Then a quick summary of what modern management theory says about motivation was presented from D. Pink’s book “Drive”

The audience list and the core principles from “Drive” were compared, and turned

out to be very similar

Motivating players can teach us a lot about motivating employees

Page 37: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Closing Notes

• Though similar, there are important differences

• Laws govern how people are treated at work, but not how we treat players

• The stakes can be higher at work

• Its easier to decide to change games than to change jobs

• Management as Game Design at the micro level as well

• Every process can be designed as if it were a game

• But like a game, people should walk away if its not working out

Recommended Books

• “It's Your Ship: Management Techniques from the Best Damn Ship in the Navy” by Michael Abrashoff

• “Freakonomics” by Levitt and Dubner

• http://freakonomicsbook.com

• “The Five Dysfunctions of a Team” by Patrick Lencioni

• http://www.tablegroup.com/books/dysfunctions/

Page 38: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Guiding Framework

Manager as GM

Several Examples

Feedback/ Manager Styles

Audience Participation

Motivation

Closing Notes

More resources

Page 39: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Conclusion

We can deliver positive employee experiences using what we know about delivering good player experiences. Be the best GM for your team you can be.

“Being a true DM requires cleverness and imagination which no set of rules or books can bestow.”

Gary Gygax, The Dungeon Masters Guide, 1979

Page 40: Managment as Game Design: People are Players Not Pieces

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Questions?

More Resources

• Situational Leadership • http://www.kenblanchard.com/Effective_L

eadership_Solutions/One_to_One_Talent_Management/Management_Situational_Leadership_Training/

• http://www.situational.com/

• “Drive” by Daniel H. Pink • http://www.danpink.com/drive

• Bartle’s MMO Player Model • http://www.mud.co.uk/richard/hcds.htm

• The 4 Fun Keys by XEO Design • http://www.xeodesign.com

Contact Information

• More from Joshua Howard

http://thereisnothem.wordpress.com

• Email [email protected]

• All material © 2012 Joshua Howard or their respective owners