Orbanes Phil
Harv Bus Rev. 2002 Mar;80(3):51-7, 131.
How do game designers approach their work? Perhaps in the same way that managers should. Here, the author, an expert in board-game design and the world's foremost authority on Monopoly, translates six tenets of game design into management principles. Three tenets focus on giving players the right level of structure. First, design simple and unambiguous rules: That also holds true in business; people engage most when responsibilities, objectives, and evaluation criteria are clear. Second, avoid frustrating the casual player. Just as not every game player aspires to be a grand master, not every employee wants to think like an executive. Third, establish a rhythm so that players know intuitively whether they are at the beginning, middle, or end of the game. Managers can also engineer such shifts of momentum and motivation for workers. Three more principles focus on providing entertainment. The most important is to tune into what's happening off the board. For many people, the real joy of a great game--or a great job--comes from the larger social experience surrounding it. Another key is to offer chances to come from behind. Even struggling employees want to believe, "The odds may be stacked against me, but just one great stroke and I'm right back in it." Finally, managers, like game designers, should provide outlets for latent talents. Games themselves can be useful in the workplace. For instance, an afternoon of game playing builds relationships and increases an organization's social capital. And simulation games can sharpen employees' business judgment. Managers may come to appreciate that games succeed depending on how well designed they are--and that many design challenges have their equivalents in the art of management.
游戏设计师是如何开展工作的呢?或许与管理者开展工作的方式相同。在此,身为棋盘游戏设计专家及全球最具权威的《大富翁》研究人士的作者,将游戏设计的六大原则转化为了管理原则。其中三条原则聚焦于为玩家提供适当程度的架构。其一,设计简单且明确的规则:这在商业中同样适用;当责任、目标及评估标准清晰时,人们的参与度最高。其二,避免让休闲玩家感到挫败。正如并非每位游戏玩家都渴望成为大师一样,并非每位员工都想以高管的思维方式思考。其三,确立一种节奏,以便玩家能直观地知晓自己处于游戏的开头、中间还是结尾。管理者也可为员工营造这样的势头和动力转变。另外三条原则聚焦于提供娱乐。最重要的是关注棋盘之外正在发生的事情。对许多人而言,一款精彩游戏——或一份出色工作——真正的乐趣源自其背后更宏大的社交体验。另一个关键是提供后来居上的机会。即便处境艰难的员工也希望相信:“或许胜算对我不利,但只需一次出色的行动,我就能重回正轨。”最后,管理者与游戏设计师一样,应提供发挥潜在才能的途径。游戏本身在工作场所也能发挥作用。例如,玩一下午游戏能增进人际关系,提升组织的社会资本。而模拟游戏能提升员工的商业判断力。管理者或许会逐渐认识到,游戏的成功与否取决于其设计的优劣程度——而且许多设计挑战在管理艺术中也有类似情况。