Gamification Lessons from Dota 2
Decoding Dota's gamification techniques using the Octalysis Framework
Dota is a free online multiplayer 5 vs 5 game developed by Valve Corporation. They have done a fab job in retaining players for the longest time, with some players clocking over 60k hours spent in the game!
I’ve spent close to 2500 odd hours playing Dota 2 (Defense of the Ancients), and any pro player will vouch for its addictive nature once you cross a certain threshold of skill training.
Here’s why the game keeps you hooked -
To understand the gamification techniques used, let’s apply the Octalysis framework by Yu-kai Chou to the Dota 2 gameplay.
You can use this framework on any product you regularly use to understand the reason for their increased retention abilities.
As per this framework, there are eight drivers to gamify your product successfully -
1) Sense of Purpose
In Dota, you are essentially defending your base, called the ancient, along with your family (teammates).
Make the user feel like they contribute to a grand vision. A few examples are Apple’s - Think Different campaign and Red Bull gives you wings campaign.
2) Accomplishment
During the gameplay, every time a player kills an enemy, they are rewarded with money and skill points. When a player is on a killing spree and kills all 5 players of the opposite team - he gets the Godlike status which is an instant adrenaline boost.
Reward users who overcome challenges for them to feel a sense of Accomplishment.
3) Empowerment of Creativity
There are avatars called heroes that are generally used mainly by advanced players. These advanced heroes have a large number of skill moves compared to the average hero which only has 4 skill moves. Having mastery over such heroes makes the player a formidable opponent.
Encourage users to try out different combinations and express their creativity. Ex - Lego building blocks.
4) Social Influence
Winning games put you on different tires based on the number of points you accumulate through each game.
Players compete to reach the top of the leaderboard, as this gives bragging rights and the chance to compete in the annual Dota 2 Championship, with the prize money usually in the range of 30 - 40M USD.
Generates the feeling of FOMO in friends. Brings out the competitiveness and drive to get the same achievement as well. Ex - Brag Buttons, Social Prods (Endorsement Feature on Linkedin)
5) Ownership
In Dota, the base heroes look a certain way. As you win games, you get new skins for heroes that can be used in the next game you play. Not only is it an upgraded look, but also changes the animations for the hero in the game.
There is also the option of purchasing these skins, making players want to play more just to flaunt their new look.
Give the users ownership over something so that they feel entitled to make it grow. Ex - Creating your own farmland in the game FarmVille, Virtual Goods, etc.
6) Scarcity
In a multiplayer game that requires collaboration to win, having a team player disconnect from the game will put the respective team in a precarious position.
To prevent this from happening frequently, players who disconnect are put under a temporary ban OR will not be allowed to play games which put them on the leaderboard until they do the tasks given to them.
This core driver increases the perceived value by creating scarcity, making the users value your business more. Ex- Evolved UI - More features unlock on regular usage, Appointment Dynamics - Happy Hours in pubs, etc.
7) Unpredictability and Curiosity
Dota has a lot of elements of unpredictability baked into it. There are ~122 heroes in Dota 2 and close to 208 items that modify the capabilities of each hero. Without getting into the math, billions of combinations can be created, which leaves the final outcome of the match to the skill of the players.
When the user has to wonder what will happen next, the brain will keep thinking about it. Ex - Mystery Boxes - Secret Santa Game, Variable Rewards - Cashbacks with the chance to win huge amounts, Easter Eggs - Unknown surprises for unpredictability, etc.
8) Avoidance
Dota motivates the player to continue playing by tying each player to a unique ID. Every time a player wins a game, the player gets a Match-Making Rating (MMR) to determine their skill level and match people with even skill levels only.
This MMR system prevents users from doing things that will make them lose all the progress they have accumulated over time. Pro Players hate getting matched with Amateurs and will do everything possible to retain their elite status.
In order for this driver to work effectively, the user must know exactly what to do to avoid the loss. Example - Limited time offers, Saving progress only on reaching certain milestones, Big Picture - users are discouraged to realise their losses right now in the hope for a brighter future, etc.
For gamification, one need not incorporate all the elements. A few done right will get the product increased traction and retention than doing everything in bits and pieces.
Head on over to this link to read more about this framework to apply it to your product.