Ever since I first heard about Alternate Reality Games, I've been
interested in the crossover of gaming ideas into the "real world".

I came across a game called Akoha a few months ago that promises to
use mission cards to encourage good deeds and interactions with new
people. They recently made packs of cards available for a few dollars
and mine arrived just before Christmas. However after looking at the
concept in more detail I feel that they've misjudged people's
motivations for playing such a game and have therefore got the
interaction model wrong.

Has anyone else heard of or tried this game? I would be interested to
hear people's thoughts.

Here's how it works.

You get a mission card (either from another player or in a pack from
the website) which has a simple bit of text such as "Thank someone",
"Give someone a book" or "Send drinks to a couple in love". They're
all nice things that we probably ought to do more often. In order to
"play" the mission, you do the nice thing to someone and also give the
card to the person you did the thing to. And that's where the first
problem is. It just doesn't seem natural to say "Thank you for being
my friend, I really appreciate your company. Oh, and here's this
mission card. No, but I really meant it... I'm not just saying thanks
because it says to on the card!" It's inevitable that presenting a
mission card will devalue the apparent kindness of whatever act you
performed because it reveals an ulterior motive. For the book mission
it's a bit easier to imagine hiding the card between the pages but how
do you give the card to the couple in love? And which person do you
give it to?

My second issue is the scoring system. Each mission has a number of
karma points associated with it and some missions score higher than
others (i.e. the missions mentioned above score 125, 125 & 200 points
respectively). As you play successive missions, you acquire karma
points and "level up" accordingly. It's not clear at this stage
whether the points will have any value other than prestige but the
concept of "levelling up" smacks of World of Warcraft and other role
playing games and seems more likely to put people off than encourage
play.

Another problem is the missions themselves. Some of them don't make
any sense to me and there's no accompanying text to clarify. "Read a
blogger, feed a blogger" What? "Wild mission card" Does that mean I
just make something up? "Donate an hour of your time" To whom? And who
do I give the card to afterwards?

Finally, a key point of the game is "playing it forward". Each mission
card has a unique ID which players are expected to be key into the
website upon receiving a card. This allows you to see how long a card
has been in circulation, how many times it has been played and trace
where it has been in the world. That's pretty neat but unfortunately I
suspect the vast majority of cards will make exactly one hop before
being forgotten under a pile of papers on someone's desk and
eventually binned. Additionally players must supply an email address
in order to register having received a card and that's likely to
dissuade quite a few people. I'd like to think anyone receiving a card
would jump at the chance to get involved but, for the reasons above, I
just don't see it happening.

So what would I change? Well I'd get rid of the karma points and
include a better description of each mission, that's easy. Solving the
other two problems is harder. Perhaps you don't have to give the card
to the person you did the act of kindness to. Perhaps you can give it
to anyone who witnessed the act. And perhaps you need to give more of
an incentive to first time players who receive a card. Perhaps you
could encourage people who don't like the idea to "pass" the card and
give it to someone else who they think will enjoy it without playing
the mission themselves.

Phew, that was a long-un. Well done for making it to the end. Now take
this "Share your thoughts with the IxDA mailing list" mission card
I've got... ;-)

  Tamlyn.
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