Cheating in Gamification: Turn cheaters into your very best friends
When
something is good, there will always be people that will try to get it using
shortcuts and that's why, if there is something we can be sure of is that great games always
have cheaters. Richard Bartle calls them killers, some people call them
hackers, and I call them "very interested players that cannot wait to beat
the others".
This kind
of players are going to be there, so, what can we do? Is there something we can
do to reduce the likelihood of having them in a negative way? And even more
important, how can we help them turn into our very pro players?
The
answer is YES!
Here are
7 ways that you can use to fight cheaters in your gamified system:
- Make it worthless: Cheaters usually are
like that because the reward is worth the effort, so one of the most effective
ways of decreasing this behavior is making it worthless. If we can turn all the
way around the reward-effort ratio by making it inverse, or in other words, if
cheating takes a great effort and the achieved reward is small, no one will
ever think of cheats again.
A great
example is iTunes and its low prices policy. Very few people feel like paying
for a whole album because it is either too expensive or they only want a
single, but they are willing to pay for HQ music. So what did Apple do to
reduce piracy? They lowered the prices, made it simple to buy single songs, and
offered great quality.
This
model has been copied by many successful games and can be applied to most
gamified systems.
- Add social dependance/pressure: Another
way of cheating appears when some pro or experienced players discover the way
to benefit from others without them barely noticing. This kind of players
usually act on their own, and the key of their success is trying the others not
to realize that they are cheating, but when it comes to social dependance or
pressure, we can turn it all the way around.
We all
know peer-to-peer reviews as a way of avoiding cheating in the scholar world,
and even when it has some flaws, this system can be totally applied to game
environments, because when the victory is not fully depending on us, players
will tend to cooperate and be nice to others instead of cheating on them.
You can
see this as a fact in many co-op game modes, such as the ones available on
Steam.
- Introduce balanced cheating: Some of
the main reasons why players cheat are that they want to get bigger or better
in a shorter period of time. Cheaters love your game but they feel like
experiencing something new, something that makes it exciting again because they
are bored of the normal mode. They want it all and they want it now. So why not
give it to them?
So when
we talk about balanced cheating, it means that almost everyone is going to be
able to play with increased attributes or elements. It can be from a speed
server to global cheats that are published online.
The best
examples of this kind of mechanics are The Sims and their available-to-all
cheats, or Travian with its speed servers.
- Implement time limitations: time
constrains, also called cool downs, refers to any kind of limitation that makes
the players wait to take any kind of action. Cheaters are usually taking
advantage of being connected to the system 24/7 or just implementing hacks that
allow them to take actions in the game without them even being there, because
the amount of resources gained is worth it.
Apart
from preventing players to game the system in this particular way, cool downs
produce two really great effects: they make players curious and wanting more,
and they also produce a loss avoidance feeling that works amazingly good when
creating action loops in any kind of system!
Epic
examples of time limitations can be found in any MMORPG, such as WoW, Guild
Wars 2, or TLotR Online.
- Implement decreasing rates: another way that cheaters
game the system is by repeating some kind of actions that provide them with
unbalanced amounts of rewards. This is usually caused by a not balanced
positive feedback loop and it can be detected since the testing phase. Anyway,
there is an even better way to solve this out. Just make a decreasing
progression of those rewards in time, and link them to some time constrains to
eliminate this kind of behaviors and produce in the players the same kind of
feeling that cool downs do.
A great
example of decreasing rates is the app Tapjoy that increase the conditions to
give rewards in time, while decreasing the rewards to balance the system.
- Resources limitation: this is a very simple technique that works perfectly for
any kind of system. As we have said before, cheaters usually profit from an
abundance of resources so just by cutting the available amount of those, we can
reduce the likelihood of this kind of bad behavior. As simple and easy as it
sounds, it has been one of the main techniques used in many world famous games
such as monopoly (reducing the amount of houses available to make it more
fair), Team Fortress 2 (reducing the amount of crates that give access to the
very expensive and great items) or Ogame (by cutting the storages' capacity)
- Implement small bottlenecks: sometimes, cheaters will try
to skip some parts of the game just to go faster, get higher in the rankings or
just to achieve better stuff. That's why sometimes it's recommendable to
implement bottlenecks that are linked to some kind of level or requirement to
make the system fair for all players. Since gamification heavily focuses on
recognition and status, bottlenecks are a really good way to make everyone go
through the same steps and assure a fair competition. What's more, they'll also
help to make the system more interesting and challenging by having some epic
goals that all players will have to achieve.
An app
that really nailed this concept is duolingo, but besides it, they can be found
in any kind of game as a way to make players ready for harder steps
Many
people think that cheaters are both dangerous and a terrible threaten. In my
opinion they are as good as having some angry customers in front of your
business door, if you can turn them into your best customers, you'll gain much
more!
And
that's why cheating should be considered as a sign that players really are
interested in your system, so the best thing to do is either collaborating with
them or taking advantage of it in a positive way.
Because...always
remember the GOLDEN RULE...
"Having cheaters in your system is good, but quickly turning them into your best players is way better!"
Sidney Lopez