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Home ›› Design ›› Game Design ›› Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 1: The Problem
Gamification Series

Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 1: The Problem

by Montgomery Singman
4 min read
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Montgomery Singman has been making games people actually want to play for 39 years. And he’s learned something most app developers haven’t: points, badges, and streaks are not gamification. They’re just bad game designs. Real games don’t pay players to come. They make it worth coming. Find out why the entire gamification playbook should be thrown out and what real player psychology actually looks like when it’s done right.

Part 1 of the “Gamification Series.”

Illustration by Montgomery Singman

The gamification cargo cult

Let me tell you about a phenomenon I see everywhere: apps with “gamification” that no actual gamer would tolerate for five minutes.

Duolingo guilt-trips you about broken streaks. LinkedIn congratulates you for reaching “All-Star Profile” status — a meaningless label that optimizes for LinkedIn’s data collection, not your career. Fitbit users rack up millions of steps in their first enthusiastic months, only for the device to end up in a drawer. The pattern repeats across thousands of apps: initial engagement, gamification theater, eventual abandonment.

Here’s the uncomfortable truth these apps share: They were “gamified” by people who have never shipped a game. Growth teams. Product managers. UX designers, following best practices from a blog post. Well-meaning professionals who think gamification is a checklist of mechanics you copy from successful apps.

The tell is simple: if your “gamification” could be spec’d out in a single Fiverr gig — “Add points, badges, and a leaderboard to my app” — it’s not gamification. It’s a cargo cult. You’ve built the bamboo control tower and the coconut headphones, but no planes are landing.

I’ve spent 39 years making games. I programmed John Madden Football in 1991. I produced Street Fighter at Capcom. I’ve generated over $200 million in licensing revenue, bringing Western games to Chinese markets. I’ve watched generations of players obsess over games for thousands of hours — not because we awarded them badges, but because we understood something fundamental about human motivation that most “gamification experts” have never studied.

This series isn’t a dismissal of gamification. It’s a rescue mission. Because done right — designed by people who actually understand games — gamification could be transformative. But first, we need to stop copying mechanics and start understanding why people play.

Why current gamification fails: the extrinsic trap

Walk into any product team meeting about engagement, and you’ll hear the same shallow toolkit being deployed:

  • Points and XP: Meaningless numbers that increment. They represent nothing except the app’s desire to show you a bigger number. Players see through this immediately. When my eight-year-old nephew can explain that “XP doesn’t actually mean anything,” your gamification has a problem.
  • Badges: Digital participation trophies. “You logged in five days in a row!” Congratulations, you’ve achieved the bare minimum of using the product you already paid for. Badges work in Boy Scouts because they represent genuine skill development judged by mentors. In apps, they’re algorithmic pats on the head.
  • Streaks: Anxiety disguised as engagement. Duolingo’s owl mascot has become a meme specifically because its streak mechanics create guilt rather than motivation. Miss one day — maybe you were sick, maybe you were on a plane, maybe you had an actual emergency — and you lose everything. This isn’t engagement. It’s a hostage negotiation.
  • Leaderboards: Here’s what product teams miss: leaderboards demotivate 90% of users. If you’re not in the top 10%, seeing the leaderboard just reminds you that you’re losing. The competitive psychology that works in League of Legends — where matchmaking ensures you win roughly 50% of games — fails when you’re permanently ranked #8,447 in your fitness app.
  • Daily login rewards: Pure Skinner box psychology borrowed from casinos. Day 1: 10 coins. Day 2: 15 coins. Day 7: 100 coins! None of this makes your app more valuable. It just trains users to check in without engaging, then close the app. You’ve optimized for DAU (daily active users) while destroying actual value creation.

These mechanics share a fatal flaw: they assume all humans are motivated identically. They treat users like laboratory rats in a behaviorist experiment — push a button, receive a pellet. They create compliance, not engagement. Users do the minimum required to get the reward, then leave.

The really damning evidence? Users actively game these systems. They check in without reading articles. They click through tutorials without learning. They exploit the mechanics to get rewards while avoiding the actual value your app provides. And the moment the novelty wears off — usually within weeks — they abandon it entirely.

What’s missing from all of this? Any consideration of intrinsic motivation. The stuff that makes people play Elden Ring for 100+ hours despite dying repeatedly. The reason people solve Wordle every morning without any rewards. The force that kept players in World of Warcraft for years, building relationships and mastering complex systems.

Real games don’t bribe players to show up. They make the experience worth showing up for.

This is the shift Gamification 2.0 requires: from extrinsic rewards to intrinsic satisfaction. From treating users like metrics to treating them like players.

Up next in the “Gamification” series: “Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 2: The Solution.”

Featured image courtesy: Cash Macanaya.

post authorMontgomery Singman

Montgomery Singman
Montgomery (Monte) Singman is Managing Partner at Radiance Strategic Solutions, specializing in connecting developers with Chinese publishers and bringing celebrity licenses to Asian markets. With 39 years in gaming, he has generated over $100M in revenue, licensing 50+ major titles, including Monument Valley, Toy Blast, GardenScapes, and Sonic the Hedgehog into China. Monte's career includes iconic roles as lead programmer on EA's John Madden Football, technical lead on Capcom's Street Fighter series, and studio director on Atari's Test Drive franchise. As a serial entrepreneur, he founded Zona Inc. (acquired by Shanda Games in 2003) and Radiance Digital Entertainment (acquired by iDreamSky in 2013). Fluent in English and Mandarin, he serves as an honorary professor at Shanghai Theatre Academy and founded the IGDA Shanghai Chapter.

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Ideas In Brief
  • The piece claims that most apps misuse gamification, copying superficial mechanics like points and badges that trick rather than motivate people, and that the experience itself is what truly drives engagement, just like good games do.

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