Turn Work Into A Game

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I wish I had more time for gaming. There’s a podcast I like called All Elite Arcade, which is hosted by two pro wrestlers who love video games. They talk about pouring hundreds of hours into brand new games. Every. Single. Week. The hosts aren’t college students. They’re working professionals with busy lives. How?!

One advantage wrestlers have getting through Steam backlogs is they have to travel constantly. If you’re regularly taking 8 hour flights to get to arenas in mid-sized cities, that’s a good chunk of your life you can devote to dating all the household appliances in Date Everything. Listening to the show is a kind of wish fulfillment for me. Some people watch videos where an influencer drinks champagne poolside at a luxury hotel. I like hearing someone say they’ve put 20 hours into Monster Train 2 and still have a long way to go. (You would think I’d be into Twitch streaming, but their streams are long and meandering IMO. I’d rather hear a gamer’s concise take after beating a game than watch a streamer struggle to beat a boss for two hours. Again, time is a factor here!)

My daily routine goes something like this. I wake up early. Do my morning stuff: brush teeth, wash face, exercise, breakfast, do chores, get dressed, all while listening to podcasts or an audiobook by a podcast host. Then I sit down to work. I work for eight hours a day with a lunch break, where Amanda and I go outside and get some sun. After work, Amanda and I have dinner, watch around 2 hours of TV together, then get ready for bed. If I get off work before Amanda, I might be able to sneak in a half hour of a game, but because I’m unsure how much time I’ll actually have, I won’t invest too deeply. Usually I play a light puzzle game like Picross. Something I won’t be upset to put down. I recently joined a monthly interactive fiction club, and playing a bit of a relatively short IF game fits well into this space. On the weekends, I might have time to game, but we also have a pretty active social life. We’re often out-of-the-house or out-of-town altogether.

I could create boundaries and zone-off time in my schedule for gaming. Solve the problem in an adult, emotionally mature way.

Or:

What if I could transform my eight hours of work into a game?

Imagine if work felt fun, challenging, and satisfying in a game-like way. Granted, I love my job. I work in video games, lol. Part of my job, at this moment, is to playtest our studio’s upcoming release. I’m very fortunate, I know. But still, I’d like to have it all. I want to give my work day the feeling of a game.

This theoretical productivity game has to go beyond the dopamine rush of a lot of “gamification” products. It wouldn’t be enough for me just to collect points and badges every time I write an email or fix a typo in a spreadsheet. To feel like a game, I need to experience mechanics, progression, and transportation. To break that down, I need to be engaged by the gameplay elements. Even if a todo list powers the game, I want engaging elements on top of checking off todos, like dice rolls or combat. I need to feel progression, like I’m getting better at the game. And I want a game that transports me in some way. I want to feel immersed by the game’s universe.

Recently, I got an email from Habitica saying they were going to delete my account, since I hadn’t played their game in so long. Habitica is the first productivity game I ever played. It was over a decade ago. Habitica is a mobile game where you enter your daily goals, habits, and to-dos. As you cross them off, you level up your cute avatar, who looks like someone out of an SNES-era Final Fantasy game. Your avatar’s stats (Health, XP, Mana) increase as you complete chores and tasks. You collect gold to buy stuff, like new outfits and weapons. I remember maxing out my avatar’s stats and being thrilled! And then, there was nothing else to do. I bought everything I wanted to buy. My character was a walking god, thanks to my uncanny skill at flossing regularly. The prevailing advice on the Habitica Reddit thread was to start over again with a new character, but I didn’t feel any motivation to do that. Hence, the email. Apologies to my Habitica avatar, whose name I have long forgotten, who will soon enter the eternal void of account deletion.

This year, I was very excited for a desktop productivity game called Spirit City – Lo-Fi Sessions. Spirit City languished on my Steam wishlist until a month or two ago, when a Mac version finally became available. I do all my work on a Mac desktop, so a Mac compatibility was a dealbreaker. This game seemed much more feature rich than Habitica: an avatar creator, a to-do list, a habit tracker, a set of timers for focus, a library of low-fi music, atmospheric sounds effects (soothing wind, etc.), and lots of options to customize your cozy virtual workspace. That’s really novel. By crossing things off your to-do list and using the timer, you earn Spirit Credits and XP. The XP tells you what level you are… which is not that significant. The credits allow you to purchase fancier items for your avatar.

The Spiritdex is the most interesting mechanic in the game. It’s the one that sold me on the game. The Spiritdex is a magic book of hints for unlocking spirit creatures, who are adorable, supernatural pets that sleep next to your avatar while they work. You might read a hint like, “This spirit comes out at night when the night birds chirp,” which means you should set the lighting in your workspace to nighttime and put on the bird chirping sounds. After a few hours, a cute little spirit friend appears! Gotta summon ’em all! There are 24 spirits in total, including one of those lil’ guys from Among Us.

Once I found all the spirits, which isn’t that difficult, and made it to level 50, thereby unlocking all the Steam achievements, I quickly lost interest in Spirit City. I plan to return to the tactile satisfaction of my pen and paper to-do list, which I can easily travel with. The game is also memory intensive, so it’s not ideal to have it running while working in Unity. I have a good working environment at home, but if I needed to work in a busy office, a loud coffee shop, or a wacky 1980s dorm room, this virtual office simulator would be nice to have.

During this year’s Zine Quest, I bought a tabletop RPG for productivity called Initiative that looked promising, but I was quickly disappointed. It’s very slickly laid out. The overall presentation feels professional. After reading the rules, it just seems like a pen-and-paper Habitica, but without the adorable pixel art. You write out your to-dos, give yourself XP and gold for completing them, then use the XP to reward yourself. That’s the game loop. I was hoping for more fantasy and adventure from a productivity TTRPG, but I don’t think I paid close enough attention to what I was buying. This is for someone who wants basic gamification with a light RPG flavor.

The game I’m really looking forward to getting this year for Christmas, assuming Amanda… I mean, Santa… backed the Kickstarter on my behalf, is the 2026 Quest Calendar and Quest Planner from Sundial Games. Rather than a productivity tool with gaming elements, this pair of games appear to be imaginative and immersive solo TTRPGs structured as a calendar and day planner respectively. There are character stats, meaningful choices, and monsters to fight, but the games are designed to be played in short daily bursts, rather than long uninterrupted play sessions at a table. Looks very promising!

I’ve thought about the kind of game I’d want to develop in this space. I’m imagining a rogue-like productivity app with endless procedurally generated content, so the player doesn’t quickly burn out on the game. It would live in a little window on your desktop. There’d be a simple premise, like your character is exploring a mega dungeon or an alien planet, with tons of variation in terms of what can happen, all represented by simple graphics. (8-bit pixel art, perhaps?) Exploration, combat, magic: all of it is powered by the to-do list. And crucially, you could assign difficulty levels to individual tasks, so hard tasks give you more XP toward leveling up than easy ones. Surprisingly, I have not seen this feature in any of the productivity games I’ve played (though in most of them, daily habits are worth less than to-do list items).

Will I ever make that game? I dunno. Maybe if I had some gamified motivation…

🎲 Your Turn: Do you use productivity tools? Are you happy with them? What do you think of “gamified” experiences? Do you feel like you have enough time to play games? I want to hear from you! Reply directly to this email, or tell the whole world by hitting the orange button below.

Geoffrey Golden is a narrative designer, game creator, and interactive fiction author from Los Angeles. He’s written for Ubisoft, Disney, Gearbox, and indie studios around the world.

9 responses to “Turn Work Into A Game”

  1. The only gamified thing that’s stuck with me is Duolingo. Gotta keep up that daily streak! But I’m finding I’ll get lazy and just do then max amount of points for the least effort sometimes. Muy malo ;(
    Some interesting apps out there! It reminded me of a friend creating a game called Calorie Quest that’s makes fitness like a fantasy RPG. https://www.caloriequest.app
    Sometimes we just have to see how our character is doing in a more fun way than a resume 🙂

    1. Based on what I know about Duolingo’s design, it seems like they care more about incentivizing logins than encouraging real progress in learning.

      I like what your friend is working on with Calorie Quest! I hope they’ll start offering narrative content like quests. To me, that’s a core feature of fantasy RPGs.

  2. Sightless Scholar

    I don’t have an explicit to do list, but a lot of my to dos are represented by e-mails and firefox bookmarks and files on my portable media player’s SD card.

    And I’ve got the opposite problem of a lot of gamers my age: I have the time for all day or all night gaming binges, but finding a game I can actually play for that long is challenging between relatively few games actually designed with blind accessibility in mind, having fairly low patience for the kind of workarounds to make some inaccessible games blind playable, my desktop running Linux and lacking a dedicated graphics card, and lacking the funds for better hardware or for buying games… Sure, I can play parser IF with little issue and there’s probably more in that one genre than one could beat in a lifetime, but it’s hard to find one that is neither super short, nor infocom hard.

    1. For all the talk about accessibility in games, there’s a lot more work to be done in the industry. Sure, IF offers a lifetime of games, but you deserve more variety in what you can play.

      1. Sightless Scholar

        And it doesn’t help that blindness is arguably one of the hardest impairments to accomodate and in many ways is a completely different beast from having some usable vision even if its well below human average or being color blind.

        And some games can be rather subtle in their accessibility issues… Take the puzzle game 2048 where you have a 4*4 grid of numbered tiles and on each turn you force all the tiles towards one edge of the board, tiles with the same value that collide turn into one tile with their combined value, and a new tile with a value of 2 is generated in a random spot on the board… I got addicted to a version of it for the Linux console a few years back, and it was blind playable, but had some issues that made playing subpar:

        -There were several blank lines between each line of the board, slowing things down when reviewing the state of the board.

        -Blank board spaces where represented by white space, and thus unvoiced when reading a line of the board.

        -The way the game is made, tile values go up by powers of two, and when reading powers of two, syllable counts grow quickly(2, 4, and 8 are monosyllabic, 16 is two syllables, 32, and 64 are three, 128, 256, 1024, and 2048 are 7 syllables each, 512 is 5 syllables and that’s the only reprieve)… since the whole point of the game is to make ever bigger tiles and each size of tile takes twice as long as the previous size to make, the game both gets slower to progress the further you get plus the time to read the board growsrapidly the more big tiles are on the board. I got to 2048 a few times, but after that, it just slowed down too much… Actually tried cloning the game myself using letters of the alphabet(W is the only letter in English that isn’t monosyllabic), but never could figure out just moving with arrow keeys instead of using console input to take a single letter command sumbitted with enter.

        -At the time, I was using a console screen reader that used caps lock plus arrow keys for screen review and the game used arrow keys for making moves. Upside, I didn’t have to move either hand, bad news, if my finger slipped off the caps lock key while reviewing the board, accidental move that could ruin a carefully organized board… I’m using a different console screen reader now that uses caps lock and the alphabetic keys under the right hand for screen review, so no more worry about accidental moves and perhaps less pain in my left pinky since I wouldn’t be worried about caps lock slippage and wouldn’t be holding it down as hard, but also means constantly moving my right hand between home row and arrows, so neither makes for an ideal way of controlling both the screen reader and the game.

        And that’s for a tiny puzzle game someone might make as a project in a first semester programming class and most people would balk at it not being free on the app store.

        But I would love to be able to play a mechanically crunchy Strategy/Tactical RPG similar to the Disgaea games without needing to constantly OCR the screen, memorize menus, and needing infinite patience… and I feel like it would be one of the easier genres to actually build accessibility into… make everything outside of battle a fully voiced menu, make the cursor on the battle screen snap to grid spaces, have vocal announcements for highlighted units with a brief description with the most useful information, hotkeys for cycling friendly/neutral/hostile units, voice messages that read out on screen info in a manner optimized for vocal communication(e.g. ATK, DEF, INT, etc. work for displaying stats visually, but if the abbreviation has no good pronunciation, using the stat’s full name might make more sense(e.g. ATK is most naturally read as the 3 letters, but attack is only 2 syllables, and saving a syllable here and there adds up when talking potentially dozens or hundreds of such announcements in the course of a battle, and if it’s a a game like Disgaea where you can have stats in the millions or billions, it makes sense to truncate stat values to 2 or 3 significant digits instead of reading out the entire number(16.7 million is 7 syllables versus 22 syllables for 16,777,216 and while 1 6 7 7 7 2 1 6 is only 11 syllables, its harder for most people to parse that). Descriptive audio for attack animations, announcements for enemy actions, etc. Even optimized, playing such a game would probably still be slower for a blind player than a sighted one, but its mostly a genre built around reading what the game tells you about the game state and picking actions from a menu based on that, as long as that information can be communicated with decent bandwidth and the player doesn’t have to guess at the actions they’re picking.

  3. Joshua Grams

    A few years ago I got to take Shing Yin Khor’s Keepsake Games class (a term they coined with Jeeyon Shim to describe solo TTRPGs where as part of play you build a physical object to keep) and was messing with making a game (played in short daily bursts) about “growing” a pop-up paper flower garden and the adventures of the magical creatures who lived there.

    Now you have me wondering how far I got with that and if it could be repurposed as a productivity game…

    1. Shing is a longtime friend, inspiration, and occasional collaborator. That’s awesome you took their class! Sounds like a wonderful game idea, and I think productivity would be an excellent “engine” for a game about growing a garden. Let me know if you need playtesters. 🌻🌻🌻

  4. Elly

    I use an app called Finch. You have a little bird, a finch, you raise and can customize with clothes and decorate its house. You create goals which you can set as recurring much like calendar apps so they don’t need to constantly be added to a daily to do. Completing goals earns you energy that in turn sends your finch on a daily adventure to international locations (I’m exploring Paro currently). Once adventuring, completing additional goals speeds up the journey and when they’ve returned there’s a little quest question where you choose between two responses that influence your finch’s personality stats like resilience, logic, confidence, and security.

    You also earn rainbow stones as you use the app which can be used to buy more outfits and items for your finch. There are even micropets you can hatch by completing a specific activity a certain number of times that travel with your finch to evolve from baby to adult, a Pokémon-style collecting element I find enjoyable. Monthly events allow for themed items and a monthly micropet to be earned. You earn an item, often a chest with random item in it, by sending your finch on its daily adventure.

    It’s a free app though there’s a paid option. I’ve been playing for over 400 days and not felt the least constrained by not paying so it’s definitely not required to enjoy the app. I have CFS and managing my often wildly fluctuating energy levels is difficult, especially when my to do list feels never-ending. This app has helped me not only keep up with chores in a way that takes my fluctuating ability into account, allowing me to snooze goals to tomorrow if I’m having a ‘low spoons day’, but also encourages me to ‘make time’ for my hobbies and self-care without the guilt I have often struggled with.

    1. Finch sounds pretty great, Elly! I’m glad you’ve had so much success with it. I may check this out. I like that there’s a paid option, but that it’s not required to enjoy Finch.

      The adventuring / exploration element is really smart design IMO, because there will always be new places to explore, so they can keep adding new content to the game and keep things fresh.

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