Tuesday, April 28, 2009

Highest-Low Victory

A game mechanic that has been particularly compelling to me has been the "highest-low victory." Highest-low victory, which is what I will call it (I couldn't find it in the "mechanics" section of boardgamegeek), is a type of victory condition in where players earn points in several different catagories, but the winner is the player with the highest number of points in their lowest catagory. For an example of a game that uses highest-low victory, check out Reiner Knizia's "Ingenious."


Highest-low victory provides two main incentives. First, it encourages diversity. Since it would be impossible to win the game by only improving your score in one area, players have to diversify their attention to each of the catagories. Second, it encourages competition. Players are required to compete for the same resources, which causes each resource to become more important.

As I look forward to taking on more managerial responsibilities, I am considering the ways in which a highest low mechanic can be used. Some possibilities include:

-Providing incentive to do what nobody wants to do: Specifically assigning one person boring/annoying tasks could cause that employee to feel targeted or singled-out. Furthermore, the employee assigned to the task no longer has any incentive to complete the task as fully as possible. By including the less desirable tasks within a list of required and more desirable ones, and by scoring the task that is completed least, then there is incentive for everyone to choose to do the mundane or the annoying. People will compete for the opportunity to do what they don't want to do.
-Completion of individual tasks: Employees with various individual responsibilities may tend to shirk certain responsibilities. For example, a resident assistant is required to work hours at the front desk, spend time with residents, complete paper work, and make fliers and advertisements. Highest-low victory could ensure that even paperwork gets completed.
-Requiring/Limiting Break Time: When the organization has incentive to get employees to relax, then breaks/vacations/fun tasks can be included as a category that will be scored according to highest-low victory conditions. When time-off is scored along with time-on, then it provides more incentive to work especially hard in the other areas so that they don't fall behind. This also allows employees to feel that they have control over when/where/how they relax.
-Providing incentive to learn and improve: When the highest-low is scored, then employees have incentive to improve in the areas where they struggle the most. In jobs where skill or knowledge correlates with efficiency then employees will seek out their own training tools to improve their lowest score.


Methodology of course would vary in each of the above scenarios, and one of the most important things to consider would be the type of reward given to the player with the highest low. If the reward does not match the amount of work then the game will cease to be relevant. My suggestions for the application of the Highest-Low Victory are a means for improving worker efficiency and for broadening the reach of work related incentives, as well as for giving employees a greater sense of volition in the work place.