Pecking
Order
From a fragile Google Sheets prototype to a full web application — designing week-long social dynamics that created real human connection. Two strangers who played the game are now engaged.
The Problem
During COVID-19, my friend with a board game background recruited a group of us for playtesting. We quickly identified a gap: existing digital social games fell into two extremes — shallow party games that lasted 20 minutes, or MMORPGs requiring massive time investment.
No game captured the strategic depth and genuine social dynamics of Survivor — the week-long relationship building, alliance formation, and strategic gameplay that creates authentic human connections.
Initial Constraints
- Limited dev resources — friends working spare time
- Real-time social interaction and voting required
- Complex game economics and player progression
- Week-long engagement without losing player interest
Three Phases
Google Sheets Prototype
Real-time collaboration, zero dev overhead. One player served as "Probst" — the game master — managing the master sheet while others accessed individual sheets with 4-digit password protection. Fast to iterate, immediately revealing.
Web App Migration
Sheets became too fragile — a single typo could crash the entire game mid-session. Migrated to Laravel with proper error handling, real-time updates, and authentication replacing the clunky password system.
Full UX Redesign
Designed the entire user experience in Figma: auth & onboarding, daily mechanics interface, live scoreboard, social feed. Discord kept for social strategy; the app stayed focused on game actions.
B2B Pivot
Adapted for John's product consulting company as a conference engagement tool — stripped complex economics, kept core voting and challenges, made Blood Oaths an optional expansion mode.
The Product
Pecking Order — a week-long social strategy game built mobile-first, designed around daily voting ballots, tribe challenges, and a token economy that drove real social dynamics.
Left: Game creation flow. Center: Daily round view showing Twist, Tribe Challenge, Quiz, and Ballot actions. Right: Social activity feed with Amass Powers overlay.
Real-time scoreboard with tribe affiliations, round scores, and ballot submission — the core daily interaction loop.
Blood Oath modal, voting ballot, quiz submission, Amass Powers — the full token-economy action system designed for mobile.
Key Design Decisions
Game Economics
The currency system created strategic depth through offensive actions (vote blocking, amplification, public shaming), information warfare (identity spying, intelligence gathering), and defensive tools (immunity, counter-intelligence).
Early versions suffered from runaway leaders. The fix: diminishing returns on consecutive actions, preventing any single player from snowballing their advantage.
Social Scaffolding
Rather than forcing social features, the design created natural interdependencies. Players needed alliances for challenges, votes to avoid elimination, cooperation to maximize position. The challenges became a "cradle for mutual need."
The most powerful validation: two strangers met through the game and are now engaged to be married. Not a designed outcome — an emergent one. Proof the mechanics created real conditions for genuine human connection.
Engagement Rhythm
- Morning Challenges — new objectives every day
- Daily Ballots — core voting determining rankings and eliminations
- Winner Announcements — public celebration and status updates
- Tribal Challenges — team competitions requiring real coordination
What We Solved
Technical Fragility
One spreadsheet typo crashed the entire game. Migrated to Laravel with proper validation, error handling, and scalable architecture.
Economic Imbalance
Last-place players could rocket to first in the final round through currency deployment. Simplified automatic vote mechanics and added diminishing returns.
Security & Identity
Players hacked 4-digit passwords; others leaked their own. The "HugeInfoDumps" fake account incident forced proper authentication systems.
Onboarding Complexity
The economic system was overwhelming for casual players. Addressed in the B2B pivot by removing complex advantages entirely for the professional context.
What I'd Do Differently
- Tier the complexity — basic mode for casual players, advanced mode for strategists, rather than one system for all
- Address king-making mechanics — competitive players securing votes from trailing players by promising future reciprocity excluded others from the meta-game
- Clearer behavioral guidelines — preserve emergent social chaos while setting guardrails for inclusive participation