BUY VS. BUILD

Should You Build Your Own Gamification System or Buy One?

Author
Charlie Hopkins-BrinicombeCharlie Hopkins-Brinicombe

Your product team just decided gamification could improve retention. Now comes the harder question: do you build it in-house or use a platform?

This isn't a theoretical decision. The path you choose determines whether you're shipping gamification features in days or months, and whether you're maintaining this system a year from now or focusing on your core product.

Key Takeaways:

  • Building gamification in-house typically takes 3-6 months for basic features, with ongoing maintenance requirements
  • Platform integration usually takes 1 day to 1 week to get core features live
  • The real cost isn't just developer time—it's infrastructure, maintenance, and opportunity cost
  • Building makes sense when you need highly custom mechanics tied to proprietary data
  • Platforms work best when you want standard features (streaks, achievements, leaderboards) without the overhead

What Building Actually Involves

When engineering teams estimate "building a simple streak feature," they're usually thinking about the happy path: increment a counter when users complete an action, display the number.

The reality is messier. You need to handle time zones correctly so a user in Tokyo and a user in New York both have fair 24-hour windows. You need to decide what happens when someone travels across time zones mid-streak. You need infrastructure to check streak status at midnight in every time zone your users inhabit.

Then there's the data model. Streaks need historical tracking to show users their progress. Achievements need completion states, timestamps, and badge storage. Leaderboards need real-time ranking calculations that don't slow down as you scale to thousands of users.

Edge cases emerge that no one anticipated in the spec. What happens when your database goes down for maintenance? Do users lose their streaks? How do you backfill data when you inevitably need to fix a bug in your logic? Each edge case requires engineering time to solve.

Analytics rarely make it into initial specs but become critical once features are live. Product managers need to know which achievements users complete most often, which sit unclaimed, and whether achievements actually improve retention. Building this visibility means additional development work.

The Hidden Costs Beyond Development

Developer time is the obvious cost, but it's rarely the biggest one over time.

Infrastructure costs scale with your user base. You're running cron jobs to check streaks at midnight. You're storing badge images and achievement metadata. You're processing leaderboard calculations every time someone completes an action. These costs compound as your user base grows.

Maintenance becomes permanent. Your homegrown system needs updates as your product evolves. When you add a new user action worth rewarding, someone needs to wire it into the achievement system. When you launch in a new region, someone needs to verify time zone handling works correctly. When iOS updates break your badge rendering, someone needs to fix it.

Maintenance pulls developer time away from core product work. Teams often underestimate how much ongoing attention gamification requires. What starts as a one-time project becomes a permanent responsibility.

Opportunity cost is harder to quantify but often the most expensive. The three months you spend building gamification is three months you're not building the features that make your product genuinely more valuable. If you're a fitness app, that's time not spent on better workout tracking or nutrition features. If you're an education platform, that's time not spent improving your content or assessment tools.

When Building Makes Sense

Building in-house isn't always wrong. Some situations genuinely favor custom development.

You might need to build if your gamification mechanics are inseparable from proprietary systems. Consider a financial app that gamifies investment decisions based on real-time portfolio data and complex financial calculations. Integrating an external platform would mean exposing sensitive financial data or limiting mechanic design. Building in-house makes sense here.

Deep customization requirements can justify building. If your product needs gamification mechanics that don't exist in any platform—something genuinely novel that's core to your user experience—buying won't work. But be honest about whether you need truly custom mechanics or just standard features styled to match your brand.

Having existing infrastructure helps. If you already have robust event tracking, time-zone-aware scheduling, and real-time data processing, you're starting from a better position than most teams. The incremental cost of adding gamification might be reasonable.

Large engineering teams with capacity to spare can build without derailing other priorities. If you can dedicate developers to gamification without slowing core product development, and you have the expertise to handle edge cases properly, building becomes more viable.

What Platforms Actually Provide

Gamification platforms like Trophy handle the infrastructure you'd otherwise build yourself.

They track user events and compute game state—streaks, points, achievement progress—without you writing the logic. When a user completes an action, you send one API call. The platform figures out if that extended their streak, unlocked an achievement, or moved them up a leaderboard.

Time zone handling comes built-in. Users in different regions get fair treatment automatically. Streak windows respect local midnight, leaderboards finalize after everyone's had equal time to compete.

The data model is solved. You get APIs to fetch user progress, historical data, and analytics without designing database schemas or writing queries. Want to know how many users completed an achievement? There's an endpoint for that.

You can modify game mechanics without code changes. Want to adjust how many points users earn for an action? Change a number in a dashboard. Want to add a new achievement? Configure it in the UI. Your engineering team doesn't need to deploy anything.

Most platforms include analytics showing which features actually improve retention. You can see if achievements are working, which ones users care about, and whether your point system is balanced. This visibility typically requires custom instrumentation when building in-house.

Comparing the Economics

The cost structure between building and buying differs fundamentally.

Building in-house means fixed costs regardless of usage. You're paying developer salaries whether you have 100 users or 100,000. A mid-level engineer for 3-6 months costs $50,000-$150,000 in salary alone. Infrastructure costs get added on top, scaling as your user base grows. Maintenance remains a permanent expense.

Using a platform like Trophy means costs that track actual usage. Trophy's pricing is based on monthly active users, so you only pay for the users actively engaging with your app each month. There's no large upfront investment. Costs scale with your user base, and you never pay for churned users.

This matters more than it seems. When you build in-house, you commit developer resources upfront before knowing if gamification will work. With a platform, costs align directly with the value you're getting—if gamification drives engagement, your active user count (and value) grows together with platform costs.

Consider what happens if your gamification strategy doesn't work as expected. With a homegrown system, you've already spent months of developer time. With a platform, you can iterate quickly or pivot without sunk development costs.

The Real Timeline Comparison

Let's walk through what each path actually takes.

Building in-house for a basic feature set (streaks, achievements, simple leaderboards):

  • Week 1-2: Design data models, set up infrastructure, handle time zones correctly
  • Week 3-4: Build streak tracking logic with edge case handling
  • Week 5-6: Implement achievement system with completion tracking
  • Week 7-8: Add leaderboard calculations that perform well
  • Week 9-10: Build APIs for your frontend to consume
  • Week 11-12: Add analytics and testing, fix bugs discovered during QA

This assumes no major complications and an experienced team. Many teams need 4-6 months to ship something production-ready.

Using a platform like Trophy:

  • Day 1: Sign up, integrate SDK, identify users in your app, configure metrics (the user actions you want to track)
  • Day 2: Set up achievements, streaks, or leaderboards
  • Day 3-5: Build UI in your app to display gamification features
  • Day 6-7: QA and push to production
  • Week 2+: Iterate based on user feedback, adjust mechanics through dashboard

Most teams have basic features live within a week. The difference isn't subtle—it's the gap between "launching next quarter" and "launching next week."

Making the Decision

Here's a framework for deciding:

Build if:

  • You need mechanics that genuinely don't exist in any platform
  • Your gamification ties into proprietary systems too sensitive to integrate externally
  • You have spare engineering capacity and expertise to maintain it long-term
  • Your gamification needs are so simple that maintenance burden will be minimal

Buy if:

  • You want standard features (streaks, achievements, leaderboards, points)
  • Speed to market matters for validating your gamification strategy
  • You'd rather your engineers focus on core product features
  • You want flexibility to iterate on game mechanics without code changes
  • You need analytics on what's actually working
  • You prefer costs that track actual usage rather than upfront investment

Most teams underestimate the maintenance burden and overestimate how custom their needs really are. A streak is a streak. An achievement is an achievement. The value usually comes from implementing these features well and iterating on them quickly, not from building proprietary mechanics.

What Happens After Launch

The launch timeline is just the beginning. What happens six months later matters more.

With homegrown systems, maintenance becomes a permanent tax on development velocity. Teams find themselves adjusting achievement thresholds, adding new rewards, rebalancing point values, and fixing edge cases they hadn't anticipated. Each change requires a code deploy.

Performance issues emerge at scale. A leaderboard system that works at 5,000 users might slow to a crawl at 50,000. Optimizing database queries and implementing caching takes engineering time that could go toward product improvements.

With platforms, iteration happens outside your codebase. You adjust achievement thresholds through a dashboard. You add new point rewards without deploying code. You test different leaderboard time windows to see what drives more engagement. The platform handles scaling, and your team focuses on your actual product.

Consider what rapid iteration enables. You can test new achievement ideas weekly, monitor completion rates through built-in analytics, and keep or remove them based on data. Your engineers don't touch gamification code unless you're building new UI.

Common Concerns About Platforms

"What if the platform limits what we can do?" This matters if you need truly custom mechanics. For standard gamification features, platforms offer enough flexibility for most use cases. You control which user actions to track, how to reward them, and how to present everything in your UI.

"What if we outgrow the platform?" Some teams worry about vendor lock-in. The data you track—user events, completion states—isn't complicated to export or replicate if needed. Most platforms provide export tools. The bigger question is whether building your own system would actually give you more flexibility or just more maintenance work.

"What about data privacy?" Gamification platforms typically receive minimal user data—primarily user IDs and event names. You're not sending personal information. Review each platform's security practices and ensure they meet your compliance requirements.

"Can we really integrate this without disrupting our product?" Most platforms are designed for minimal integration work. You add an SDK, send events when users complete actions, and fetch game state to display. Trophy integration, for example, usually takes 1 day to 1 week depending on how many features you implement.

"How do platform costs compare to developer salaries?" Unlike building in-house with fixed developer costs, platforms charge only for the users actively engaging with your app each month. You never pay for churned users, and costs scale with your actual usage rather than requiring large upfront commitments.

The Build vs. Buy Pattern

This decision mirrors what's happened across other parts of the software stack. Ten years ago, many companies built their own authentication systems. Now most use Auth0 or similar platforms. They built their own analytics. Now they use Mixpanel or Amplitude.

The pattern is consistent: standardized features that require specialized expertise move to platforms. Teams build what's unique to their product and buy what's common infrastructure.

Gamification is following this pattern. The mechanics themselves—streaks, achievements, leaderboards—are well-understood. The value comes from implementing them well and iterating quickly based on data. That's easier with platforms purpose-built for gamification than with homegrown systems that become maintenance burdens.

Making Your Decision

Start by honestly assessing what you need. Write down the specific gamification features you want. For each one, ask: "Is this a standard feature or something genuinely unique to our product?"

If most features are standard, a platform probably makes sense. You'll ship faster and maintain less infrastructure.

If you need deeply custom mechanics, or if your gamification integrates with proprietary systems, building might be necessary. Just factor in the full cost—not just initial development, but ongoing maintenance and opportunity cost.

Many teams start with a platform to validate their gamification strategy quickly. If standard features work well and improve retention, they've won without the overhead of building. If they discover they need something highly custom, they have data proving gamification works before they invest months in custom development.

The wrong choice is getting stuck in the middle: building a basic system that takes months to ship, then discovering you want features that would've been standard in a platform. Choose the path that gets you learning fastest.

Frequently Asked Questions

How much does building gamification in-house actually cost?

The direct cost includes 3-6 months of developer time (conservatively $50,000-$150,000 in salary costs for a mid-level engineer), plus ongoing infrastructure costs that scale with your user base, plus maintenance time that becomes a permanent responsibility. The opportunity cost—features you're not building—often exceeds the direct costs.

Can we start with a platform and migrate to our own system later?

Yes, though most teams who start with platforms don't need to migrate. The data models are straightforward—user events, completion states, points totals. If you discover you need custom mechanics, the data you've collected through a platform isn't wasted. But factor in whether the migration effort would actually provide value or just create work.

What if our gamification needs are really simple?

Simple features still require infrastructure—time zone handling, data storage, APIs, analytics. Even a basic streak feature needs all these components to work correctly. A platform handles this infrastructure for you, often more economically than building even "simple" features in-house when you factor in maintenance.

How do we know if our gamification needs are "standard" or "custom"?

Standard features include: streaks that track consecutive activity, achievements that unlock at specific milestones, leaderboards that rank users by metrics, point systems that reward actions. Custom features are mechanics that depend on proprietary algorithms, complex state machines unique to your domain, or integration with internal systems that can't be exposed to external services. Most teams need standard features with branded styling, not truly custom mechanics.

What happens if the platform goes down?

This is a legitimate concern, but consider that your own infrastructure can also fail. Most gamification platforms have uptime SLAs and redundancy. The question is whether you trust your infrastructure team to maintain better uptime than a service dedicated to this problem. For most teams, the platform's reliability exceeds what they'd build themselves.

Can we customize the user experience with a platform?

Platforms provide data through APIs—you control all UI and UX in your app. The platform handles game logic and state; you decide how to present it. This gives you complete control over user experience while offloading the infrastructure and logic maintenance.

How do platform costs scale compared to building in-house?

Platforms like Trophy charge based on monthly active users, so costs track your actual usage. Unlike building in-house where you commit significant developer resources upfront, platform costs scale with your user base. You never pay for churned users, and there's no large upfront investment required. This aligns costs directly with the value you're getting from gamification.

How do we decide between different gamification platforms?

Look at feature coverage (do they support what you need?), integration complexity (how much work to implement?), analytics capabilities (can you measure what's working?), and pricing model (does it align with your scale?). Most platforms offer similar core features—the differences are in ease of integration, quality of analytics, and how they handle edge cases.


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