I had put in a post about something like this a long time ago-- MLO's
big failing against Life Balance (for example), is that it has no
gamic element. Adding points to tasks to be completed (Life Balance,
for example, weighs a task based on its self-assessed "effort") allows
the player to accumulate points and get feedback about how they
performing overall.
The beauty of Life Balance is that it then used this feedback to nudge
the user into working in other areas of their life.
It pains me that MLO doesn't have something similar-- there is so much
behavior and motivation research done to make games work and to not
apply those simple principles is to entirely overlook what makes the
difference between a tool and an activity.
I had not thought of doing a ghost player (which works well in
exercise software)-- it could be made to work.