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Month: January 2022

A method to think in a new game

One of the first book I have read to learn game design is one of the best books ever made: The Art of Game Design, by Jesse Schell. I find it the perfect balance between inspirational and practical book. That is why I always suggest start from this book, and some other one.

In one of the first chapters there is a tetrad that the author shows to explain the four main pillars of any game (not just video game):

I still use this tetrad combining it with the classic application of the Pareto’s principle: a new game should be 80% some existing game plus 20% novelty.

Where do I search for the novelty?

I always start from the experience and the feelings we want to give to the Players. Once is decided, generally it is easy to spot the best pillar to innovate on.

Maybe we just want to bring a specific game genre to a new platform. Let’s focus on technology. King is making billions just on this simple concept. They were the first in bringing the match-3 experience to mobile phones with a shared progression with Facebook. Technology was their strength.

Often, we just want to focus on a specific mechanic to bring the same story to the same audience. That are what indie developers do many times, for instance with the game Baba is You.

Maybe we want to create the next roleplaying game? It’s not necessary to invent new mechanics and combat systems, those can just be improved on existent titles. We may want instead find a great story to tell. It is what Horizon: Zero Dawn brought to the industry.

A game can be very successful also if we just amaze the Players with beautiful visuals and sound FXs. Look at GRIS and the beauty of its art and music, for instance.

Will trade events for videogames ever come back?

Even this year we are probably going to see a lot of streaming on YouTube announcing the new lineups of games for the biggest gaming corporations around the world.

I don’t know you, but 2021 was pretty boring on this point to me. Teasers are cool, I like to see what is cooking. But, also if I have never participated in an E3, for example, I nurture a “saudade” around this old World.

Anyways, the pandemic brought the opportunity to improve things. The future events should avoid being just a walled garden, in my humble opinion. We have the chances and the tech to include everyone. To offer a great experience to the participants, but also to let people from all over the world pitch their ideas to publishers. 

To me trade events will come back strongly!

Here what I think of all this crypto fever

I think that technology is beautiful and is never neutral. I believe that video games have always been on the front line of tech utilization. Video games have always pushed the boundaries of technology. In the last decade, they started to become a real massive entertainment medium, influenced by movies and streaming platforms.

NFT, cryptocurrencies, tokens and so on are technologies. As technologies, I think that they can really help with some use cases and features for video games. As technologies they are not neutral. Right now, according to the experts, it is a problem for the environment. So that not only are they not neutral, they are at this very moment a dangerous tech. Also, those technologies will never become games themselves.

Play-to-earn games, for instance, are fun. They offer the investor fantasy, but in the long term when Players take them seriously, they are not a game anymore. They become a gamified investor experience, which is way different from a game. A gamified experience is an experience that adopts some element from games to be more enjoyable. Hardcore players of play-to-earn games do everything to earn more money. They actively participate in a community, they share things and make meaningful experiences. But the end game always involves a marketplace. Not beating the final boss, not climbing a leaderboard. Not for now, at least.

Then there is the industry. As I said in previous posts, the industry does not exist to me. People do. My honest fear is that a lot of money and effort will be completely wasted. Why? Because I look for the names of the founders of new startups and cannot avoid noticing that those people before were all-in on another smoky concept: e-sports. They focus on attracting investments and brands and create hype for some metaverse, but they are not fully aware of what it is to really make video games. They ignore the basics. That could never be good.

On the other side, I see veteran game developers lose their time on Twitter speaking against the “cryptobros”. They speak as the owners of the truth, they lived in the industry since its beginnings. And they mostly still have not realized how many surprises this industry brings. I remember greatly the things they said against the free-to-play business model. History proved them wrong. More than 50% of the global video games revenue comes from mobile. The industry grew and conditions for workers improved a lot thanks to the free-to-play. Whoever denies that, does not see the truth. Full stop. They are the people which really can use NFT tech in a useful way, anyway. They know how to create games and great playful experiences. If they could only put their ego aside, I am sure, they will really help shape the future of all of this.

Can you do the creative work?

Yesterday a contact on LinkedIn asked for help because he is not able to find any job sending resumes to companies. I told him that that system is completely broken. To me, in fact, it is. I suggested him to focus on his job, to do the job. Then the salary will find him. I am pretty sure about that, especially in a talent eager industry such as the games industry.

Today I read the same guy saying that he would like to create a network of people who can donate maybe 1 euro for him to research and learn new skills everyday. On the same network, on LinkedIn, which is a professional network.

If I imagine to be a company recruiter and I read something like this, in this exact sequence, what can I think about this guy?

Creative work is very different from performing creative activities. If you really want to work in a creative industry like the games industry you should really show off your ability to solve problems, from one side, and be professional from the other side. If you can, you should also worry about what you are sharing with your community.

Working in the games industry is not having creative freedom or being in a hippie community. This is a business that moves billions. You should constantly do the job and learn new things to stay in line with the times. You are there to create serious value bringing fun to people.

Can a test help find a good game designer anymore?

Technical tests are part of the selection processes of the majority of big games companies all around the World. I tell you something: I have never passed a single one. Am I a bad designer, or is it just not the proper thing to do to find people like me?

Today we are in the times of multipotential. Profiles like a game designer are hard to find, because our value is shown more on the long term. I mean: a programmer can show instantly her C++ skill. An artist can show off 3D Studio Max abilities. When I say instantly, I mean the very first days working at a company.

A game designer is a facilitator of the act of game design inside of a team. We have technical skills that are just hard to show off in a small test. That is why usually the technical tests last one week. But, there is people like me that struggles really to work on anything for free. It is a matter of respect, a matter of professionality. Our time working has a value in money. Full stop. That is why people like me put a small effort in those tests.

“Oh, but if you want to join our company that is your goal!”. Unless you are very big and important, times are not like that anymore. Nowadays I don’t really know if I want to work with you, unless I spent some month already living the reality in working with you.

You can see my portfolio, you can speak with me and check out how I face the problems. That’s it. You don’t need a test, you just need to work with people like me and see what I am capable of.

Less broken features are more value

These days I am reading the book Thinking Fast and Slow by Daniel Kahneman. It is definitely not an easy lecture, for a non-english speaker. You need time and dedication to fully understand it. I am sure I will need more lectures.

In the edition I have, on chapter 15 called “Linda: Less is More” there is a paragraph where the author reports an experiment run at the University of Chicago. Professor Christopher Hsee asked people to name a price for sets of dinnerware, using a method called “joint evaluation”. The method consists of compare two different sets of things and propose a value. The Set B had a list of items, all in good conditions. Set A, instead, contained the same items of Set B plus more items partly broken.

Since Set A contained exactly the same things that B, but with more things (partly broken), logically participants valued Set A more than B: $32 versus $30 (average).

The professor run the same experiment but with single evaluation. The result is quite interesting: Set B was priced way more than A. $33 versus $23 average.

What does that mean to us game designers? Sometimes the best you can do for a game is to remove some part that is broken. Having a feature that does not work can be a problem. It is better to remove features, and test if the things improve without them. Players can genuinely value our game better without that synchronized broken multiplayer mode, believe me!

The games industry does not exist

It is what I think. In fact, any software industry is a concept. An idea, an adaptation of something physical that does not have a concrete form in our context.

People does exist. I mean, people making software. People making games. So why do we care so much about the industry? People matters, not abstract concepts.

Life is a great adventure, and as every great adventure you need people to live it fully. Good characters for your plot. Good writers. We should care more and more about the well being of the people of the industry.

My resolution for this year

My main professional resolution for the next year is to try to build a new reality. A new metaverse, where millions of people will use their cryptocurrencies to buy NFTs and trade them… no, I am joking.

I feel the need of build something, so that this new year I will try an experiment: invest in young talents to make simple games. We will start from mobile, but I do not exclude to try other platforms, too.

Barcelona is a city full of high-level games studies centers. A lot of people every year comes out from universities and private schools. Many of them are real talents, but they struggle in finding their job in the industry. The industry asks to be a “ninja”, to become a “unicorn”, to have “talent”, without defining anything of this. Then they ask for 5 years of experience, which is almost impossible for a junior professional. Only the best joins directly the industry.

What about the others? The others, I believe, have their talent too. Maybe we should stop asking for a lot of references and just believe in the people. Leave them grow, make their mistakes. Support them.

That is my resolution for the next year. I want to build the talents of tomorrow. I want to create a team capable of completing very simple games. And of course, I want to dedicate part of my time in find funds for it.

Game design predictions for 2022

It is really hard to spot the future and make predictions. Hard and funny at the same time. Funny because if they work, you told it. If they do not realize, you just stay in silence and nobody cares.

For 2022 I don’t know what will happen, of course. The market is growing but its growth is slower. The Pandemic probably is coming to an end and people will enjoy different forms of entertainment.

What I can say is what I see right now. I see that the interest toward campfires is growing. For campfire I mean a virtual and small virtual place where people share a common interest. The community around a game like Clash Royale, compared with Facebook for instance, can be considered a campfire.

Looking at new trends of Web3 and Decentralized Finance, I think that this interest for virtual campfires will join with the need of community creation. So that probably the next big thing in videogames will pass from there. Let’s take a successful genre: shooters. Those are successful on AAA, indie and free-to-play. I would probably look for shooters which permit to the Players create their own campfires (look at club features in mobile games) and create meaningful content for their campfire mates. I could apply the same reasoning to different genres too.