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Month: March 2024

T34 – The Dark Zone (Good Old FRAG)

I installed UEFN and tried out some Fortnite maps created by others. I was conflicted regarding how shooters have evolved these days. On one side, there are tons of mechanics and dynamics in Fortnite. On the other, the thing is getting very complicated! Too many things altogether, games back in the day were simpler.

So I decided to start a new project, codename “TH3FR4GGERZ” where for the moment I am rebuilding classic deathmatch maps for the kids to play what I played (ok, boomer).

I started from The Dark Zone from Quake, which I played tons of hours back in the days at LAN parties (ok, boomer x2). Do you remember it?

  • UEFN is an incredible tool, it’s Unreal Engine but it permits you to set up rules playtest, and publish very quickly without having to worry about code and other things.
  • Fortnite is a game where new and old audiences meet together. This is great as a designer because there are many things I have to understand about these new audiences that are not immediate. For instance, unlike games from my time, the Players receive EVERYTHING right from the start in the most successful experiences.
  • I can revisit classics and finally have an excuse to understand all the steps that led us, the FPS players, here today. Nostalgia level: 9.999.999
  • If you are a Fortnite player, please join: 4321-3870-5686
  • FFA
  • No build
  • No stamina, run forever

First Playtest for The Dark Zone

After a couple of days working on my first map and getting confidence with UEFN, I have a first version of The Dark Zone, a classic Quake deathmatch map to test.

I want to test specifically three things:

  • The dimensions: I had to scale the map up because of many reasons. Usually, in Fortnite, there are more players. Also, I want to express a sense of reverence towards the classics of the genre. Plus, the metrics of Fortnite permit the Players to move more agile across a map. Players can slide, run, crouch, and many things more.
  • The lights: the standard lighting system for Fortnite is very plain, but also better in terms of contrast. Still, I want to represent the darkness of these classics but at the same time make the visuals always readable.
  • Weapons: Fortnite has too many mechanics and weapons, and I have to convert somehow the weapons from Quake to a Fortnite counterpart. That can lead to a lot of balancing issues. I need to test it.

The future of mobile games

Mobile phones are nowadays in everyone’s hands. Kids are playing mostly from mobile devices (tablets are a big player, they are used also in many schools). Still, when I listen to people talking about the future of mobile games, the discussion is always going around two things:

  1. effective way of stealing ideas (playbooks)
  2. how to hack the marketing machine and get people to install your game more cheaply (performance marketing).

Well, this can be a tactic for the short term, sure. But for the long one, we need to look at things with a critical perspective: mobile games are always the freaking same. We don’t see nowadays the kind of innovation we saw when Supercell, Rovio, and King arrived on the scene. We are still repeating (and improving) formulas, that’s all. And it’s very boring. The most interesting novelties are coming from UGC experiences inside of Roblox, from one side. From the other, we see an exasperation of FOMO, dark patterns, and grinding for the addicts. We are not going too far like this.

We need more game design, more research, and more risk betting on something novel. Of course, the discourse around distribution is very important, but we are distributing always the same and listening to people who are not building interesting games. That’s a huge problem for our industry.

Generative AI will never improve profit margins for companies, AI design and art are just scams. We need to return to the basics, at the drawing board, thinking really in finding interesting formulas for people looking for fun.

Talent and Effort

Talent is something that you have or you don’t. You can cultivate it or ignore it. You can also never discover your talent in your whole life. You can work on something, play with something, or make something without any talent. If you do anything with talent, everyone notices it.

Effort is a choice. If you don’t put effort into something it’s because you don’t want to. The context can influence the effort you put into something. You can also measure the effort and its results.

Four scenarios:

  1. You have talent and you choose to put effort into something. Best case scenario, you are the Nick Cave of what you do. Or the Maradona. Whatever you prefer.
  2. You have a talent for something, but you don’t put effort into it. You will never discover what you’re capable of. You can live with that, no worries.
  3. You don’t have talent but you want to do something. You put the effort in. The majority of successful professionals are like that. The important thing is to be aware of that and stay humble. Also, respect (and steal) talents when you spot them, which is not always easy.
  4. You don’t have talent and you don’t want to put any effort. This is a significant portion of people living in this World, as far as I perceive. In the case of creativity (art, writing, design, engineering, science, faith) an impressive business is building for them: generative AI.