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Month: April 2024

Project Silinha: first concept

I have an idea for a videogame buzzing in my head since many months. It should be an adventure game in a solar punk setting where the Player moves on a skate and fights capoeira.

The name of the project is Silinha for now. Silinha is the family nickname of my wife and I want to dedicate the project to her. In fact, also the main character should be similar to her.

The story is inspired by 3%, a Netflix Brazilian series. But I want it to be solar punk, utopic, not post-apocalyptic.

I have started sketching out ideas and engaging with the Solar punk community on Reddit. This is my very first concept:

It’s ugly, I know, but I can see a lot of things in it. It’s not a good concept to share with a team, but it works for a solo project. I didn’t use AI to generate it, I looked actively for images (skaters, capoeira, solar punk) and made a collage in GIMP. I sketched on top to get the layout and then used plain colors to fill the shapes.

It’s bad, it’s ugly, but it’s mine and it’s my first attempt. So I am happy with it!

Update on Sentendo

This week I decided to take down the Sentendo thing. If you’re reading for the first time, Sentendo is the name that I give to my small business of game design consulting. It means a lot to me, but it’s clearly not working.

I prefer from now on to go simply with my name and surname. Being seen as a brand can put some interesting client in a weird spot and they can go away. I prefer to be more natural.

I am finishing the deck to send to my clients, and it’s hard.

Happy 25 April, you all!

Today is a special day for the nation where I was born. 25 of April represents the Anniversary of Italy’s Liberation. It’s a national holiday that commemorates the culmination of the liberation of Italy from German occupation and the Italian civil war in the latter phase of World War II.

Today I want to dedicate a post to 3 Italians who are contributing to making a great industry. I want to share with you 3 talks that are available for free and online, that prove the Italian contribution to our fantastic micro-world where lots of people would work.

The first talk is by Riccardo Zacconi, who years ago founded King (nowadays part of Activision/Blizzard). I remember having seen this talk years ago and it made me dream about working for King.

The second talk is an interview with the solo-dev, creator of Vampire Survivors one of the top indie games of last year. Luca Galante created a simple game with lore that is not possible to understand if you’re not an Italian, but it’s SO FUNNY if you are. Clerici, Dommario, Rottin’Ghoul are all references to the Italian trash culture and irony.

The last talk is with Massimo Maietti, one of the creators of Monopoly GO! which is the last huge success in the video games industry. I like to recognize in this person something very Italian, the connection we always make with culture and history in everything we make.

What the 3 have in common?

  • They are all Italians
  • They all had to live out of Italy
  • They made success in Angloamerican environment (curiously the Angloamericans helped a lot during liberation)
  • They all came from gambling games, like me. I will always say it: gambling games can be bad to you, I respect that. But they put you in contact with something very innate in the human compulsion. It’s all about amigdala!

Hypercasual was R&D with glamour

Now that the “hypercasual” word is not cool anymore, let’s talk about the benefits of R&D (which is a term for dinos, at this point).

Research and development in video games leads to the discovery of new technologies, mechanics, dynamics, and narratives. It is an activity that is hard to integrate within a business, especially in high-competitive environments.

I helped a couple of years a developer of hypercasual games and, in the end, to me, that was a little miracle. Why? Because for the first time in my career, I saw the fruit of R&D becoming an actual, shippable product. The CEO was happy, the developer was happy, and the marketer was happy.

Proposals were coming directly from publishers following trends, there were syntheses of popular indie and AAA gameplays. There was also heavy research on social/viral trends. I felt a volcano of ideas, that was a good period professionally speaking.

And it was because of the collision of 3 hacks: the CEO could save money thanks to the Unity Asset Store, developers could save time and the marketer could use concrete techniques to reach the hypercasual audience.

Many Players of hypercasual games were tech-savvy and very smart. They loved to find the flaws in these prototypes and they had fun in discovering how to become a “hacker”. They went very deep into the rules (which were the only elements well thought out) and they found a way of cracking them.

A breath of fresh air in a context where timers, special offers, and artificial scarcity were playing with their compulsivity!

Today the business model is gone, because it is not possible anymore to target directly these people with ads. It’s much more expensive to reach them so the little you make with ad monetization doesn’t cover the costs.

But these Players are still there, waiting for super innovative mechanics to break. Shipping “R&D games” every 2 weeks is still an available choice.

Happy World Book Day

Someone is claiming that AAA is dead when in fact is quite the opposite. AAA games are still driving the vast majority of revenue.

AAA development is struggling, though. I have never had the pleasure of working on a AAA game. That’s because every time I applied to an AAA company the answer was that my resume didn’t show AAA experience.

One of the good things about mobile free-to-play, instead, was the inclusion of professionals also from outside of the games industry. I had personally the pleasure of working with marketers, product managers, and UX designers coming from the world of apps, fintech, and so on. That created an explosive new opportunity where also AAA professionals come to work.

Endogamy creates struggles. Specialization is good also because it opens the opportunity for generalists, people with broader knowledge, to enter into the “game” and create disruption. Why are we often closing those new windows?

AAA development is struggling with endogamy, in my humble opinion. And mobile f2p is starting to follow the trend, too. When you have markets with high risks and high possible returns, often experience can be a setback. We need more opportunities for people with different backgrounds.

We need frogs that go deep, hedgehogs that go straight forward, but we also need birds that can see the horizon, and foxes who can spot different patterns in the forest.

A great book that demonstrates this thesis is “Range: How Generalists Triumph in a Specialized World”, by David Epstein.

Use analogies to find new formulas

Videogames are sold online and physically to people. Some game is not sold, it’s given for free. Virtual good inside of the game are sold. Video games are fully into capitalism. And capitalism has many characteristics, one of them is that it repeats itself a lot.

You see constantly new trends appearing from nowhere, completely unexpected. And then the system copies, reproduces, re-skins. That’s because of the fundaments of capitalism. And there is nothing we can do about it. It is what it is, so let’s just enjoy and observe it.

Or maybe you want to build something disruptive, something new. In that case you better look from outside of the core of your business, games in this case. With analogies you can find something maybe in sports, or maybe in shoes business that can be applied to videogames.

It’s like repeating in the capitalistic way, but repeating something that out of our system. Something that can become new.

LinkedIn and the real World

This week I went to a fantastic event organized by GameBCN, a local video games incubator. They invited Anchor Point, a new NetEase studio that is opening doors in Barcelona. There was a talk on worldbuilding. I love narrative design, and the speaker was clear and inspiring.

I had the opportunity to meet my friends of the local games industry and, for the first time since years, I have noticed a clear disconnection between the world of LinkedIn and the real one. When I enjoyed LinkedIn the most, before and during pandemic, we didn’t have many tools to automatically create posts. LinkedIn has clearly suffered the process of enshittification that all social media have at some point.

Before it wasn’t like that. Before it was cool to meet in person the same people I met on LinkedIn and see that there were little difference. LinkedIn was a tool to facilitate connections, not followers.

People were worried, many of them are looking for a job or a project to work on. I am calm, honestly. When everyone is in the same situation, why worry at all? I can only focus on build my road, as I have always done.

Maybe it’s time to abandon LinkedIn, which is sad I have a good follow. I will start to use it differently, looking more for connections and less for reactions. Let’s see if the things improves…

Have fun out there, if you’re reading this!

Can effective teaching inspire narrative design?

I love to teach. Every time I am allowed to do it, I do it. It can be videogames, it can be Computer Science, or math. I love to put that seed inside of people. And I honestly think I am pretty good at that.

I was reading an article on effective teaching that appeared on The Guardian some while ago. I am doing it because I am taking a language course in Catalan and I believe that the teacher is really good. And I am asking why is that good to me. So I need also to make my mental model, as always. Designer professional deformation, I guess.

I am also taking a 3 week intensive course on narrative design with Kim McAskill these weeks. It’s very interesting, so my mind makes analogies and connections of course.

Telling stories

Although narrative design is different from storytelling, the purpose is always the same. It is actually the same as game design. Telling something, telling a story. If you want, we always want that. We always want to tell a story, our job and profession is one way of doing it.

And teaching is also telling a story, but you need your students to learn. In games you need your players to have fun. And having fun means, at the end of the day, to learn. That’s the spark of my idea on how to import things from teaching to improve narrative design.

Ideas for a better narrative design

I will grab the points describe in the article linked above and adapt them to narrative design. That is a branch of game design that puts in relationship the systems with the stories, creating settings, worlds, people, characters and the way of deliver them (dialogues, cutscenes, set pieces, and so on).

Narrative design is game design, and game design always creates narratives.

Let’s go:

  • Know your subject -> Have clear how Players can reach their goals: the most important quality of a teacher is, of course, to know what he’s teaching. The most important quality of a good narrative design is to know what the players need to reach their goals.
  • Praise can do more harm than good -> Giving too many rewards early make the Players skip some important step for learning. Players may feel frustrated later and quit, as well as students that may suppose that the teacher will be good with them.
  • Instruction matters -> Stories matter: the quality of teaching has impact on the students. The same is valid for a story. Games do not need a story, but games with a story may literally change lives.
  • Teacher beliefs count -> Designer beliefs count: there is something personal and unique in every teacher and designer. Our way of seeing how to teach or how to create fun influences the outcome. There is no best practice or rulebook, there are beliefs. It’s personal, it’s unique,
  • Think about student-teacher relationships -> Think about player – designer relationships: the interaction of the teacher with the students have a tremendous impact on the climate of the classroom. In a similar manner, designers especially in small realities have the opportunities to create relationships with students.
  • Manage behavior -> Manage behavior! Study the characteristics of your students and the data of your players to be more effective.

Let’s talk about generative AI

Imagine this business: you write which furniture you want for your flat. A green sofa for your lounge. A carpet for the studio. A small library for your dorm. You select the image of what you like and, for the price of transportation, you get the furniture.

Imagine you live in a country where robbing apartments is not a felony. And you know that this furniture was stolen from someone. How would you feel? You may think in the short term, you don’t have money. You don’t want to go to IKEA and fight the whole day with your spouse. Plus, it’s no felony so who cares?

Let’s switch context for a while…

We have lots of hints and suggestions redacted by millions of people over the years. Doctors who tried to solve some specific health condition. Programmers helping others to understand how backend development works.

Every time we need this information to solve some problem or face a challenge, we invest our time in finding the right answer. Meanwhile, we learn about other things we didn’t consider. In some cases, being faster can save lives. In other, don’t.

You are running for what?

Let’s take game development. The more you learn, the more things you spot you should consider, and the better your games will be. So, is it interesting to be faster?

Sometimes I am sure it is. Most of the time doesn’t.

LLM services offer a collage that makes you feel you can make art, or writing without having the talent needed to craft it. Like the stolen furniture example I made, they are a deliberate steal. They take things made by others and give them to you.

An interesting feature is that they provide a summary of hints too. You look for how to code something and they give you the code. You can be faster, but you need to understand what the code does. Also, the slow process of looking for solutions can make you discover things you didn’t consider. You have lost that if you surrender to LLMs.

In any case, they consume water and energy. They pay for that, but they pay a market price that I am afraid is not aware of the long-term damage.

Is it worth it? No, it isn’t.

It can be worth in a life-or-death situation. If a machine is better than the human eye to detect a condition, that case is good for LLMs.

ATTPP a new KPI

Many companies take one assumption for granted: regulars, people who play every single day, are the most willing to spend. This has always been said to me and I have never questioned it. The number of regulars, or its percentage, it’s an important indicator of the success of a service.

This leads the whole team to craft things to convince more and more people to become regulars. Many of them are dark patterns, which work in the short term. Never seen any study on the impact on the long term, of course. Game development is not science, it’s business after all.

This information comes from product and marketing. Companies invest money in advertisements to get a concrete return. Return On Advertisement Spending, ROAS.

Today I want to challenge that. To me, it’s impossible (read a miracle, too) to achieve success without good marketing. Marketing is important to identify an audience and its dimensions as well as make the product arrive at them.

However, the reasons for failure relate very often to game design and production. You need good game design and production to build on the right motivations.

In f2p every time I balance an economy I do it starting from minutes as the basic unit for fun. I have never seen in my entire professional life the ATTPP, Average Total Time Per Player as KPI.

The total time an average Player plays your game before quitting should intuitively be the most important thing to measure!

In my view, measuring that will shift the focus towards the fun. Maybe not a good strategy for big successes, we have best practices for that. Still, a good measure for when things are still small.