There is some magic in the very first idea that comes to your mind when you start any creative endeavor.
When you start working on something new, it can be a project but also simply a task, you have that first intuition. In my experience, that first spark is often the most important one.
Some of the best songs in music history have been written in a few hours, too. And with creativity in general, it often happens the same.
But of course, this is just my sensation, I have no metrics, no data, no information to back it up. I don’t know if there is a general rule, a thesis, behind this.
I like to appreciate the beauty of things and not everything has to be estimated, measured, controlled, or predicted.
Long live the first sparks. They come out of nowhere, but more often than not they are the best choice.
A game designer thinks in the players, not in the game itself. The game is a medium to deliver a playful experience.
Every game designer has some extra to bring to the players. It can be a narrative quality or a special eye for the game feel. Maybe a good reading of spaces to design levels, or the special capacity to abstract in systems.
The first important thing is to get to know it with time. The second is that in game design everything is a system. The system thinking is critical.
When we design a game, though, we design for archetypes or personas. We design for some common denominator. And then the game arrives to real people, the Players. And everyone has their singularities.
It arrives with controls, interfaces, sounds, colors, perception load, and things that are experienced on a very personal level. Each one of us is different, so nuance makes all the difference.
What fascinates me about the clear trend of technology right now, not only LLMs, is the possibility of having a personal game designer for every player, somehow.
If we focus on the real job (system thinking with a personal extra approach) there is the chance to instruct a machine to deliver a personal experience.
Is the machine capable of changing the nuance to meet every single player’s needs?
Think simply in a level balance: too hard for Peter, too easy for Molly.
What if it can be adapted to offer the right challenge to everyone?
My feeling right now oscillates between negativity and positivity, don’t take me for a blind enthusiast.
When I read how the copyright has been assaulted to train certain models, I wanted to retire on a mountain and make offline indie games using VIM on Linux.
Still, the possibility of being capable of meeting each one of my player’s tastes is definitely exciting. Because, at the end of the day, that’s my duty as a game designer.
When you are an employee you are there because you can do the job. Also because you can make THAT specific job, you master certain pipelines according to your level of experience. Finally, you are there because you can work in a team.
When you build your own company, you are working on creating an environment that permits your employees to build a business.
When you are a freelancer, you have a 1-person business that helps clients (usually companies) solve specific problems.
The social media era, the dopamine times in which we live suggests us “not to work for other people’s dreams”. That’s a weird lens to use to see the World. We forget the importance of sacrifice and duty for our societies to prosper.
There are different sets of skills that you need according to what you want to do. It’s not easy for me to suggest “Hey, did you lose your job? You are an expert, why don’t you build your own company?”. The responsibilities you have to tackle are completely others, and your experience will probably give you also a lot of biases. And most importantly, you should focus on the business, not on the pipelines.
The odds for a specialist to be successful in a completely different field are higher than in building a business in the same sector. The games business is full of doctors who built successful companies.
Some game designers out there can help solve wicked problems, outside of games. At this moment we have quite a few of them. That’s my wish, honestly.
When I walk in a wood, I focus my attention on the path and stop to admire the trees. Some of them are like monuments, they grew a lot. Fantastic!
Then I discover maybe a little mushroom that has grown during the same night. That mushroom will last a few hours or a couple of days.
I don’t give too much attention to the little herbs, the underwood that’s everywhere. It’s common behavior, I think. Still, they are an important part of the view and the smell that I get from the experience.
The fact is that the big tree exists and it’s big thanks to the whole biome which permits that. It’s impossible and surreal to think in a forest made out only of trees with no herbs.
The underwood is fundamental to the ecosystem, it’s what permits the big trees to be big in the first place. And the underwood can grow up to a certain point, that’s a quality, not a limitation.
If we want more trees and a bigger forest, we should let the underwood spread more and not cut it off just because it’s not tall enough.
Nintendo said that during this fiscal year, they will announce Switch 2. As far as I remember, this is the first time that Nintendo has put a number on the previous one. That makes me think that they will not innovate that much, this time.
But maybe I am wrong, and I imagine which improvements Nintendo can bring to their business.
The first thing is that their controllers, influenced by the competitors I don’t know, got very complicated. We passed from the cross and two buttons to 2 sticks, a cross, 4 frontal buttons, 4 retro buttons. A simpler control system will make more people want the console.
What if my Switch 2 is also my mobile phone? I would buy that. A mobile smartphone capable of running WhatsApp, and LinkedIn and making my work that is also the console I can play with my daughter. A smartphone that I can plug on my projector and play bigger.
Being a smartphone, a camera can add AR features to games.
And maybe they could try to bring back the Gameboy printer why not?
I am playing Squad Busters intensively these days. Hopefully, this game will work because it contains many elements I have been working on with another project up to last year (under NDA).
I am glad when top developers make certain design choices that I proposed or I was guessing but I didn’t have enough time to complete. “Please, Paolo, focus on this other task” is a classic when I start insisting on some point. It’s like when a singer sings exactly your feelings. Satisfying!
But I was also thinking of something else. I was in the middle of an intense moment. A player with a squad better than mine was chasing me. I didn’t have enough coins to open the chest, so I used a booster to open it.
And it reminded me of a quote from J. Riccitiello: “When you are six hours into playing Battlefield and you run out of ammo in your clip and we ask you for a dollar to reload, you’re really not that price sensitive at that point in time”.
I remember that everyone hated that, the only difference was that Mr. R. was pitching a power-up instead of a booster.
(In the jargon adopted by the companies I have worked with, boosters are the ones you buy BEFORE a match, while you can get or create power-ups DURING the match)
The reality of things is that we like to win, as players. And we can also pay for that. I respect the choice of putting this element on a strategic level and not on a tactical one. The latter would have upset too many people.
Anyway, it’s interesting to see how a small nuance can make all the difference in game design. So that also a bad (in the sense of evil) idea can be played well if we have the right time and resources to work on it.
I read a post from a VC firm looking for projects to fund. One of the points was “clear GTM strategy”. GTM stands for go-to-market. Experts claim that the next big company will figure a novel way of distributing games out. Distribution is part of go-to-market of course.
I am fascinated by this concept of the minimum viable audience, which is the minimum number of fans you need to serve to make your business viable.
Another concept I like a lot, better than agile IMHO, is the shape-up methodology, where you basically set up deadlines and deliver making the best you can in the fraction of time you decided.
Those would be part of my go-to-market strategy, for sure.
Innovation in mobile games
The playbook is not working anymore and Players are claiming innovation, too. For mobile games, there are elements from the world of apps that mobile games never adapted and I don’t know why.
The first is the infinite scrolling feed. Mobile games are still stuck in the world of Flash games somehow. We still use pop-ups as if we’re operating on the World Wide Web. In some cases, I spend precious minutes closing pop-ups at every session. Also, video ads have to be dismissed with the X in top right corner. It is incredibly slow and frustrating.
An infinite feed guarantees engagement and also ads and special offers can be put in it. Every game can become more streamlined, helping the Players do other things while playing.
The second element is the widgets. You know that things that are not app icons that appear on your smartphone. Why should I enter the game to see who attacked me or to collect a daily bonus?
A widget would also be a reminder that the game is there, why is nobody using it?
I think that one of the issues we have with innovation is that we are not making enough efforts to find ways of measure certain design elements and choices. Everything can be measured in certain fashion. But more often than not designers are in a company just creating content, not solving problems. The “everyone is a designer” reigns always in contexts led by product managers, and there’s nothing to do with that.
The company I dream of has that issue fixed. But, I know, I am a dreamer.
Distribution
Marketing has become not about the brand, but about the people behind it. If you see the last ad from Supercell or you read about the last successes on PC, you will clearly see that.
Is it possible to make that scalable? Probably, yes. I would start from there.
The head of marketing from Larian Studios declared that marketing is dead and everyone is angry at him. He expressed quite bad, but I understood what he wanted to say. The marketing is super important, more than ever. But the old fashion of doing marketing is gone.
Thanks to the help of two friends I have completed my deck to send as introduction to companies.
“Because its purpose is to create a customer, the business enterprise has two – and only these two — basic functions: marketing and innovation. Marketing and innovation produce results; all the rest are ‘costs’.”
(P. Drucker)
This is valid, to me, for every business, also small like mine. Over the last couple of years that I have dedicated to helping gaming companies with innovation, I had to learn a lot about marketing and innovate my business myself.
I could have gone easier with my proposal: “I make levels for your game”, “I write narratives for your game”, “I will fix your tutorials”, or “I will create FPS maps for your game”. But I am not a specialist! I have worked on so many projects that I consider myself skilled in starting them.
Do you need to lay down your vision for a new project? I am your man. My specialization is in innovation. As many game designers out there, the vast majority of games I have worked on were never published. This is the reality of our business.
I can predict lots of issues and tackle them before it’s too late. My analogy capacity make me create new things with few elements. And I touch everything: systems, gameplay, levels and narrative. I also build in engine.
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