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Author: Paolo

Quick tip for LinkedIn

I am using LinkedIn less for posting, and I am just leaving comments here and there. I met a couple of haters (it’s completely normal when you have ideas to share and you reach some reader more), and I decided to post less. Also, the social network is suffering the classic “enshittification” typical for this kind of platforms where you are the product and the angry product invests more.

Another policy I activated is this one: only answer to critics if they are also admirers. There are people who only comment to criticize, those are the worse. It’s better to ignore them or, in some cases, block them all together.

Interesting interview to mr. Owen Mahoney

Mr. Owen Mahoney is one of the few outspoken gaming CEOs out there that speaks actual game development language. I listened to this interview and one thing has made me think a lot, also because it’s not well explained.

Mr. Mahoney talks about the importance of looking at the future intentions of a team or company to understand its shape. He makes the specific example of the founder of Embark, who wanted to make something new, something different. But that’s always the case whenever there is a sales opportunity. We do want to show what we did, our experience, but we also want to say, “Hey, we are building the future here; do not miss the opportunity to go with us towards it.”

How can we really understand when we are in front of a good company? Now I want to switch my discourse from the perspective of an employee or a consultant. How to understand that the client or employer we have in front of us is the right bet for our next 2-5 years? That’s a matter of gut feeling, but is there a way to make a sort of due diligence? That’s what I would like to ask Mr. Mahoney.

I beat “Detroit: Become Human”

Yesterday I completed “Detroit: Become Human” for the first time. I think I reached the worst possible ending, but still I loved any minute of the experience. I believe that Quantic Foundry is a fantastic company and should expand its business vertically, reaching more devices with its games and not changing completely its business.

In fact, they are very strong in high quality single player hardcore games, and in recent news I read they are making a MOBA. Apart from the fact that the MOBA genre is not well accepted in the western audience, I believe that these business line extensions are too dangerous for a business. They should insist in going stronger into single player hardcore AAA games, in my opinion.

Detroit: Become Human is a game where your choices matter, the story is the most important part of their formula. And in its story equation we have a unique (and weird) things in its characters. The world is a normal world (accepting the characters of course) and the plot is a good but predictable one in terms of umbrella plot. Then there are lots of interesting twists and expansion that make the experience memorable.

The fantasy of the game is that you are the mind of a robot, but since you have a human mind (right???) it’s interesting that somehow you give a conscience to the artifact. On top of this fantasy, which is cool, the actions are: answer choices, attacks, jumps, defense, movement. The quick time events fit perfectly in the concept of robots and algorithms.

The economy is based on completing story sequences of the three protagonists of the story and earning new story paths and points you can invest into unlocking special content like artworks, models, music and so on.

The world is our world but in the future, the technology is sci-fi and the artstyle is realistic. The story is fantastic, is about cyborgs adquiring concience. Right from the menu you can feel the story with one of them interacting with while you select the game mode and prompting you surveys with existential questions.

I see few games like this and I personally love them. I hope Quantic Foundry will surprise us with something new like this in the future.

What I did while waiting

I read this article that expresses something I started saying at least 7 years ago: social media are new forms of online role playing games.

Back in 2015 I was working for a soccer games company and I pitched them a farm game but with soccer. My pitch got approved, but we didn’t manage to arrive to the first playable of the game for a series of reasons. Regarding my responsibility, it was because basically I had no experience in managing a big budget project within an already estabilished company. Plus I was in a hard moment of my life and well, things didn’t get good for me.

But the idea evolved in my mind and years later, in 2019, I pitched another game based on the same concept of a youth soccer academy to a local videogames incubator. My vision was exactly that the game should perform like a social media. There was an infinite feeds of event, and many characters posted their updates. By interacting with those posts, you basically managed the evolution of the school and the success of your team.

I still believe in that vision, but it didn’t worked because I had no money and didn’t had good founders for that stage. I got people that just wanted a job, and it wasn’t the case.

I am thankful for all these experience and I believe in waiting for the right moment. Maybe the right moment for me to put out something truly mine will come, maybe it will not. The important thing is to have the possibility of designing games every single day, in the end.

True stories

Performance marketing for mobile games has become lately a synonym for scam. There is not other world to describe the act of copying others’ creatives and produce massive quantity of low quality, repetitive content to try to catch the attention of people.

Marketing expert Matej Lancaric is happy to show off every week the disaster that mobile marketing as become

The good news is that marketing cannot be like that.

Marketing is the generous act of showing up with a true story that helps people get to where they’d like to go.

Seth Godin

Game design can seriously help to find the true story to tell to the people. The issue stands in the business model of free-to-play, of course. In a model where 5% (at best) of people pays something, and that something is variable and potentially very high, you need a massive volume of installs.

But maybe mobile gaming could be different and not just free-to-play. The point is to convince founders and CEOs to believe in this.

Start making memorable levels

If you are making levels professionally, you cannot just jump in the engine and placing shapes and mechanics here and there. You need a way of plan and communicate your design choices ahead. The big picture of the level and how it fits into the overall scheme of things is very much needed.

That’s why we use beat charts, a spreadsheet that puts everything in perspective. In my case, I have these fields:

  • Level ID: Unique name for the level, it should also correspond to the actual scene or map name inside of the engine.
  • Layout: a screenshot (or a link to a screenshot) of the level so that you and your teammates can directly recognize them when you have dozens levels.
  • Skill atom: the original unique thing the Player should learn or confirm during this level
  • Twist: if there is a special twist, describe it here. This can be filled later and just planned with a true/false text
  • List of mechanics: each column a single mechanic and a true/false if that mechanic is present inside of a level. Put the columns in order of appearance
  • Difficulty: the % of players who will not pass the level or die at least once.
  • Narrative: a short brief of what you are conveying to the Players (it can be a story, but also specific emotions)
  • Mood: useful to suggest your mood to environment art or in general artists. Try to put a mood board for them to understand. You can reuse the same mood boards over and over, of course. In this way you will also predict the weight of your design choices.
  • Music: similar to mood but put your musical references focusing on the feeling the Player should experiment during the level.

Roblox: unprofitably unsafe

The CEO of Roblox gave an interview to one of the most popular NYTimes podcasts and the industry didn’t reacted well. I found it insightful and I tend not to judge people, especially salesmen, when they are selling something.

The issue with Roblox stands in its business model. Everybody knows that when a service is for free, the product is you. And in Roblox, the product are the kids. If they would really fix the issue with kids safety, they should start from there. They should put on a subscription model, where 100% of kids (or better, their parents) will pay a fixed amount just to play. In that way, things would change a lot.

And maybe, who knows, Roblox would also become a profitable business. Because since day 1, it has never been profitable. Roblox relies on investors who believe that, at some point, all those users will eventually generate profits. But for now, it’s a leaking bucket.

I connect through game design

I work in games not as an individual creator, but to do it with others. Game design is a way to get in touch with others, teammates and potentially players. I am not a solodev, I struggle really hard when I do projects completely alone also if at times is necessary to push my boundaries.

That’s another reason why I do teach and I join online courses, as well. As a freelancer, I don’t always have clients. There are periods in which I dedicate to personal project, such as the book I am writing, and I feel very alone professionally speaking. Having the excuse to meet other people to teach them or to study with them fixes partially that problem. I am also on Discord channels, but I feel hard to follow discussions there because of the way Discord is designed.

A clockmaker’s craft

Many confuse casual games with simple games. Casual games permit the satisfaction of instinctual needs in small (2–5 minute) play sessions. However, many hardcore players of these casual games can play them for hours. In fact, they are the players who actually maintain the business.

I’ve worked on a bunch of them, and I feel like a clockmaker. They may feel simple, but they are deep: you move one gear and you must check all the others connected to it. You need patience to achieve the sweet spot (the perfect balance).

To properly study your competitors, you need to analyze them in immense detail. You may even need to record a session and review it frame-by-frame to fully understand the game’s circuit and how it works.