I was reading the new policies from China regarding games and thinking that somehow I do agree with most of them.
I am not an anti-capitalist. I believe that (also if it has its flaws) commerce is the best way we find as human beings to make fewer wars. I am not in favor of the Chinese propaganda, too.
But I observe my society, I teach at local institutions and I can see the obvious drama… There is a battle for attention that pervades also video games. I see that many people have their attention completely sucked in super cool and engaging gameplay, as well as social networks and other forms of entertainment. Some of my students are completely immersed in “Clash Royale”, or other games, while I show them how to build their future. Is that even fair? Do they deserve that? Of course, it’s their choice… but do brilliant designs manipulate their will?
I did not choose to make games to trap the players’ minds. I choose to make games because I want to create interesting gameplay when they decide to step into the magic circle. It is completely different.
The games market is growing and more and more realities are competing to own the free time of people like my students, and others.
Is that what we want or it would be better to put limits to greed? My answer is that we have to put limits. Complete freedom when lots of products are carefully designed by top talent to keep the attention of people looking for their hourly endorphin doses is very dangerous.
Last week I purchased a bundle of narrative games from a popular store. The first game of that bundle, in alphabetical order, was Before your Eyes.
The game is a narrative experience. It doesn’t require much effort for a consumed player like me. There are minigames, but the story goes forward despite your ability to be successful at them. The story is short, but very emotional and effective. It’s about family, expectations, dreams, life, cats, death, disease, friendship, love. Developers managed, within 2 hours, to condense everything. My tears were out at the end of it, probably I am getting older.
Gameplay
As a player, you are in the shoes of a boy who lives his life and afterlife. The camera is in first person and there is a unique hook, which is a mechanic based on the blink of your eyes. If there is a webcam connected to your PC, the game detects (pretty well, in my case) when you close your eyes and play around that. The result is the feeling of a higher immersion into the story. Join that with well-written lines and characters and you get the idea.
The game is divided into chapters, and every chapter has scenes. It usually goes like this:
The story and dialogue go, like in a movie. You do not control their flow. Sometimes they pause waiting for you to activate a mechanic.
Interesting spots activate on the scene:
circles: just look at them to activate the mechanic. Usually, you have to connect with another circle. This is used to open a book, for example.
eyes: point at them and blink your eyes to activate a mechanic.
eyes with effect: point at them and keep your eyes closed to continue with the scene.
musical notes: you have to follow an area to play sounds
hand: move your camera in the hand zone to write on a typewriter
pencil: look at it and it transforms into a scribble. Bring the scribble on a sheet and blink to draw.
In order to pass to the next scene, you have to wait for a metronome. Blink whenever you want to go forward.
Everything is very simple but effective. Also, it permits interesting dynamics. For instance, some scenes may activate the metronome while circles are still appearing. So you can choose to keep your eyes open and complete the scene. One issue is that if you blink you will skip to the next scene. Sometimes I didn’t want to do that. This is one limitation of this mechanic, it is imprecise. The real conflict offered by the game is there. So, it is unique and creates gameplay.
Journey
The game starts with the calibration of your camera. I believe it is pretty confusing, especially for the core audience of this kind of game. Then you start the game and you are immersed in a fantasy. The fantasy is about the afterlife, and the message is clear: life is an awesome thing, no matter what you achieve, no matter who you are.
Engaging with the minigames and making narrative choices brings you always to this same conclusion. The story is linear and goes from start to end. You have no agency over it, still, you can perform over it in one way or another. It’s a smart narrative design solution to not deal with branches and things that can compromise the quality of the final product. The development team is made by 9 people.
Review
Those are the games that remind me of why I chose this profession. These games are not made to trap people’s attention or to monetize. They are not designed for retention. They wait for you to step in their magic circle. And if you want, you continue until the end. Maybe you cry a little. And then they go. Maybe you can play them again after a few years.
If you want to give yourself a beautiful gift, this game is. And after you play it, you may want to watch this talk:
Everything I said in this article was written before knowing the truth about its development.
Every game plays around 3 factors: skill, luck, and stats.
The first is the actual cognitive effort required to play it.
Luck is about everything generated at runtime, developers set up rules for generation.
Stats are carefully designed values that give the Players the first goal: grow them.
There are skill-based, luck-based, and stat-based games. Games whose principal factor is one of the 3. Within this game is possible to add more of the other 2 factors. You may earn more opportunities, for instance for monetization. On the other hand, you complicate a little the things. This translates usually to a more niche game.
What’s the key to creativity? The capacity of scoping things, removing the superfluous. Many successful games started with this concept in mind. Eventually, they evolved more complicated as their popularity grew. Some of the new Players will resist a little bit of friction to be part of the crowd, to not be left out. It’s important to see where they started if you desire to replicate their success.
One of the mantras of game design is that you should be able to predict the future, somehow. This is something that I read a lot, but that is plain wrong in my humble opinion.
You cannot predict the future. You should read and analyze your audience and try to understand how to bring meaning to them in a novel way. It’s not about prediction, game design is a practical craft. It’s empathetic, it’s about the present (and why not? also the past).
Leave predictions and forecasts to consultants, focus on creation instead.
PRO TIP: creativity is about cutting off things, not add more stuff.
Some other day you feel like nothing works. It’s the worst game ever.
This is completely normal and common. Track these days. Play the build, every single day. And speak with your team. Do you believe you are on the right track?
If you are not sure about that from many milestones, it’s time to question harder topics.
Game design takes concepts from broader design also. One of the most important books, “The Design of Everyday Things” (Don Norman), set the base for UX design today.
One concept is that form follows function. When you, as a designer, must decide which form something in your game should have, it’s better to think about its function first. Many games adopt things like this. You can see that a power-up that makes things explode is a bomb, while a water engine in the last Zelda game looks like a hydrant.
But is it always the case? Every game has aesthetics that combine with the fantasy it offers and the motivations it gives to the Players. It’s clear that the casual Player of Candy Crush Saga is looking for immediacy, but the Player of a From Software game may be looking for something more complicated to use, in the name of the “beauty” of it.
Form follows function but it is always guided by the aesthetics!
Yesterday I was thinking about my personal projects. I never closed one in my entire life. Why am I procrastinating so much? Some of them are still interesting to me. Yet, I cannot manage to finish them. That is a problem I want to solve, take this as my first New Year resolution.
Probably one of the problems is my perfectionism. I started these projects from the simple concept of Ikigai. Ikigai means “the pleasure you have in doing things every day”. But then my perfectionism kicked in and somehow I got burnt. For some projects I had also some other people involved, waiting for me to close them. What a shame!
Well, I announce today that this has to change now. Less perfectionism and more acceptance of my limits are the way I intend to take.
Many game companies after the first interview send you an assessment to complete. You have usually between 4 hours and 10 days available to complete the assessment. Some company gives you free time, as long as you complete it.
There was that TV show on Netflix called Vikings. Among the many storylines, there is one about a person who has a serious handicap. He manages to use his disadvantage to become the king.
I have never passed a single test. Every time I get these assessments my mind goes automatically in “you are working for free” mode. I sent the result of my assessment and someone (I imagine her with a bored face and a cup of horrible machine-made tea) skimmed my assessment. And of course, it was a no. My bad will meets with the bad will of the reviewer, what do you expect? That is one handicap I have. And I made it a strength in recent years!
I have developed and hired outstanding designers for companies. True talents. Within 3 hours with a dashboard and a laptop with a game engine running and a spreadsheet, I can run a complete interview. The people I have hired are still there, crushing it.
When I am on the other side, nowadays I want the same. You send me an assessment, I say you “give it to me”. Then I read it carefully and write down exactly what I should do to complete the exercises and a time and cost estimation. I send everything via email, it’s better than simply rejecting the task. Writing all of this down often takes me 2-3 hours.
Again, nobody pays me for that. And of course, it doesn’t work. Don’t follow my suggestion if you really want that job. I am in a different position nowadays. I am not “open to work”. I work as a game designer every single day, I just don’t let anyone decide if I have a job or not. I want to work with you if you want to work with me, simple as that.
Assessments are free to work that no one pays. They are made to filter people out. They do not consider diversity and they are made to exclude. Companies love to claim “diversity and inclusion”. Well, this is part of it.
I am quite happy as a freelancer, a “warrior without a king”. Still, I don’t close myself up to any opportunity. But I need to feel that the company wants me, not the other way around!
When a client hires me usually is for a whole project preproduction. It can be the startup for a new game or the research stage for a new feature of a live game. I help them during the whole process of finding the right formula. I work per day, every day is one slot. Every client can get from 1 to 3 slots per week.
Happens that during my service I realize that my help is not needed. It may happen for a lot of reasons. Sometimes I see that the team is on the right track and I am slowing things down. Other times I see that the client that hired me didn’t want my help with game design, so that I am useless.
In any case, my business is not like a therapist. When I realize that I am not needed anymore, I let go the client. I speak with them and explain any reason. It was a pleasure to be there, please leave your testimonial. You will not lose your money, I will not lose my time. Everybody wins.
(and very few of them leave the actual testimonial)
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