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Author: Paolo

Game design is delicate

If you impose your view too much times, I will probably give you reason. I will not fight for my ideas. It is better to support yours, if you are the leader.

Still, I will probably have a bit more of experience designing games. Also if you will probably have more experience in managing a company. I will say you my point of view once, maybe twice. Then I will accept your, no matter what.

Maybe you were right and I am wrong, maybe you lost an opportunity.

The battle between creativity and business

I was reading thoughts on the cancellation of Apex Legends and Battlefield. Every time I read these studies I’m experiencing déjà vu. There are some clear signs that can be spotted in time but are ignored for some reason.

Surreal expectations

I have often worked with business leaders who have very ambitious numbers in mind. The best way to proceed is to try to invest the right amount and analyze the results. Based on those, work to improve them. It is impossible to expect even before starting production to reach champion numbers.

Requiring people to change their favorite game

That there are some blockbuster titles in today’s market that people won’t budge from. Creating a shooter hoping people would abandon Garena Free Fire is a dream and always will be. And the same goes for so many other games.

Wanting a game to grow beyond any limit

Many companies depend on shareholders who want to see growth every year. If this growth doesn’t go as expected, the companies cancel the games. Growth is often promised by the CEOs of these companies. Too often ignoring much of the roadmap that is in the hands of developers.

Every type of game has a limit, after all. And this limit is difficult to reach in the red oceans. Overcoming it is a dream. And back to the first point.

Lack of dedication makes sketchy games fail

I helped a company develop hyper-casual games for over a year.

From a pure game design perspective, hyper-casual games have been a breath of fresh air for mobile gaming. Some publishers have started publishing outlandish ideas in an environment full of best practices and mechanics that are too similar to each other. There was a serious opportunity to make great leaps forward in mechanics.

However, the hyper-casual game development process requires investing very little in uncertainties. What has been missing for me is dedication. Build a game in a week, feed the algorithm, CPI too high, out. Make another game. This type of process conflicts with the initial vision.

We can blame Apple for being so unthrifty with its business partners. And we will be right. But we must also look at the beam in our eyes. Games must be made extremely well, this is a refined craft. Players deserve well-crafted experiences, not a series of sketchy ideas. You need to offer a fantasy, a vision and care about every detail. Impossible to do that in a week.

Read the bold statement here.

Design concrete experiences

The main problem with the vague concept of Metaverse is that it is an experience without a central point. This year I saw the presentation of many metaverses online. All promise exploration in a three-dimensional virtual world with personalized avatars.

While exploring, you can generally meet and interact with other people. Specific content can be accessed, depending on the metaverse. Sometimes it’s about listening to music. In some other cases, you can visit museums.

And so what?

There are no reasons enough to involve people. A video game has goals, obstacles, rewards, and so on. Generally, a video game also offers the elements of a metaverse but in higher quality. These elements are created around a concrete gameplay experience, not around “whatever”.

This also allowed people to meet and ignore the rules of the game. See the case of GTA and Fortnite. When a video game is successful can also become a meeting point for people. A platform through which a brand can choose to invest in the promotion of its products.

The same argument doesn’t work the other way around. It is absurd to think that people install and frequent a virtual space without any purpose. It is necessary to think about which concrete experience to offer the player.

In 10 years maybe it will be possible to switch from one game to another without too much waiting and navigating the menus. This would be a step forward that would make life easier for hardcore gamers. But the change is always due to a desire to face a certain type of challenge and live a concrete experience.

Sometimes it seems that the dream of some marketers is to trap people in a space where they can be bombarded with advertising. This doesn’t work and never will. The human being has its limits but is capable of recognizing easy tricks. Especially nowadays where everything is connected and opinions spin and influence people.

Game designers in 2023

The Deconstructor of Fun team has written predictions for 2023. I would like to give advice to game designers who will be working on the new challenges the year promises.

#1 Organic Discovery Will Be Deceased

Working for mobile games means working with two gatekeepers who are constantly changing the tables. This brings various headaches and also affects the work of us game designers.

There are always winners, and if we look at the rankings over time we see that Google and Apple reward the oldest successful games. Many try to take away their primacy, but it is difficult since they are the favorites.

The article says:

The end of discovery also means that there will be no indie breakouts from small indie developers. Instead, the indie developers will have three options. 

  1. Sell their game to a safe harbor, such as Apple Arcade, Netflix, or similar. 
  2. Join one of the few powerful game companies taking over mobile.
  3. Exit mobile. 

On this point, I have to say that they have risked quite a bit. In our industry, there are always surprises. Some indie with a vision could make a game that would be played en masse by streamers and become a phenomenon. We wouldn’t see it coming.

I never believed in the k-factor, that wasn’t science. It was pseudoscience to sell ideas internally.

Focus on games that are appealing to streamers (maybe to play together with others).

Think about releasing a PC Steam and console version as well.

For me, the present of video gaming is this. There is gaming and there are various forms of accessing it. I think this is not the only way, but it would make life a lot easier for an independent team. Although it takes investment to publish on various platforms, so it’s good to keep it simple.

#2 Publishers Push to Off-Platform Payments

From what I read, there will soon be various alternative forms of payment. This requires us game designers to contribute to the gamification of payment systems. Let’s start documenting how flows are handled by games that use off-platform payments. Gaming experiences will become a bit more complicated, so it is good to think in reward the efforts.

#3 Paid UA Becomes a Break-Even Game

This is something we have little control over. Recently we are seeing the end of the hyper-casual business. It was a market where the same players passed from one game to another at a low cost. The joke no longer works of course.

I am still convinced of the design principles behind simple games. Players have always liked simple games. In the beginning, it was arcades, today it is hyper-casual. It is always good to think in simplicity, immediacy and snackability.

#4 The Safe Harbors Get Embraced

On this point there is little to add, it seems crystal clear to me. It is good to own and study these platforms if you work on these kinds of games. Our bosses will probably do business with them at some point! As mentioned earlier, gaming streamers also play a key role here. If some Netflix game manages to attract the attention of some major TikToker, it’s obvious that there will be great returns!

#5 Streaming Platforms Move into Mobile Games – for Now…

It is clear that there is a fever for these platforms to find the next blockbuster game. This means more work for us, which is good. These platforms will have their own clear ideas on what to do, based on their experts and analysts. As a designer, my advice is to facilitate things and not hinder them. We are the facilitators of the act of game design in a team. Our efforts should be directed at realizing the visions that come from above. And this we know is very hard, it’s a huge exercise in patience for some of us. My advice? Focus on the beauty of design as a craft, not on power points and OKRs.

#6 Venture Capitalists Will Face a Reckoning

I am seeing this first-hand with a client. VCs are at a stage where they are basically not doing VCs anymore. In this moment in history VCs already want to see results before they bet on a team. We must focus on designing the shortest path to concrete numbers to achieve. At this moment in history we cannot afford to explore all possibilities. We need to make decisions incrementally on other designs that already work. For some of us, this is difficult. My advice is to find a sideline activity where we can vent our pure creativity. For example, I play music and capoeira on my spare time.

#7 You Will Get Back to the Office – Fully Remote Becomes an Anomaly

I’m not sure I agree with this, in any case the DoF guys are more experienced so I assume they are right. It is much better to solve some issue in person. And it’s easier to build new teams with presence, honestly. This 2023 I wish you more face-to-face and fewer Slack notifications!

Plans for 2023: Simple and well made games

I had time to think about my future. And yet I have not come to any conclusion!

Being a consultant is great but very stressful. Being employed is less stressful, but also less beautiful. My career has been oriented towards free-to-play mobile. New frontiers of video games are being opened. AAA game companies are taking an interest in data oriented game designers. AAA are the games that interest me the most as a player.

Many experts are pointing out the challenges of free-to-play to find new players. Free-to-play is based on the frantic pursuit of whale players. People capable of spending large amounts of money in order to have more power in the game. These people however join games that are very successful among free players. That would be the players who play without spending a cent and that consist of more than 90% of Players. Quick math, you need a LOT of people playing your game. And those people is not cheap to get.

The result is that there are a number of best practices that make free-to-play mobile games all the same, by genre. Open any puzzle game and it will probably have the same characteristics as the others. People are tired of seeing the same thing over and over again.

The hyper-casual trend is dying because its business model is no longer sustainable. Apple took countermeasures against Facebook and destroyed the UA strategies of those games. However, the development process that requires a quality video game has become redundant.

While on the one hand they offered original ideas, on the other they didn’t devote the necessary efforts to create unique experiences. The important thing was to fit into the equations on CPI and D1 retention and that’s it. The vision, the underlying fantasy, the actions, the objectives and the economies were literally sketched out. For me, that was the real reason why the system didn’t work. It’s obvious that people like to see new games that are fun and easy to use. But it’s also obvious that people want to have well-made games!

I hope this 2023 to contribute to this point: create simple but well made games!

End of the year, end of the World

As we approach the end of the year, clients always become more demanding. I am afraid that I will have no time to post for a while since we have important deadlines to reach.

This post is to wish everyone a Merry Christmas and a Happy New Year!

From February I will have two days a week that I can dedicate to some new clients.

My specialty is mobile f2p, but I’m definitely a very versatile game designer. If you need to transform your creative vision into a successful game, don’t hesitate and contact me! System, level, narrative, and UX/gameplay design. One person, multiple skills!

(The tariff is the right one to balance the loop described in the diagram below)

Start from Personas

When you study game design, you usually focus on documents and prototypes for small games. The first steps that are taught in educational centers are purely technical.

Then you are in the market without the skills that make you a professional designer. Which are not the techniques, but are those oriented toward the video game business.

Normally a team reports to one or more managers who maintain a business vision. Our role as designers is to understand how to realize this business vision. We have to think more about endorsing the product than creating something directly. Players will receive the product packed and polished. Technical skills are important, but our ability to understand the business is critical.

Personas are one of the methods that allow this communication across the whole team. I share with you this workshop that aired last Saturday. The audio is bad, but the content is excellent.

If you want to work for companies as an employee or consultant, you need to come up with frameworks that solve concrete business problems. Thinking about who will really play and how to structure a product for them requires effort and is not intuitive.

Thankful for being here

Yesterday I read a very interesting publication with advice on how to find work in the video game industry.

I’ve noticed that in other technology sectors lately, it’s more companies that are looking to hire people, than the other way around. The reality is that the video game industry is a lot of people’s dream job.

It amazes me when I think back on everything I had to do to stay there. And we are always in the balance, our career can always end for physical, and psychological reasons and in general related to our path.

So I can only thank you for still being here.

NO TO AI GENERATED IMAGES

These days a protest is taking place on the ArtStation platform. Seeing some works generated with AI climb to the top positions, artists are uploading this pic everywhere.

I find that a very sensible and clever idea. I think artists are in a moment where they have to defend themselves. I want to dedicate this post also to confirm the fact that they are right. Artificial intelligence-generated works are not art.

Art is a human matter

To compose a work of art you need specific materials that are able to formalize forms. In this sense, artificial intelligence has things in common with human work. AI works on materials, in the case of digital art digital materials. But art to be art must be a physical expression of the human imagination. Artificial intelligence algorithms do not imagine. They realize a vision based on the algorithmic processing of a prompt.

If I want to create an image of my mother, I can imagine many things. I can think at any given moment that I want to put a particular pin or a special kind of tree behind her. If an algorithm has to imagine anything, it relies solely on a semantic decomposition of a sentence. The algorithm having no imagination does not add anything that is not within its analysis.

Art is a process

If human beings were able to realize what he has in mind without going through sharpening the points of the pencils and without tracing everything, they would not be human beings. They would be a deity. It would not be art, it would be a divine creation. Art requires a process. Artists are able to deal with this process. We are perfectly capable of recognizing art created with artificial intelligence. The fact that there is a market is due to the fact that creations are human. There will never be a big market made up of works generated with artificial intelligence.

In the case of video games, obviously artificial intelligence can be used to create variants of elements already created by human beings, to optimize processes. I find this interesting. Anyway, it is foolish to think of entrusting the creation of a product solely to machines. It will never be an artistically valid product.

Art starts with aesthetics

Aesthetics is the science that studies the essence of things. Art therefore also includes science (and this thing does not happen the other way around). This study is an activity that requires a lot of mental energy and all the CPUs on earth would not be enough to realize what the brain of one toddler is capable of. Studying the essence of things means imagining, forming a point of view, and expressing it with theories. Turn these theories into a thesis. It is a very difficult process even for us. How many good artists do you know? Few. These few artists are people who have succeeded in this mission: to study the essence of things. Have an aesthetic sense.

Artificial intelligence applies an algorithm to a context. This algorithm operates in a pre-determined way on each challenge it faces. The algorithm evolves and improves, of course, but it doesn’t imagine. It does not create theories, it does not seek theses. It does not reflect the aesthetics of things. It does not seek its essence.

AI art is not art.