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Author: Paolo

Head-mounted based VR

In the next few years Virtual Reality is going to offer memorable experiences to the World. I am pretty sure of that, because a lot of money is being invested in the development of those technologies and the most brilliant minds are gathering to work on that.

But I am also pretty sure that the Virtual Reality based on head-mounted displays will never be as big as some tech leader is expecting. It is not because of the price of those, it is not because the motion sickness that will be progressively solved.

It is because as humans we have the survival instinct. Which is why we play games, too. We play games to improve our chances of surviving in the envirnoment. We play to improve our skills. That is basically what we mean when we use the expression “having fun”.

Survival instinct involves many things, among them keeping our body safe. A lot of us smoke cigarettes, that is definitely not keeping our organ safe. But we are doing because the damage is on the long term, so that we live in the illusion that “it can happen, but also not”.

With an headset on, instead, we are covering our eyes. Our instinct will always be to feel unsafe. That is no solution for that, apart from leaving the environment visible with glasses. That is why head-mounted display based VR will never have a massive reach.

My learnings on leadership

I am thinking on my past with the lens of “why that thing didn’t worked out?” those days. It is an useful exercise to do at times. I have a diary and I like to take old entries and read them with my new point of view.

Finding a good leader is a gift from God. Very often we have to deal with creative leaders that are not creative at all, managers that repeat your job and in general people that want to impose their (often wrong) views.

Enabling others

A great leader almost never says “no”. Best leaders you can find out there, in fact, are capable of taking any of the proposals and discussions from the team and use it as an opportunity for the growth of the entire team. Let’s say I am working on Super Mario Bros 4 and I have the “brilliant” idea of putting long dialogues between level and level. That’s clearly wrong, right? Why is it? A good leader can reason with me simply making me describing well the idea. Then is myself that can realize “ok, not a great one”. The same is valid for very tiny questions.

A bad leader believes that the job is “know when to say no”. When you meet someone like this, believe me: this person will probably make the whole project fail. No one knows when to say no, in fact. The no from a leader is a way of shut down a communication and gives no opportunities to grow. What are the best assets for a company? Teams are! Do not cut them off with a NO. Never.

Being honest

A good leader recognizes when the house is on fire and try to put the focus of the whole team on the problem. The team or part of it must extinguish the fire. Otherwise the house will. It’s very important maintain the calm but being honest at the same time. In case of fire, every member should participate or at least stay aware of it. Try to burn the smallest number of people.

A bad leader shows that everything is great at any meeting. The important thing for them is to stay positive. That person is not interested in the team and the product at all. That “leader” is just interested in taking the salary each month and having the title on the resume. Saying that is all good, until everything falls down. Then they will have the perfect excuse: the project was great, but the company shut down. Not my fault. New companies will see their resumes and see that they were in a leadership position for a while. Someone will hire them again, probably.

Renovation Mechanic

According to the Cambridge Dictionary the renovation is the act or process of repairing and improving something, especially a building so that it is in good condition again.

Industry experts don’t stop talking about the trend of renovation mechanics in casual games. Why do they work? According to this brand new video, because they are a driver for Player progression.

Game design disciplines

Renovation mechanic is so popular across teams because gives work to all the design team:

  • Narrative design plays a critical role in delivering a memorable story
  • Level designers can use the environment to convey the story (environmental storytelling)
  • UX Designers are key to deliver a smooth experience, making the switch between puzzle match and renovation as smooth as possible
  • Systems Designers help find the right economy to support all the actions according to the Players’ session daily number and duration.

Acting for the renovation

In casual games, the act of renovation consists of:

  1. choosing a task to complete
  2. use one or more stars to perform it
  3. introductory dialogue
  4. select a style for the furniture
  5. renovation cutscene
  6. story dialogue
Town Story: Renovation Match-3 Puzzle Game

The story is usually delivered as a consequence of the act of renovation.

Repairing and Improving

Have you ever asked yourself WHY is this mechanic so popular among casual games? To me it is because those games are about putting things in order.

  • In match-3 games you put things in order, in line
  • In popper games you clean the patterns that you spot
  • In merge games you make space on the board

All those games have extra goals that consist often of an obstacle. The frustration of not beating a level for that obstacle is a driver for monetization but also of churning out, as this brilliant LinkedIn post by Yasin Hatiboğlu.

All those levers fit perfectly with repairing and improving, with the metaphor of renovation.

Building

Last but not least, in service games for mobile phones there is something very present in Players’ minds. You have a world waiting for you that you are helping build somehow. You don’t just have a game to complete, those games are infinite.

The fantasy of free-to-play games, the aspirational aspect of those, almost always contains this: it’s your help and your choice that help build the World you have in your pocket.

New narratives for mobile casual games

I loved this NoClip documentary on the making of Dishonored.

I believe that in terms of narrative there are a lot of interesting aspects that can be taken from this concept. Take the match-3 with decoration genre for a moment. You earn a star beating a level and you use that star to complete the next task. A cutscene with dialogues is shown and then new tasks are opened. You have to play more levels and see how the story goes on.

What if:

  • we can make the environment speak more about what’s happening
  • we can let the Players explore better and interact with environment discovering where to use the stars to fix things
  • we can deliver the story reacting to the Player’s actions instead than stop it to show a cutscene or a dialogue

Why I do like stories in games

I am completing this week the fall edition of The Narrative Department, by Susan ‘O Connor. Each Wednesday we have a writing prompt from her. I want to share with you the result of yesterday’s writing prompt.

Prompt

Write about why you like stories in games! You can talk generally, talk about a specific game, talk about what you like about writing, etc. Think of it like talking with a friend who shares your enthusiasm.

Text

I like stories because they make me connect with the activity that I am doing while playing. Every game, also Tetris, tells a story to me. But when I see a written story I can appreciate the dedication of human beings behind that craft. I appreciate that because I admire other human beings like me at the end.  I believe that these abilities are Gifts so that make me connect more with God and all creation.

When I see a bad story or a story badly delivered, somehow I am happy that the story is still there. For example, in the mobile games that I play often I skip dialogues entirely and I feel that I lose part of the story somehow. That feeling can be a little frustrating, too. I do it anyway, but with the sensation that something is missing from my experience. Which tells me that the story is still important to me.

I am playing Horizon Forbidden West now. At the start I followed all the branches in dialogues with NPCs, now I want to complete the game so that I am skipping most of the optional dialogues. I have to say that part could be improved a lot, because the dialogues do not add too much to the experience. I like more when a dialogue has a meaning and delivers me something apart from just more context. Often it is better to deliver a story with less words, to me. Also if I imagine that there is a type of Player who likes to read everything and hear a lot. I respect that, but still I think that there is a margin of improvement. 

I like when the game is delivering you a story, because oftentimes you are not interacting with the game during the delivery itself. In dialogues, cutscenes and so on. It’s a way to distress my brain, and I like to have that moment of breath. A game to be memorable should offer many levels of intensity at any moment. 

I remember in The Last of Us the feelings that I had moment to moment. Appreciating all that work was great, made me love even more video games. Made me feel more engaged with the team that made that game.

What if mobile AAA is possible?

Today I woke up with this simple question. Maybe it’s just me wanting to work on something different than simply think in engagement, retention and monetization mechanics. Which is typical in mobile free-to-play.

I am 40 years old now and I grew up with consoles and PC. Industry experts say that immersion is only possible on a sofa looking at a TV screen. I feel really immersed with my right hand on a mouse and the left one on WASD.

Teenagers today, anyway, have always a device in their hands: the mobile phone. They are immersed in social activities and networks and they spend almost 10 hours per day swiping, liking, sharing and so on.

I hear often that mobile players look for engagement, not immersion. Still I believe that great adventures like the games we play on console can be possible to achieve on new mobile devices.

What if the time is now? Maybe the average age of hardcore players is gone up only because teens prefer to interact with another device.

Or maybe it’s just me.

The MVP Culture

Over the years I have learned the single thing that product leaders hate most: uncertainty. There is a common myth of epic leaders capable of having a solid vision to spread across their team. It is almost never the case. Usually the game vision is the result of team effort.

During the development of a new game or a feature for an existing game, there are a lot of variables that make the people feel uncomfortable and insecure regarding the return on that investment. Which is why the MVP, minimum viable product, concept has been rented from the startup “fail fast” culture.

You develop the basics of that new implementation and with that you measure the results. In theory, you will eliminate risks.

In practice, instead, often that way of producing things shows a lack of vision and understanding of the market. I saw many times the MVP converting to the final product. The team publishes the MVP of a new features, metrics and analytics seem OK and they pass to the next MVP without putting the right effort to make that feature really awesome. 

This is a short term strategy that never works. Games are a refined craft that require passion for the details. That is where the magic happens.

MVP are useful to:

  • Test the technical context and make proper development estimations
  • Have something practical to show an idea to the upper management
  • Run playtests with some cohort

MVP are NOT the right thing to do if you want to:

  • Run split test with engaged cohorts
  • Prove the growth potential of a new game
  • Estimate the LTV improvement on the long term

Designer VS Author

A game designer is the facilitator of the act of game design among a team. Everyone in a team participates actively to the design of the game. From the producer to the junior QA, everyone is making the effort of delivering a great experience to the Players. Which is to design a videogame.

A friend of mine made me this question today: what if you make a game alone? Are you still a game designer?

I answered him: no, you are not a game designer. In that case you are an author, which is different.

He insisted: but you are designing a game, right?

Yes you are. Making a game alone is game design, too. In that case, all the work is on you. You are not facilitating the act of game design among a team.

To be a professional game designer ready to work for companies you need a completely different set of skills. You should be able to:

  • Understand the business goals translating concepts like scope, budget, KPIs to the gameplay
  • Being able to inspire your team analyzing and breaking down other games and by preparing specific proposals
  • Create and maintain well written documentation so that the vision will be the less ambiguous as possible
  • Run playtests and undestand the pain points of your game. Being able to translate that insight to all stakeholders.
  • Be present in a lot of meetings often facilitating creative workshops.

All of those things are different when you are making a game alone. Which is why I differentiate a game designer from an author. An author is a game designer, but can be a bad teammate. A game designer is a facilitator, but can have not the right talent to make a game alone.

If you want to work for a company as a generalist game designer prove your ability to work in a team. You will unlock a lot more possibilities!

Stadia and Cloud Gaming

Stadia was killed by Google. Cloud gaming is still alive and well in services like Microsoft Game Pass. Google put cloud gaming in the center, selling the idea of cloud gaming as a revolutionary platform. Microsoft instead put cloud gaming in the right place: as an added feature for a great service.

Cloud gaming is a very interesting features. I ask myself when Valve will also adopt it. I have a lot of friends with MacOS willing to play the same games with other friends with PCs. Cloud gaming would be a great add to Steam.

Cloud gaming is not the future of videogames, thou. Until now, in fact, there is not a single scenario in which Cloud Gaming offers something better than classic Console/PC gaming. Usually performances are better on console. Also, people who cannot afford best devices usually has access to worst Internet connections too. So that the market for pure cloud gaming is very small.

Cloud gaming is a feature and not a platform.

For juniors, with love

If you are Picasso, you can share just two lines on a blank page and the people will feel the meaning of your art. I ask you: are you like Picasso?

I write this because junior game designers willing to join the industry often do this: they share uncompleted things or just some capture with a game engine opened and two blocks in the Scene. This is NOT how you show your talent to the World out there. This is noise, ego and insecurity.

I know you are struggling because it is very hard to get a job as junior. Believe me, I lived the same years ago. You want to get noticed by recruiters and maybe managers and CEOs. Sharing the first draft of a level means that you opened the engine and you put blocks in a scene. Just this.

  • What’s your reasoning behind that level?
  • The beat sequence?
  • What are the design goals?
  • The mechanics involved?

I can see nothing interesting in those posts.

The worst happens when social challenges like Blocktober appear. I am completely in favor of those challenges! I took those challenges in the past and I will probably take them in the next future who knows. But the results of those challenges are not something worth sharing on a professional network nor on your portfolio. Those are for you to improve, not for the others to see. If you are junior you should work hard everyday on your talent. Do not complete tasks just for the sake of showing off.

I did the same, years ago. It meant nothing. Believe me.

With true love,

Paolo