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Author: Paolo

Making games for the Impact Economy

Impact Economy, an economic model in which the main purpose for startups, businesses, investors and organisations is not only to maximise profitability, but also to improve their social and environmental impact.

I recently discovered the Ecosia search engine. Ecosia relies on Bing’s ad services and promises to plant trees based on the amount of searches you do on their engine. It installs easily, even on smartphones, and works really well.

The results are the same as those of other engines (I used DuckDuckGo before) and it is really a pleasure to know that you are doing good to nature just by browsing.

I wonder if it is possible to adapt this business to the video game. In fact, there are entire sectors that survive thanks to advertisements. See the hypercasual market.

Imagine being able to join the services that Ecosia relies on to plant trees and contribute by creating video games where, for each ad you view, trees are planted!

It would be beautiful right?

Player’s Advocate

The other day I was talking to a colleague. He tells me “you don’t have to worry about the decisions that come up, just think about doing your job. What they tell you to do. “. This for me is the best way to have mediocre products, designed for mediocre people with something to spend. Do your job right, just do what they tell you to do.

Game designers very often are exactly like that. True game design includes, instead, keeping promises to players. Game designers connect with players’ fantasies and offer them the experience they are looking for.

Game designers understand that a “daily bonus” is not gameplay, but simply a feature. They understand this and struggle to pass this concept on to those above as well. If your game as a service has been releasing only features and not gameplay for months, guess what: you have a problem!

If you are this type of designer, you quickly realize that the most important thing in your job is to make sure you create great products and services. Because a game is a language to tell a story. And this story must be true.

Your job is to get people to work on publishing a great game. Not garbage. No shortcuts.

If you are not the Player’s Advocate who will be?

Can Netflix, SONY and Microsoft integrate ad networks in the future?

Apple and Google have made marketers’ lives more difficult. Today, it is harder for a game to reach the right audience only through ad campaigns on the major networks that offer this service.

Acquiring new players is more expensive and often ad campaings bring people with different motivations to play.

This week’s news is that Netflix is ​​considering introducing ads to its platform. SONY and Microsoft, which are activating their subscription services, are also seriously considering introducing ads to their games.

New ad networks will be created. Someone calls them “content fortresses”. If these companies play their cards right, companies will certainly be pushed to invest in acquisitions directly on these platforms.

The more you know about people’s actions in other products, the easier it is to reach them. The ads that appear to these people will be more meaningful to them. People who enter a game are likely to be more drawn to the core features and mechanics.

Netflix, SONY and Microsoft can score a big win if they play their cards well. As designers, ads are an interesting tool to get better monetization numbers simply improving the reward ratios.

You may target a niche if your game is inherently multiplayer

When creating a free-to-play game you have two choices. Either you target a very large audience trying to structure the entire player journey to make sense for many months, or you play a game that lets you get to know other people right away and let them build their campfires.

In this second case, an inherently multiplayer game, it is possible to target a niche and build a successful service. Even if it is difficult to compete with the realities that handle more complex services where contents and levels are released every two weeks. You will probably not being a top grossing. Still your service can sustain a meaningful business and last years.

Whatever is your target, ask yourself some questions and make decisions:

  • Gameplay: What is the backbone of your service? How does it guide the rest of the game’s features?
  • Economy: How much is a game minute worth in currency?
  • UX: how do you accompany the player throughout the whole experience?
  • Level design: how do you estimate and measure the relationship between fail rate and drop off when designing levels?
  • Narrative design: in what moments of experience do deliver your story?

Players may be tired of throwing their money at gem packs

According to the Sensor Tower service and some specialised media, the benefits generated by free-to-play smartphone games have decreased. Specifically, spending on the Apple platform is under 2.3%. On Android there was a dramatic decline of 13.8%.

Experts from around the world are also questioning Sensor Tower’s estimation capability. In short, these estimates could be wrong. As a game designer, I have one, single and simple doubt: are free-to-play games for smartphones losing novelty?

Historically, video games have always thought of pushing the limits of graphics and gameplay. If we look at the premium market, with a simple glance we can see how technological progress has supported the evolution of game modes in a superb way. Even there, however, companies have begun to bet on the safe side. That’s why we see so many sequels, remakes, etc.

I’ve been downloading and trying tons of free-to-play games every week for years. I remember when I started in this video game sector, in 2012. The Pareto Principle was applied in a more courageous way: 80% copying a game, 20% introducing new things. This trend has changed lately.

Free-to-play, in order to be sustainable, needs a huge volume of players. To make this possible, acquisition campaigns need to focus on finding a very large audience. Before Apple’s IDFA deprecation, it was possible to find audiences based on concrete actions. “I would like to have inside the people who paid in this other game”. “I would like people who complete the tutorial of these games.”

This led to a new application of the Pareto Principle: 80% copying from one game, 20% copying from another. You avoid risks, you play “safe” in theory.

The result: the games that we see in top grossing are, from a gameplay perspective, always the same. Human beings certainly do not want complete and revolutionary experiences. However, we need to see continuous evolutions, or we will no longer feel attracted to what the market offers us.

A pop-up comes up with an affordable pack of gems, boosters, and some new heroes. The same type of package I bought in 3, 5, 10 games. The novelty effect of long-term gets lost.

How could we try to solve this?

  • Accepting that it is better to aim at a very large audience and, once inside the game, create different experiences for different type of player personas
  • At the same time, put at the center of your game experience something really fresh
  • Try to create games that can be accessed by multiple devices, not just smartphones, to ensure the service scalability.

Pareto principle in videogames conception

The basic use of the 80-20 rule (Pareto’s principle) in video games is to copy the 80% of a successful or promising game in order to mitigate some of the risks involved in investing time, effort and money in developing it.

Then you have 20% of freedom, where you can put your own secret sauce to the cake.

The risks of this approach come when you do not understand WHY a certain competitor works out there. It may be a successful marketing case. Maybe a special UX is what makes it great. A great level or narrative design may be making the difference. Hard to tell if you do not know basically three things:

The first thing is to deconstruct competitors,

The second thing is to run playtests with competitors games,

The third thing is to study the audience of competitors in a meaningful way.

Be ready for no-internet scenarios

In my dayjob I use a lot: Google Suite, Unity3D, Python, Github (and git in general) and a bunch of tools more such Slack, Discord or Machinations.

I work into the cloud, so that every document and every simulation or concept or prototype I produce is instantly available from everywhere.

Those are strange times, anyway. We cannot take the Internet for granted forever.

What if tomorrow you cannot access to the GDD you were workin on? What if you cannot pull the last commit from your devs? Can you work offline for, let’s say, a week?

Probably it’s time to return back to the Office Suite too…

Is data-driven design good for games?

I work in a analytics centered branch of the gaming business, which is free-to-play. Mobile games constantly collect data on usage. The expression data-driven design is widely used, but I am not sure that is the right way of doing things.

People more expert than me say that there are basically 3 kind of design approaches towards data: data inspired, data informed and data driven.

Image created by The Fountain Institute (link here)

Data-driven design, as defined here is when customer data makes decisions and shows what to design next. In my experience, this always reduces to a basic behavior: follow the biased interpretation of data made by your game lead(s).

Data is intended as information here and not as pure data. To me the best approach is the data-informed one. Players with their behavior should help you improve your game, but you should never forget about your inspiration and intuition. Games are artistic artifacts, at least good games are that.

Most of indie games using data prefer the data-inspired design, but that is very risky because often leads to not set goals properly. In order to set a good goal you should also set up key performance indicators to make periodic sanity checks.

Don’t let just your intuition decide, don’t let just the data. A good game is the perfect balance of both!

My thoughts on seniority

I was talking to a friend and game designer about the future and our wishes. Sometimes I would like to dedicate to projects of a different nature than mobile f2p. Sometimes I would also appreciate to have different kinds of responsibilities.

Companies see my profile and normally contact me for:

  • virtual economies
  • tutorials and first time user experiences
  • game design documents for free-to-play mobile games
  • creative direction

I would love to be able to dedicate a couple of years to an action RPG for PC and Consoles at some point. Maybe I can be very useful in the level design of a moment-to-moment adventure games of the caliber of The Last of Us. I am absolutely convinced of it, even if companies of this type when my resume arrives they discard it in a few minutes.

You should then start as a junior designer in a new reality if you want to do this. Difficult to be a senior designer there.“, my friend pointed out.

I disagree with this. For me, seniority does not depend on concrete experience in a specific type of game.

What it takes to be a good game designer

Raph Koster says that a designer must express quality in three fundamental fields: artistic, technical and editorial.

The artistic side is essential to have that sensitivity to observe what players are looking for in a certain type of game and offer them an experience that in terms of aesthetics and challenge makes sense. The game designer is a bit of an artist: is the game imitating real life, or do you want to create a game that influences real life in some way?

The ability to write is also very important, especially being concise. I believe that the best designers use the formula 60-30-10 when presenting their ideas: 60% images, 30% text and 10% multimedia references. 30% text therefore needs to hit the spot and inspire. For that you need experience and editorial skills. I’m not even an English native speaker, so I have to constantly update myself on this point.

Finally, there are the technical skills. Using a game engine, knowing how to use spreadsheets and other skills that vary depending on the designer. Personally I am proficient with Unity and Python and I create scripts that often make things easier for me and the team. Others are very good at photoshop and can also create basic concept art. Some level designers come from architecture and therefore are quite more comfortable creating structures that make sense. All technical skills can be learned, however. In fact, in 3-6 months at the most, it is possible to enter a new world and acquire what we need to be fully operational.

What is seniority to me

Senior game designers are people capable of understanding the context in which they move, constructively stimulating dialogues and setting up processes according to the project they are in. They are very aware of the gaming business, too.

While I’ve contributed to various virtual economies, that doesn’t mean an AAA game designer isn’t capable of studying competitors and preparing mathematical models and spreadsheets. These are things that can be easily learned. The design process has stages that are independent of the platform, genre and type of audience. It is a question of understanding which problems must be solved, analyzing how other realities have faced the same problems and defining solutions according to a certain context (team, budget, scope, time and quality).

Seniority is primarily dependent on age, in my humble opinion. When I read “senior game designer” and I see an age under 25 I already start to have suspicions. Being senior also gives you the self-confidence necessary to defend designs with superiors. Except in special cases, if you are 22 it is difficult to overcome certain filters set by the experience of 40+ years old leaders.

Age, previous experience and context make the seniority, for me. Having faced the same kind of problems in the past certainly accelerates, but it doesn’t make the difference between junior and senior. You can be slower at start but way more effective on the long term.

Art explains tech trends today

Is video game art for you? For me it is. What is the result of human creative work and comes to attract the attention of other people can be defined as art.

If the video game is art, it is interesting to study the history of art to understand many of its facets. Part of the history of art is the time when living artists realized that they could have very large profits from a simple certificate of originality of an artistic work.

Which explains a lot of the NFT movement that has fully invested the video game in recent months.

This reporter explains it better than me. Enjoy it.

If a videogame is a piece of art, instead of creating multiple NFTs why not embed your whole masterpiece in a single NFT?