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Tag: ideas

Your time is now

Today is the first day of BCN Games Fest, probably the best gaming fair in Barcelona. I’ll be there to meet people, talk with young developers, catch up with ex-students, and maybe offer some advice, as always.

Speaking of which, for me, success in this industry boils down to two main pieces of advice.

The first is that having fear is losing time. Staying home, sending out CVs, and waiting for an answer (while maybe complaining on social media) means you are being ruled by fear. You’re losing your time to make games, which is NOW.

The second piece of advice I always give is that failure is unimportant if the journey is worth some small prize. There is no failure in doing things, and frankly, there is no real success either. I mean, you can make loads of money, and your face might appear in YouTube videos and things like that, but if you talk to the very few people who reached that level, they’ll tell you that’s not the most beautiful part.

So, enjoy the trip and don’t be afraid. Ask WHY you’re doing that—that’s what’s truly important. I will be asking this a lot these days.

Wolves in a Fairy Tale

The CEO of Supercell, Ilkka Paananen, released a message yesterday asking European legislators to consider European free-to-play game developers before approving new player safety measures.

I currently work mostly in free-to-play (F2P), and I’ve worked in gambling games in the past. I must admit that I see many common practices between these two sectors of the gaming industry. The F2P high-spending players are called whales, a term that actually comes from casinos. And these players are fundamental to the profitability of a game you give away for free.

Certain practices, often called dark patterns, surely influence people’s decision-making. Vulnerable people, like children, can be induced to spend too much. That’s why the regulator often comes in with an axe and suddenly cuts off everything. The same thing happened with the web; nowadays, the experience is completely ruined, and I have to close endless pop-ups for policies I will never read.

I don’t like to be treated like a child. My daughter will never have access to a connected smartphone as a child, full stop. It’s about responsibility. I am aware that many parents don’t have that responsibility, or aren’t capable of facing their children, though. That’s why we need regulations, but to me, it’s important to include everybody in the discussion and not treat developers like wolves in a fairy tale.

Beyond Productivity

When I think about the future of games and look at the trends, I can’t help but notice that it’s getting easier and easier to make games. The real struggle in the industry is distributing and selling them, simply because there are too many games out there. Since it’s so easy to publish them, even a student can put a small, silly project online. This inevitably complicates the search algorithms.

Still, the act of game making is a great mental effort. To me, it’s like playing music or, as I mentioned a few days ago, practicing a sport.

Today, you can take a picture and post it online; you can also make a game and publish it. I feel we are missing an opportunity here: to encourage people to think not just about making money or productivity, but to play with the concept of creation the way they play with their smartphone camera.

We have Roblox and Fortnite, among many examples of games where certain cohorts can create experiences. Yet, there is often money involved, and I’m not sure about that focus. I feel like the modding community, which creates for the pure sake of fun, can teach us a lot and help us find new ways to express our creativity.

Heroes of Gaming

I want to invite you today to reflect on the power of outsourcing. I’ve been thinking about this all week, especially since I’m picking up an old project to work on while I don’t have another gig.

All top games rely on the contribution of outsourcers, yet we don’t celebrate them enough. Maybe I’m saying this because I’m a freelancer and part of the outsourcing world myself. Sorry for this ego moment.

Salvador Dalí once said something along the lines of, “No one will talk well about you, so you have to do it yourself.” I’m not sure I completely agree, but today I feel this urge to celebrate outsourcers.

Without us, there would be no games industry—at least not at this level. You can be more ambitious and go further thanks to outsourcing companies. It is a fundamental and irreplaceable part of the business.

GT7 a live-service game made with passion

I read the latest AMA from one of Polyphony Digital’s employees about Granturismo 7.

GT7 is my favorite live-service game. It relaxes me and it’s a title I’ve always followed, since the first Playstation. In the AMA I discovered that it’s a passion project of the creative director. It reminded me that message from the CEO of Larian Studios at The Game Awards about the importance of working on something you really believe should be out there. Certain things touch the hearts of players even if they can’t be measured.

Another interesting note is that to create a track it takes between 20 and 30 people and a year of work. About 40,000 man-hours. It surprised me a bit, because I’ve never worked on a similar title. But it says a lot about the claims I read about the productivity boost that certain technologies will offer in the future.

Making games requires a lot of work and that’s it. If one day a technology arrives that can reduce times, rest assured that it will do so without warning. Be careful what you believe without seeing, there is always an agenda behind it.

Systems in symphony

A game is a form of entertainment. Entertainment is fun. Fun is survival. Even though you don’t need to hunt anymore, you still have this kind of instinct that you feel you’d like to improve. A video game allows you to train it without risk. Other forms of entertainment are not interactive, so you aren’t training. But still, you are learning.

When I design a game, the first question is this: For which instincts do I want to prepare a journey to train them? Creating video games means creating fictitious problems. Very often we confuse game design with general design: solving problems for people. Game design solves the need for entertainment but creates problems to do that!

Once the instincts are clear, a series of systems can form the path to their training. It’s like composing a piece of music, you have all the instrumental lines and have to make them act in a symphony.

There has been a lot of talk about “game economies” that pervaded discussions on systems design, but I think of “game symphonies”. Also because certain games do have an economy. Game economists think about the distribution and conversion of virtual resources. Which is vital for certain services to be profitable.

Game designers, instead, are more centered on rhythm, melody, and harmony of systems.

My take on Supercell’s CEO last post

Last week I read interesting thoughts about the latest message released by Supercell CEO Ilkka Paananen. This is an annual event that always attracts a lot of attention. It is interesting to watch how the experts’ thinking and the media attention evolve.

Supercell proves to be a company that is as ethical as Nintendo and others. They are the good people in our industry and they should always be respected for this reason alone. I have never worked with them, so I don’t know how they work internally. But the fact that they promote certain values ​​and ways of communicating is enough for me to keep them in my heart.

Every expert has denounced the lack of information this time, and this year I also felt a great lack. The challenges described are due to the fact that the power has shifted from publishers to platforms. Everything else for me is a consequence of this. Especially in the case of companies like Supercell that do their job well.

What I don’t understand is why in 2025 I still can’t play Brawl Stars on my PS5 and my home PC. Why can’t I download it from Steam and the Microsoft Store?

Supercell is leaving money on the table in this sense.

Stories come from consciousness

A guy that I follow on LinkedIn said: “TikTok is already testing TV-like series with 90-second episodes, some titles generating hundreds of thousands of views behind modest paywalls ($5.13 for 10 episodes). Instagram creators are building millions of followers through episodic Reels, while YouTube embraces serialized content on YouTube TV.”

I understand the interest that an AI-generated story can generate.

hey look at what this new technology is capable of doing!

In this sense, I understand why there is so much engagement. There is something new and people want to see what it is. There is a long way to go from here to thinking this is the future. The “future” arrives organically, and it is difficult to predict. I work every single day with creativity and storytelling. Like everyone else, I am using tools that promise greater productivity. I am noticing improvements, especially in “unlocking” my mind in certain tasks.

Example: new task, with a poorly defined problem. I send a prompt to Claude, who gives me a wrong and summary answer. I start mentally criticizing the answer, and this makes me think on the right track.

But there is a long way to go from here to thinking that I can create stories that keep people engaged for a long time. These stories come from consciousness. Consciousness is impossible to reproduce in electrical signals because it does not come from there. It comes from something above us.

But that’s my belief.

I need new metaphors for teaching

The other day I was talking to friends about my teaching experience. This semester I accompanied some students in their “TFG, Trabajo de Final de Grado”. Their thesis, in short. University has changed a lot in recent years, for a whole series of factors. Society has changed since the time I went to university.

We were talking about the most difficult thing about teaching nowadays. I teach game design and development. For me the most difficult thing is actually teaching!

I am a learning facilitator for those who want to learn, rather than someone who actually teaches. Maybe it’s a question of age and experience.

Today the challenge is adapting to a world where information (and teachings) arrive at all hours from many sources that have pervaded our lives.

I can no longer see the story of the master to follow as possible in this world. I am not a person who goes to the mountain to wait for the worthy disciple to climb it and reach the source. For the type of culture (Christian) I come from, I prefer to be a shepherd and be among the sheep.

But this metaphor must change. Sheeps today have a Pandora’s box between their paws, designed to throw everything into their digestive tracts.

On setting the right expectations

Yesterday I was arguing with a LinkedIn influencer about the expectations that EA had on Dragon Age: The Veilguard. His point was that the game had 1.5M players instead than 3M expected by EA. So the game was lacking appeal for the players.

My point, instead, was that a game that reaches that impressive number (in only 2 months) is definitely an appealing game. Then the game can be good or bad. But for sure it has appeal. The expectations set up by EA execs, instead, were out of reality. The error was theirs, not developers mistake.

He told me that the budget invested in marketing was enormous (no data added) so that the game should have had more players. Plus, the fact of having players doesn’t mean that every player bought the game. That is true, but today if someone decides to invest part of their free time in your game is a miracle. Today we have lots of distractions, it’s hard to reach Elden Ring’s numbers, just to make an example.

The problem is that today we are still setting expectations too high in a landscape with serious distribution and attention challenges. I haven’t played Dragon Age. The Veilguard (I have no time), and I read many different opinions on it. The game is a good game, and it’s appealing. But it was a deception for EA, because of their expectations on it. Those are hard times for forecasters.