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Tag: ideas

My take on Highguard

I was watching the last Deconstructor of Fun podcast, shooter monthly, on Highguard.

I downloaded the game days ago, completed the tutorial and played three matches. I am not really into hero shooters, but I have to admit that I also had the sensation, as these expert say, that the game was not properly play tested. Which is a common issue in the industry that leads to many games to fail miserably. You need to engage with your future clients, especially with service games. You cannot simply launch early access anymore, early access in current market is perceived as a full launch, especially if you game has been announced in “pompa magna” at The Game Awards by Jeff Keighley in person.

Regarding the market segmentation

The experts seem to agree (but not fully) on the fact that there are just two kind of profitable shooter genres: tactical and battle royale. I am not sure about that, I prefer this Owen Mahoney’s segmentation:

Owen Mahoney’s view of the industry

I believe that shooter as a genre fits in at least 2 quadrants: online and offline hardcore. Nicholas Lovell also has his view on the industry in general.

Nicholas Lovell’s view on the industry

And we know there are AAA fps, forever fps like Fortninte, mobile FPS, and also indies who build on top of boomer shooters. Finally, there is Christopher Dring view of the industry:

watch here: https://www.thegamebusiness.com/p/there-is-no-such-thing-as-a-video

Under this lens, I see games like STALKER being fps with stories. Fortnite and so on, are for socializing, but also competition/sport. COD and Battlefield as well. Boomer shooters are for passing the time, especially indies like this one.

I believe that the market is more complex and varied than the one pictured by Phillip Black in the DoF shooter monthly podcast.

What I do believe about the game modes

In the podcast, they insisted that the right number of people should be 5vs5 or 3vs3vs3, and I agree with them. But I believe that are also other problems with general game pacing:

  • Mining crystal is not the best during a shooter session, in my humble opinion. I know it’s a basic in Fortnite, but there you can then build things instantly. Here, instead, is to buy stuff from a vendor.
  • The vendor itself is slow and boring, can be put in another place
  • Upgrading/reparing walls is not so exciting, too.

First idea I would try to pitch and eventually design is to buy weapons and repair walls when you die. You die and while you wait, your “soul” can repair stuff. I know, maybe you prefer to watch what is happening, but that can be an extra cam or something while you fix things.

Another thing I noticed is that the most exciting part is when you raid or you need to defend from a raid. Still, I had the feeling that the attackers, the raiders, were stronger than the defenders. Maybe it’s just psychological, but I would like to try something asymmetrical, like 3vs5 (5 defenders).

Running on the horse while shooting is also cool, I remember that from RDR2, which lead designer works for Highguard. Maybe there can be the moment of earning crystals instead of mining.

3 ideas I would pitch:

  1. Buy weapons and manage base on death
  2. Asymmetrical raids
  3. Earn crystals while killing people from the horse

Maybe these would create more exciting/unique moments for Highguard.

AI is not just a tool

I’m not convinced by this “AI is just a tool.” We’re wired for stories and narratives, in the sense that our perception is very attentive to them and our memory contains narrative sequences. A tool capable of creating a narrative structure ceases to be a simple tool for me.

It’s a bit like saying “movies are just a tool,” or “video games are just a tool.” Well, it’s certainly possible to use movies and video games as tools. How many times in school were we shown a movie to explain a story? Some teachers use role-playing games or even computer games to explain concepts.

However, these artifacts aren’t just tools. And AI isn’t one for me either. It can heavily influence the way we implement an idea, given that it’s capable of arguing (often bullshit) very well and could catch us at a stressful moment when it’s easy to give in to the temptation to trust. And this inevitably leads to missed opportunities.

Of course, you can cut off your finger with a knife. With Photoshop, you can gather a series of images and make a collage. But that’s a direct use during which you’re aware of the error, either before or just after.

AI isn’t just a tool; it can only be used as a tool, that’s true. But it’s designed, like many things these days, to capture our attention (so we pay the monthly subscription) in exchange for the feeling of being more productive.

And that’s not the case.

Christmas break

I wish you and your family a merry Christmas and a happy 2026. I scheduled a couple of posts for key dates, but I will spend some day with my family in Italy so I will not post over here during two weeks.

See you next year, I hope you will find your “Zelda’s Lullaby”, your key for multiple solutions.

I like to share success stories

One of the things I like the most about the games industry are the success stories. I like when people, for a reason or another, join together and achieve great success, higher than they expected. This possibility is one of the elements that keeps me within the games industry.

I am aware of the “survivorship bias” here, and I know that I cannot reproduce the success of others. I have been in enough projects to understand that every successful game is a little miracle. A combination of multiple factors. You cannot just follow guides and tips and be successful. And that’s exactly what I find attractive of this business.

When I celebrate concrete case studies over here is not to give false hopes to people. It’s not a “hey, look at them! they did that with few resources, you should do the same, it’s easy!”. Not at all.

It’s just that my LinkedIn feed in the last 2 years is filled with empty messages, sexy selfies, and bad news. And I just genuinely like to spread good news, and say “hey, everything is freaking hard, but I am a gamer and believe me: an epic win is always possible.”

Consoles aren’t dead

According to the popular marketing insight service Circana, on November this year the 3rd most sold console has been NEX Playground. In case you don’t know what it is, here’s the console.

The console is small and cubic, and has no controller. You play videogames like you did on XBOX Kinect years ago. The target audience is clear, the same as WII, families. The business model is subscription. You buy the console for around $250 and then you pay a monthly fee to get access to all games. The power, according to a recent interview of its company founder, is similar to a PS3. No next gen, no controller, simplicity at its best.

Will this console beat next gen consoles like PS6? No, of course not. But to me, the fact that has oversold XBOX for instance is a sign that:

  1. Console market is not dead at all, as someone says
  2. The market needs something simpler

Europe needs something like this, for me. Especially now that we are researching more on making our own chips to not be dependent on China, it would be great making our own console, as an excuse and for the chance of building our own Nintendo. I would probably target 10-13 preteens in full “obsession age” and make cool games. I would probably also add a simple 2 buttons controller for having better kinesthetics for whoever who doesn’t want to move.

The main feature, to me, should be that the console should work like old consoles: you turn ON and the game appears. No connections, no loadings, no system checks before it’s truly needed. It would be so cool to participate in a project like that!

Feelings for 2026

My feeling is that 2026 will be the year of people with the courage of creating new worlds and putting them out. We have not only tutorials, but plenty or resources to visualize and realize our dreams. To make them playable from people from all over the world. My feeling is that independent creators will benefit the most from recent technological advancements.

Of course, there are many factors that can influence the course of events so don’t take it as a prediction. I loved The Game Awards, I watched it with emotion, including some tears of joy and nostalgia. And the desire of helping build something memorable.

Steam Sale Games in Italy

The fifth edition of the Steam Sale Games in Italy is underway, the initiative dedicated to Made in Italy video games powered by IIDEA!


From today until Tuesday, December 9th at 7:00 PM, discover over 400 Italian titles, including video games, DLC, and additional content: a vast selection that celebrates the creativity of our studios and offers numerous special offers on productions of all genres.

I connect through game design

I work in games not as an individual creator, but to do it with others. Game design is a way to get in touch with others, teammates and potentially players. I am not a solodev, I struggle really hard when I do projects completely alone also if at times is necessary to push my boundaries.

That’s another reason why I do teach and I join online courses, as well. As a freelancer, I don’t always have clients. There are periods in which I dedicate to personal project, such as the book I am writing, and I feel very alone professionally speaking. Having the excuse to meet other people to teach them or to study with them fixes partially that problem. I am also on Discord channels, but I feel hard to follow discussions there because of the way Discord is designed.

Vulnerable latitude

I have met plenty of professionals who don’t actually love working in games, including game designers. I’m sure this is not news to you, and I also believe that everyone has a right to work in an industry as big as gaming, even if only for a while.

Yesterday, I met one of these people, who told me, “Videogames are your beach!” (using a Brazilian, Rio de Janeiro slang phrase). And I agree; I genuinely love my profession.

I have proof of that because I often put myself in a vulnerable financial position just for the sake of engaging in game design. A client might offer me shares as part of my compensation. If I like the client or the project, I accept, even if I know I may never see any money from it. I know that my task will end, the client will close the collaboration, and I will lose all shares.

I know this, and I consciously make that choice because I love what I do.

But I deeply respect the professionals who don’t care too much—the ones who pass through the industry like tourists, earn some money, and move on. They will have the opportunity to explore different things, and their minds probably won’t be 110% focused on games all the time, unlike mine. I respect that attitude very much as well.