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Tag: ideas

The art of discovery

What is art? To me, art is everything that makes me discover something new. Video games are about fun, and fun is basically discovery. It’s the discovery of some skill we have, the discovery of how a certain story will end. It’s the discovery of a new technology, or maybe the discovery of a new type of appearance or visual style.

It’s clear that video games are pure art under this optic. This includes even games made purely for cash, like gambling games or aggressive free-to-play games. We discover something about ourselves in any case. Of course, that “something” can be bad as well.

New social-gambling game idea

Watch this video and, if you like it as much as I do, listen to this idea.

Here are the rules:

  • The board is a circle.
  • There are 4 balls of different colors: green, blue, red, and yellow.
  • Balls start with a random speed in a random direction.
  • Every time they hit the circular border, they create a connection.
  • Every time they hit the connection of another ball, they take possession of that connection.
  • When a ball has no connections, it disappears from the board.

Let’s talk about the real game:

The Player Input (The Bet)

Imagine being able to bet on a color. Each bet directly contributes to the strength of the ball. The more you bet on a color, the more you influence its force or mass, the more likely it is to smash an opponent’s connection.

The Reward (The Jackpot)

The final prize will be proportional to the number of links the final remaining ball possesses. This proportion can be explored because there are clear opportunities for jackpots: imagine a scenario where a single color quickly dominates and consumes the entire board’s connection count.

What do we have here?

We just designed a new kind of gambling game. It combines:

  1. Observable Physics: It feels “fair” because you can see the action.
  2. Social Conviction: You are betting on belief, not just chance.
  3. Variable Reward: The proportional reward and jackpots drive engagement.
  4. Minimum Interaction: And players can continue betting as long as the game goes.

We used colors, movement, and the irresistible draw of a collective bet.

Game design for modern pyramids

“The hardest part of making games used to be getting them to work. Now it’s getting anyone to notice.”

I read this interesting post on the current state of the games industry. I spoke about the rock philosophy a while ago, so the post resonated with me. It’s right, the current problem also of game design is getting attention. The technical side of games is easier today thanks to the many tools we have to choose from.

How can you help as a game designer with the attention? The important here is the “invitation to play”. Your art style, the genre (or genres) you are willing to tackle, how do you show them that your game is different (make a trailer before of the game, said Derek Liu years ago), the memorable moments, the goals evidence, the feedback impact… you have lots of tools to use! It’s not just a marketing thing, modern rock teams should avoid silos and think horizontally: a game design choice is a marketing opportunity. Market research drives game design. And so on.

Discipline in the attention economy

Microsoft’s CEO said that Xbox is competing with TikTok, not just with PlayStation and Switch. He is the CEO of one of the top companies in the world, so I assume he is correct in his observation.

Well, if I’m honest, that worries me. To me, video games are a powerful medium that can improve our chances of survival. They are entertainment, of course, but an important form. One of the best things they can teach us is how to wait for a reward. This might seem minimal, but it’s absolutely useful for our well-being in life. Discipline and self-control are probably more important than intelligence in this sense.

TikTok, however, is designed for the opposite: it’s an infinite feed of passive content to consume, like a digestive tract. We absorb whatever comes our way, passively. TikTok is entertainment because it’s capable of quickly satisfying our instincts. And it’s true that, in the attention economy, it is in direct competition with a gaming console.

But if top industry players decide to fight that battle, I’m afraid that the very purpose of video games will get diluted into videos with minimal interaction. That is a problem, and an opportunity for the brave.

Vision and commitment

In my experience, there are two kinds of teams that achieve success with games.

The first kind is absolutely sure they will make it. They put all their energy and effort into finishing the project. They crunch a lot, and often they don’t respect local labor laws. But they are certain their vision is great, and they may eventually be right.

The second kind believes in a vision as well, but they are aware that the odds are low. They still go for it, adopting the philosophy: “We can fail, so what?” They know they would pursue the project anyway. Life is short, so why not try?

These, in my experience, are the teams that might succeed. Conversely, the people who think like: “Let’s see how it goes,” “Let’s make a game with this new tech because it can be a goldmine,” or “Let’s make a game for this platform because someone else made money,” never, ever succeed.

Vision and clocks

Recently, I was hired for a gig as a fractional leader on a new genre. The team was skilled and talented, and the environment was fantastic. Also, the vision was clear, and my client was very creative. Without even noticing it, I worked lots of hours—much more, actually, than the hours I billed.

Some time ago, I was working on another project with a different client. The vision was messy and definitely not based on anything apart from personal opinions. The team was split across multiple projects, and the goals weren’t clear. Someone told me on a Monday, “I wrote you the whole weekend over Slack, where have you been?” And I answered, “I’m sorry, I don’t work on weekends.”

I believe that crunch is a systemic issue in our industry, and since we have pipelines, it’s avoidable. However, a team truly aiming for success will always have certain members willing to work extra to contribute to a good project. If someone asks me to work more, I will probably be reluctant. But when I feel I want to, I am happy to work extra hours. Things aren’t always black and white.

Motivation and performance

I was at a conference a couple of weeks ago, and I noticed the absence of a couple of friends. I met one of them on Saturday, and he’d been laid off from the company where he used to work. He explained it was due to a low score on his performance review, and then he was out in the next round of layoffs. Now he’s going to take a break; he got a decent severance and can take the time to reflect on what to do next. He looked tired and somehow older.

His partner was with him, and she was worried about the instability of the games industry. She told me that she doesn’t know what he should do. Her eyes, though, suggested that the answer lies outside of the industry. And yes, if you look for stability, games are probably one of the worst fields in tech nowadays.

Performance reviews are fundamentally biased. First of all, I’ve always noticed certain affinities within companies that inevitably lead to better reviews. Second, we are not cyborgs (at least, not yet). You join a company for a specific project, and then you are moved to another one you don’t really like. But a job is a job, and you have to go on. Then you witness questionable choices or no choices at all being made. And you are expected to stay there, with energy and motivation, performing.

Well, to me, it just doesn’t work like that. Performance reviews should be normalized by taking into account the real motivation of teams toward a project. Very often, especially big companies embark on odysseys to basically copy existing success stories. That is something that brings entire teams down, and of course, there are casualties—people who simply cannot continue working as before on something they clearly don’t believe in.

This friend was one of them. I know it because last year he told me something like, “The project is clearly going nowhere, but you know: it’s a job.” Which is the normal thing to think when they put you to work on something you don’t believe. You cannot just refuse to employ your mind on that game that is going nowhere. You have to push, but if the forces abandon you it’s not your fault.

I believe in bootstrapping

Investors will look for 2x, 5x, 10x, 50x, or maybe 100x returns on their investments. So, if you want to secure funding for your game, you should aim for big revenue numbers, or at least make investors believe that your game can make $500M to $1B or more.

On the other hand, when you build a team, it’s better to start step-by-step, gradually building up your skills by releasing small games and then becoming big. But this sustainable model is hard to sell to investors.

So, we have a paradox: you need money to pay your people and make games, but by promising a billion dollars, you put yourself in a position that’s hard to sustain. Furthermore, if you pitch a billion-dollar game, you need to convince your team to make the best possible game, but with an unimaginable objective.

I personally prefer bootstrapping, but the struggle there is finding the right believers. Because, in any case, you need them.

Surrender

Whenever you’re struggling with a creative problem, there’s a specific moment when you feel you desperately need help. Today, it’s very easy to find software that supposedly assists with just that. You prompt your need in a chat, and the software mimics a human expert and gives you advice.

Thou shalt not make a machine to counterfeit a human mind.

Frank Herbert, Dune

In that very moment, however, you have already lost the battle for creativity. You will have surrendered your uniqueness to a probabilistic algorithm that will spit out something random, and more importantly, something common and average. In this Age of Average we’re all living in, you’ll probably feel like you’ve solved your problems.

But you’ve lost because you gave up.

Today is a good day

Yesterday under the shower, I had an “eureka” moment. Now I can continue with a project I had put on pause, because I have a new vision to work on. This breakthrough was possible because I put hours into studying a tool– a completely different kind of task. My mind started connecting the dots, and after a couple of “let’s try this…” attempts, I got it.

I am happy; now I have renewed energies to work on this.