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Tag: insight

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.

Ways to lose the game

Since 2016 I worked as a freelancer for many realities. This fact gave me certain insight on the typical mistakes leaders, product managers, and producers, do when they decide on the strategy to follow.

1️⃣ Starting with the Metrics

“Data” is just an unformed, meaningless glob until you apply a creative hypothesis to it. You need to start with the “why” and the “what if,” not the number on the spreadsheet or the curve you saw on Sensor Tower. Stop treating data as a god; treat it as a confusing cloud of information. Your goal is to get your references at the start, not make decisions on them. Decisions have to be made on what makes you (you, intended as a team) special.

2️⃣ Seeking Consensus

Good strategy is always contrarian. If everyone in the room agrees that your next game should be “Fortnite, but with dragons,” be terrified. Consensus, by definition, is average. Have you read the Age of Average? This is how it starts. If everybody is doing something in the market, that something is not disruptive anymore. Follow others is not a good strategy, it can be a tactic for a while. But your goal as a leader is to create the right strategy to disrupt.

3️⃣ Providing a Goal, Not a Strategy

Many “strategies” are actually goals dressed up in fancy slides. “We need to hit X million MAU.” Okay, but how? That’s a target, not a strategy. KPIs are indicators used to understand many things; among them, you can also understand if you reached a specific goal of course. But the goal has to be something like “invent a new genre”, or “make the most downloaded free puzzle game on Steam”. Something achievable, of course, but ambitious.

4️⃣ Running a Strategy Workshop

You can’t expect creative strategy on a timetable, or to arise from a formula. Strategy emerges messily over time. In the shower, in the gaps between the work (remember my “eureka” moment?). It doesn’t come from a neat stack of Post-Its. I have been in plenty ultra long workshops where in the end nothing happened.

5️⃣ Putting Strategy in the Calendar

Strategy isn’t a “task” that you “schedule,” like an art review. It occurs in the unprompted, serendipitous moments that surprise you. It’s always on, somehow. It emerges from nuances, suddenly. Do the work, think as a strategist and it will come. And if not, you already have a strategy: shut down the project and stop losing money.

6️⃣ Looking for Proof

All strategy is a punt. A gamble. You can get some validation from soft-launch metrics, sure. But you’ll never be certain. The only proof you’ll find is by trying it. Stop looking for certainty; the real world is a chaos engine. These podcasts that only speak bad about the others? These “pundits” are not really in the game, they are judging from the outside many times. Again, do your work, step by step, every single day.

7️⃣ Making it Many Things, Not One Thing

Strategy is not a “list of stuff” (e.g., “We will integrate blockchain, launch F2P, and focus on narrative”). Strategy is one thing: the core fantasy, the single unique hook. Then organize and define the list of stuff you’re going to do. If you can’t point to that one thing, it doesn’t exist. Players want something important, not stuff to play.

8️⃣ Mistaking Boring for Intelligent

Man, with all those charts, all that jargon, and all that complexity, this strategy MUST be good! Ha, no. This isn’t a research paper for a thesis committee. It needs to be exciting—it needs to motivate the team, or it will never make a great game. Boring is fatal. And the team is probably composed by people really passionate about games.

9️⃣ Asking the Customer

Yes, of course, you must speak to the Player. But this doesn’t mean you should ask them what you should build and then build it. If it was that easy, every studio would be printing money. Their job is to tell you what they hate and what they love of what you are doing; your job is to build what they didn’t know they needed. It’s hard, very hard, but that’s the only way I know.

🔟 Hiding Your Opinions

You are not objective. Your strategy isn’t objective. And it shouldn’t be! Strategy is about making a choice. A subjective, opinionated bet. Those who embrace the fact that it’s all opinions and commit to them are the ones who master it.

The biggest lie in modern tech

It’s time we look at reality. That quote that rules your strategic meetings? The one that says, “If you can’t measure it, you can’t manage it”?

Peter Drucker REALLY said the exact opposite:

“By the time it can be captured in numbers, it’s too late.” — ‘The Effective Executive’, page 17

Let’s talk about the Big Lie that’s ruining your creative game.

The Glitch in the Matrix

The whole mess started long before Drucker was dragged in. It began with V. F. Ridgway in 1956, who said:

“What gets measured gets managed—even when it’s pointless to measure and manage it, and even if it harms the purpose of the organisation to do so.”

Ridgway was telling us metrics are a bug, not a feature. Yet, somehow, this became the metric gospel we use to justify every pointless KPI.

And Drucker? He was advocating for perceptual thinking, for capturing the OPPORTUNITY (the “Rare Dot”) before it becomes a measurable fact. Because, just like when your competitor releases the perfect game before you do, once it’s a fact, it’s already too late.

The McKinsey Gold Rush and the Final Boss
Then came the 1980s. IT systems made everything measurable, and consulting firms smelled money. It was a Gold Rush in the form of selling software and services. They needed an authority to market their new Surveillance Manuals.

Their move was an act of pure intellectual dishonesty. Drucker’s real ideas were too nuanced, too complex. So, too uncommercializable. They needed a punchy, two-button slogan.

Their solution?

REENGINEER DRUCKER!

Take his wisdom, strip away the subtlety, simplify it into a powerful tool that justifies their entire business model: “If you can’t measure it, you can’t manage it.”

It’s like using a quote from Orwell’s 1984 to sell the very surveillance system it warns against. A brilliant, deceptive move that made the modern business model bulletproof, but creatively soulless.

Your Trojan Horse
Look around your industry. This Big Lie is the system that’s deceiving everyone into playing the wrong game.

Consultants see it. Risk managers see it. Even some economists see it. But few people stop playing pretend. They think the whole system—their career, their salary, their social validation—will collapse if they dare point out the obvious.

IT DOESN’T HAVE TO BE THAT WAY.

You don’t need to “burn the boats.” You just need to stop chasing past facts and start focusing on Rare Dots.

Build a small Trojan Horse: a deeply personal, perceptually driven project or strategy, that the metric-driven system itself cannot play pretend with. Find your own “why” and let the metrics follow, not lead.

Collage of features

I met a colleague yesterday who is working on a project with no clear vision. Because of this, plans are constantly shifting, and prototypes are discarded just by pointing a finger to the sky. There is no one accountable for the game’s vision; the Creative Director is the company founder, and of course, he cannot be fired. The game feels like a collage of features, not a proper, cohesive experience.

I told him that this is very common, and it’s one of the main reasons behind the failure of so many games. Someone years ago said that 80% of games never see the light. This is why: you don’t have a clear vision of the experience you want to deliver. You only decide on the genre, and then you add, “but we’ll make it more casual,” without even intensively playing those kinds of games. You aren’t connecting with the audience. You aren’t willing to embark on the creative journey for real. So, you end up trying out things, making one prototype, not properly evaluating the results, and then moving on to something else—like throwing spaghetti at the wall to see what sticks.

Maybe something will stick, and in rare cases, you might even get lucky and make some money. But that is not the way you build long-lasting, billion-dollar games.

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.

Think multiplayer

Games as a concept were born multiplayer. Single-player video games are a relatively new concept, and now we’re even seeing the rise of single-player board games.

When you’re sketching out ideas for a new game, you might think single-player first. That’s because it’s hard to deliver a high-quality multiplayer game with a low budget. So, you naturally focus on stories, builds, gameplay beats, and so on. And that is great; my favorite games are like that. I’m used to playing my games alone, in my studio.

But games as a concept are multiplayer per se, so it’s not a bad idea to also think about an online version of your beats and narrative. The best common denominator, if you want to avoid too much struggle, is “to be goofy together.”

I leave you with this video on the Evolution of Online Worlds by Raph Koster. What? You don’t know who he is? Do your work, buddy.

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.

The Console Business Has an Accessibility Problem

When I started playing games, the controller was a simple D-pad and two buttons, A and B. As I grew, the industry added more buttons and sticks. Today, we have at least 21 buttons, two sticks, and a D-pad.

What if you’re a kid just starting to play video games? Today, you have to choose between a complex controller or a mobile game like Roblox, where your friends probably already are. Maybe they’re on Fortnite, in which case you’ll still have to learn how to use the controller.

But let’s face it: it’s harder than before. On top of that, add all the time you “lose” by waiting for your game to appear. It wasn’t like that before; you inserted the cartridge and got the game immediately on screen. No need for loading, connecting, updates, and so on.

In my opinion, the console business needs to understand and fix this accessibility issue if they truly want to improve their market reach.

Beyond Nostalgia and Speed

I was exploring the stands of BCN Games Fest ’25 here in Barcelona and trying out a couple of indie games. Then I asked “WHY?” to almost all of their creators. The answers generally landed between:

“I think that the visuals are good, nostalgic, bla bla,”

and

“It’s something simple I can do in a small amount of time.”

Well, to me, neither answer is a good one, and I’m sorry to say it. For me, visuals are very important, but they cannot be the hook for a game. You need a fantasy to fulfill as the very first thing, in my opinion. That fantasy can be taken from the real world, from other forms of entertainment, or even from other games, but only if you genuinely think you can improve something.

Regarding the second answer, you need to be very ambitious if you want to make games. It’s good and necessary to put a time limit on your craft. But to me, that shouldn’t be the driver of your creative choices. As an indie developer, you should aim to deliver something meaningful out there.

Regulatory missteps

I recently read the New European Consumer Protection Guidelines for Virtual Currencies in Video Games after days of discussion on the topic. On one hand, I feel proud to live on a continent that prioritizes consumer protection, but on the other, I’m worried that regulators fundamentally misunderstand our industry.

I’ve worked mostly in casual mobile free-to-play (F2P). Development usually involves at least six months for the first version, followed by a ‘soft launch’ period of 5 to 15 months, where we figure out metrics, tune the performance marketing strategy, and tweak the economy—often without making any profit.

Successful F2P games operate somewhat like luxury goods. The business is primarily sustained by superfans (call them whales or big spenders). Crucially, even in games where the typical player might be a parent or older adult, these superfans are generally heavy gamers who also buy and play many console and PC titles. For example, the biggest spender in Royal Kingdom is likely an Elden Ring player, not a grandmother saving money for her grandkids.

Regarding the new regulations, three points are particularly worrisome:

  1. Clear and Transparent Price Indication: The price of in-game content or services must be shown in both in-game currency and real-world money, ensuring players can make informed decisions about their purchases.
  2. Avoiding Practices That Obscure Pricing: Game developers should not engage in tactics that obscure the true cost of digital content. This includes practices like mixing different in-game currencies or requiring multiple exchanges to make purchases.
  3. No Forced Purchases: Developers should not design games that force consumers to spend more money on in-game currencies than necessary. Players should be able to choose the exact amount of currency they wish to purchase.

I understand the underlying goal, but these rules reveal a fundamental ignorance of game design and development:

  1. Inflation and Value: Virtual items and currencies constantly change their actual value during a game’s live operations due to in-game inflation and economic adjustments. Forcing us to show the real-money equivalent at all times will quickly become nonsensical.
  2. Multiple Currencies: F2P game systems rely on multiple gameplay loops to be effective. To support these loops and give players meaningful choices, multiple currencies are essential. Without them, balancing becomes hellish, and the player experience suffers—a genuine lose-lose scenario.
  3. Purchase Flexibility: When a game is published, you set specific, pre-defined prices for all in-app purchases on stores like Google Play. Implementing the option to purchase something like “23 gems” would either require rounding that purchase to the nearest predefined value (which violates the rule) or registering a huge number of specific values. That is frankly crazy.

I am genuinely worried that these measures will negatively impact Europe as a total addressable market for F2P games. Knowing the spending habits of superfans, they will simply go elsewhere. And regarding the promised protection for children, let’s be serious: social media is far more dangerous for kids. F2P games require interaction and can develop useful life skills. Infinite-scrolling video feeds are pure fentanyl. The problem isn’t games.