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Tag: insight

Denshattack: Return to the Dream

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

A few days ago I came across a video on the Modern Classic channel about what’s been happening in the games industry lately. Physical discs disappearing, film licences being pulled from people’s accounts, sudden restructurings at major publishers.

But the part that really got me was the way it reconstructs how we ended up here — specifically the section about the Dreamcast.

The business model the Dreamcast took to its grave

For the first twenty years of gaming, a console was the vehicle for the games of whoever built it. You bought an Atari to play Atari games, an Intellivision for Mattel games, a Super Nintendo for Mario and Zelda, a Genesis for Sonic. Third parties existed, but were sometimes seen as almost diluting the identity of the machine.

Then Sony arrived with the PlayStation, and from that point the console became a generic platform — the business was in royalties from third parties, and whoever had the most volume won.

The Dreamcast was the last system built seriously around the old model, grounded in a powerful arcade identity and a massive first-party catalogue. At the time it looked like a system that couldn’t lose.

And yet Sony simply squeezed Sega out of the hardware business through sheer size. Which is exactly why the Dreamcast’s failure still stings today: it’s the symbolic end of the idea that a console should have an identity, a personality, a reason to exist beyond “taking a cut of every sale”. From that point on, the video argues, everything drifted towards the bean counters — live service, monetising the same game indefinitely instead of making a great one and selling it.

Denshattack: that spirit isn’t entirely dead

The day after watching that video I bought Denshattack!, which came out on 15 July. The premise, in a single line, is gloriously absurd: it’s an action-platformer where you pilot an anti-gravity train that does tricks and grinds on rails like Tony Hawk, inside a wildly colourful Japanese fantasy, all in service of dismantling a corrupt corporation. “Tony Hawk, but your skateboard is a train.”

A small studio (Undercoders) believed in that idea, built a strong and instantly recognisable art direction around it, and made something designed simply to be played and to be fun from the very first minute.

Denshattack gave me the same physical feeling I had as a kid turning on the Dreamcast: an idea that exists because someone wanted it to exist, not because the market asked for it. Crazy Taxi, Jet Set Radio, Space Channel 5, Rez — these came from people who had a clear vision in their heads and an equally clear aesthetic, and pushed them out whole, without sanding down the edges.

An interesting case study

Two tools I often use when analysing a concept turn out to be directly relevant to this Dreamcast/Denshattack comparison.

The first is what I call fantasy extraction: before you even look at the systems, ask yourself who the player becomes and what they should feel in the best moments.
“You’re a train grinding rails to take down a corporation” is a fantasy you can’t mistake for anything else — exactly the same kind of clarity the Sega mascots of the Dreamcast era had.

The second is the novelty spectrum audit: every original concept sits somewhere between too familiar and too new, and the trick isn’t to maximise novelty for its own sake, but to understand what kind of innovation you’re actually doing. Denshattack recombines trick-based skating physics with a subject — the train, the dystopia — that nobody had ever thought to pair with it. It’s innovation by recombination: familiar enough to read in three seconds of trailer, strange enough to stick in your head.

“We’ve lost the reason consoles exist,” the video said in its conclusion. It leaves me with a very concrete urge to keep designing things with a sharp fantasy and genuine novelty, rather than filing them down until nobody finds them offensive. I hope Denshattack turns out to be proof that audiences reward that kind of thinking.

Things to Change

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

Yesterday, two pieces of news dropped almost simultaneously. The first: WARN filings confirmed that the layoffs are hitting real studios — ZeniMax Online Studios (The Elder Scrolls Online) and Id Software (Doom), entire technical departments wiped out.

The second: the US Federal Reserve appointed Asha Sharma, CEO of Xbox, as an adviser to its task force on “Productivity and Jobs”, with a specific brief to study the macroeconomic impact of Artificial Intelligence. She is the only sitting CEO across all of the Fed’s task forces.

Cutting jobs on one side, being called in to advise the government on how to protect them on the other. A system working exactly as designed.

To understand why carrying out mass redundancies aligns with — rather than conflicts with — institutional recognition in corporate and financial circles, three structural factors are worth unpacking.

1. How productivity gets defined

In macroeconomic models, productivity is calculated as output per unit of labour. When leadership reduces headcount while using automation to maintain the same output, financial and regulatory institutions see a successful operational optimisation.

2. The AI integration mandate

Boards and central banks prioritise leaders with a background like Ms. Sharma’s. The primary goal is to understand how emerging general-purpose technologies can compress linear production costs and reshape future labour allocation as an asset.

Someone who has already demonstrated they can do it in-house — cutting thousands of positions while promising significantly higher output — is exactly the profile you want at a table tasked with writing the rules for everyone else.

3. The asymmetry of risk and accountability

Game developers carry product-specific risk: if the game doesn’t land, the team feels it directly and immediately.

Executives, by contrast, manage systemic risk, spread across entire portfolios and over years. In capital markets, executing mass layoffs to protect margins is codified as standard fiduciary responsibility — and that strengthens an executive’s profile for institutional and advisory roles.

The people at ZeniMax Online and Id Software spent years — in some cases over a decade — building the output that is now being measured as recovered productivity.

What remains

This divergence points to a precise structural reality: the metrics that financial systems use to reward executive performance operate in complete independence from the long-term retention of creative and technical talent, and from the moral obligations of any company.

I want to close with a line from the late Adriano Olivetti, a great Italian industrialist: “A factory cannot look only at the profit index. It must distribute wealth, culture, services, democracy. I think of the factory for the person, not the person for the factory.”

The Secret Is Making Them Feel Smart

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

Many game designers start from a flawed assumption: they think the player needs to be skilled, attentive, strategic in order to enjoy the game. They build systems that only reward people who read tooltips, calculate probabilities, and optimise resources.

The reality is that most people don’t do any of that. And the real craft of design is making the player feel like they made a smart choice — even when the system quietly steered them there all along.

Building the feeling

A good combat encounter doesn’t ask the player to figure out the winning move from scratch. It puts options in front of them, makes one of them slightly more readable, and lets them get there “on their own”.

The same logic applies to puzzles: the solution feels like a personal insight, but the game has already silently ruled out ten red herrings before the player ever considered them.

Attribution matters more than difficulty

When a player wins and feels like the credit is theirs, they come back. The right question during design is: what can I remove, simplify, or surface, so that their conclusion lands easily and still feels like their own?

A designer’s skill is measured by how much invisible work they can do to make the player feel a certain way.

The Game Designer’s Creed

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

Seth Godin published yesterday The Builder’s Creed, a rewrite of Christian Larson’s old Optimist’s Creed (1911), filtered through Reid Hoffman’s recent thinking on what it means to build something in an era that constantly asks itself whether it’s still worth doing. I read it twice, and the second time I thought: we game designers should have one of our own. We’re builders too — it’s just that what we build doesn’t exist until it takes shape in someone else’s head.

It brought to mind the opening of Jesse Schell’s The Art of Game Design, where he points out that game design isn’t one craft but many (engineer, storyteller, psychologist, mathematician), all held together by a single skill: listening. Listening to the game taking shape under your hands, listening to players, listening to your gut when something feels off before you can even put it into a slide.

Towards myself

  1. I’ll remember that the game isn’t the pieces, the code, or the document: it’s the experience the player builds in their own head, and I design for that, not for the slide.
  2. I’ll trust the build more than the document: less talk, more substance!
  3. I’ll listen to my gut when something feels wrong, even before I can prove it with data.
  4. I’ll stay a beginner in at least one discipline outside games, because the best ideas in this industry almost always come from people who didn’t start here.

Towards the work

  1. I’ll ship the build, not just the document about the build.
  2. I’ll protect the vision the project was born from, before a spreadsheet starts editing it.
  3. I’ll treat content as a means to reach an experience, never as the goal itself.
  4. I’ll hold inspiration and pragmatism together: the vision that gives a game its soul, and the market that keeps the lights on.

Towards players

  1. Players are people, not funnels. I design for what they’ll remember, not just for what they’ll spend.
  2. I won’t confuse a compulsive loop with a fun one. I know the difference exists even when the metrics don’t show it.
  3. I’ll make the work behind the game visible whenever I can: it’s the only real antidote to people taking everything for granted.

Towards the industry

  1. I’ll hire for curiosity, not years of experience. This industry runs on outsiders.
  2. I’ll say my trade-offs out loud, instead of letting a KPI take the blame for them down the line.
  3. I’ll keep believing that a better industry is buildable. Buildable, one honest game at a time.

I wrote this quickly, almost on a whim. Like the Sagrada Família, it’ll need revisiting scaffold by scaffold.

Billions and Billions…

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

Yesterday Microsoft published a note signed by the new Xbox CEO, Asha Sharma, titled “Resetting Xbox”. Inside, two pieces of news are placed side by side, as if they were the same thing.

The first: roughly 1,600 people are out today, with up to 3,200 more by fiscal year 2027. Four studios — Compulsion Games, Double Fine, Ninja Theory, Undead Labs — are leaving the Xbox fold, through some combination of returning to independence and passing to “new ownership”. Stated reason: “in a typical year, we lost 64 cents for every dollar we invested” in these studios.

The second, in the same document: Sharma says she wants to bring Xbox to “entertain more than one billion people every day.”

Let’s run the numbers, because the numbers don’t add up.

A billion a day

The latest public figure for Xbox puts the active user base at around 500 million monthly active users (MAU) across the whole console + PC + cloud ecosystem. Daily active users (DAU) are always a fraction of monthly ones — the ratio is called “stickiness”. For a free, frictionless product like Facebook, that ratio sits around 65–70%. For a gaming platform, where playing requires a console, a subscription, and actual free time, the ratio is much lower. I’ll be generous: 20%.

That puts my estimate of Xbox’s current DAU at around 100 million people.

The stated target is one billion. The gap to close is 900 million more people who need to open Xbox every single day.

For context: there are roughly 8.2 billion people in the world. One billion daily active users means 12% of all humanity, every day, without exception. The only platforms that touch that threshold today are Facebook, WhatsApp, Instagram, YouTube, and TikTok — all free, all installable in ten seconds, none requiring hardware to buy, and all of them spent well over a decade building to that scale.

How fast would you need to grow

If the target is to reach one billion in 5 years (the typical horizon for a strategic plan), starting from 100 million today, you’d need compound growth of 58% per year, every year, for five years running.

Stretch the horizon to 10 years, and the required rate drops — but it’s still enormous: 26% per year, for a decade.

There is no example in the history of gaming of a paid, hardware-bound platform sustaining that kind of growth starting from an already-mature base of 100+ million users in saturated markets like the US and UK. TikTok grew like that, but from zero, for free, on every phone on the planet. Xbox is starting from a very different place, with very different constraints.

The maths on the cuts

Let’s do the cost calculation too, since the document practically invites it by citing that “64 cents for every dollar invested”.

A fully-loaded employment cost (salary + benefits + overhead) for a AAA creative role runs, conservatively, somewhere between $150,000 and $200,000 a year. Cut 1,600 people today and the annual saving is roughly $300 million. Get to 3,200 by FY27, and you’re looking at around $600 million a year.

In 2023, Microsoft paid $69 billion for Activision Blizzard. At $600 million a year in savings from the current cuts, it would take over 100 years to “recover” that figure purely by laying off the people who made the games. Which should make one thing pretty clear: these cuts aren’t “fixing” any P&L. They’re just shifting the burden onto the people who never had any say in that spending.

And another detail, also from the same document: platform teams are “40% larger compared to the start of this generation, even as the player base and hours played have declined.” Internal headcount grew 40% while engagement was falling — and yet the ones being let go are the studios that were actually making the games. That’s indefensible.

Try to imagine

Try to put yourself in the shoes of one of the creatives who joined an independent studio during the very years Microsoft was buying everything up to build Game Pass. They’d hired you to make wild, original things. The money was there, the salary was good.

Then, years later, Microsoft pays $69 billion for Activision Blizzard. In 2024, Call of Duty launches day one on Game Pass Ultimate.

And today the email arrives. 1,600 people out today, 3,200 by next year. Your studio is one of the four being sold off or spun out.

Markets shift, currencies swing, funds buy companies and hollow them out overnight. That risk comes with the territory, I know. But this feels different. No currency crashed. The people who spent $69 billion on Activision, who put Call of Duty into a subscription and ate over $300 million in lost sales, who pushed Game Pass to $29.99 a month — those people have been gone for a while now.

The new CEO, Asha Sharma, wasn’t even in the games industry when those decisions were made. She’s just the one holding the memo today, candidly acknowledging that “in a typical year, we lost 64 cents for every dollar we invested” in those studios. The people who built exactly what they’d been asked to build are the ones getting the email. The people who made the calls have already cashed out or moved on.

On the same day she announces the cuts, the CEO declares she wants to bring Xbox to “entertain more than one billion people every day” — a target that, as we’ve seen, would require multiplying the current daily active user base by ten, while letting go of a fifth of the team who were supposed to help build it.

The bill always lands with the same people

The market takes its cut from everyone — I get that. What I find indefensible is that the people who make the wild bets get paid upfront, in bonuses and packages, precisely for having made the bet. Then the bet doesn’t pay off, as was entirely foreseeable, and they walk away clean regardless. The bill only arrives for the people who never had a vote on the decision.

If you’re one of the creatives caught up in this, you didn’t fail. The bet failed, and you weren’t even at the table when it was placed. Your craft, your ten years of shipped games — that stays yours and travels with you wherever you go next. I’d rather see that talent land somewhere that genuinely values what it’s built, than read another memo saying “we lost 64 cents on every dollar”. If you’re hiring, or you know someone who is, this is a good week to say so.

Nobody Is Born Great

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

There’s a belief, among the finance people who now call the shots in my beloved industry, that because we’re in a large, mature sector, the only sensible move is to invest in things that are bigger, shinier, better.

But getting to bigger and better generally means going through smaller first. Anyone who’s studied the history of video games can see that easily enough.

There’s a video I watched yesterday on YouTube where Ross, a data scientist at Game Oracle, does exactly that: he analysed sales data from over 62,000 developers on Steam. The figure that struck me most is that only one in five developers publishes a second game. Those who stay in the game through to their fourth or fifth title see their chances of a significant hit climb from one in ten to something close to a coin flip. That’s compounding advantage — reusable code, a community built over time, a genuine understanding of what actually works.

Statistically, the Call of Dutys of tomorrow will come from something that would make a major VC smile politely and move on today. It’s worth looking at how the giants we have now actually got started.

Minecraft: one man, very little money, and a lot of drive

Markus “Notch” Persson wrote the first version of Minecraft alone, at home, drawing inspiration from Infiniminer and Dwarf Fortress. On 17 May 2009 he uploaded an alpha to the indie forum TIGSource and sold it for $10, with no marketing plan whatsoever. There was a rough prototype and a community that started sending back feedback, ideas, mods. That loop between a lone developer and his community became, over the years, the best-selling game in history.

Fortnite: a game that was struggling

Before Battle Royale, Fortnite was “Save the World” — a PvE building-and-survival mode that Epic Games had spent years developing, released in 2017 to a fairly muted reception. When PUBG blew the battle royale genre wide open, a small internal team (the same one working on Unreal Tournament) repurposed the existing engine and assets to build the new mode in roughly two months. It was supposed to stay in the background, locked behind a purchase of Save the World.

It only became standalone and free-to-play in the final rush before launch — more out of necessity than vision.

If they’d been shut down straight away? Well, it would have been lost.

Call of Duty: a brand-new studio, 22 people, $1.5 million

Infinity Ward was founded in 2002 by Vince Zampella, Grant Collier, and Jason West, veterans of Medal of Honor: Allied Assault. The entire founding team — 22 people — came from that same previous project. Activision invested $1.5 million for a 30% stake in the studio, a modest sum even by the PC standards of the time. The first Call of Duty, released in 2003, was a solid game but nothing like the phenomenon we know today. It took another three entries before Modern Warfare, in 2007, turned the series into the hundreds-of-millions-of-dollars franchise it is now.

The real investment is staying in the game

None of these three giants was born as a “big, ambitious, best-in-class” bet. They started small — often inside projects that were struggling or studios that had barely formed — and only became enormous after multiple iterations, second attempts, and communities nurtured over time.

If you’re an investor, the right question is how long you can afford to let a team stay in the game long enough to land on the right project. If you’re a developer, the job is to finish the game in front of you, ship it, and use it as the foundation for the next one.

Creativity needs direction and constraints, but it can’t survive this new start-up mindset of wanting everything at once and right now. That’s not how you build the industry of the future — investment needs vision too.

PlayStation stops discs: the stick without the carrot

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

Today’s post starts from this piece of news: Sony is ending physical disc production for new PlayStation games from January 2028.

For me, when you’re doing marketing there are always three relationships to keep an eye on: the one with your customers (obvious), the one with your partners, and the one with your peers. On all three counts, this move looks poorly handled.

With players

Sony has chosen to alienate a significant chunk of its own users. There’s a bit of confusion around that “20%” figure floating about — it’s not entirely clear what it actually represents. Sony reports roughly 80% digital sales versus 20% physical in the last fiscal year: that figure describes sales, not people. A handful of collectors who buy almost exclusively on disc is enough to generate that 20% of sales, without representing a fifth of the fanbase. That said, the underlying point still stands: there’s a real audience, far from negligible, for whom this news means their collection stops here.

I understand the move makes sense if you want to control the entire supply chain and improve margins, but I don’t understand the coldness of the execution. They could have offered an alternative plan rather than simply closing the book. The model of a physical object as a permanent access key already exists and is well proven: Nintendo’s amiibo unlock content through a toy that remains yours and resaleable, Limited Run Games has built an entire business selling physical editions with a code for games that would otherwise be digital-only — and people snap them up — collector’s editions with steelbooks and a code are now a standard that publishers use to monetise attachment to the physical object.

Sony could do the same thing at scale — with a figurine, a book, a collectible artefact that guarantees lifetime access to the game: a reason to keep buying physical even in a digital-first world.

With commercial partners

Sony has also managed to antagonise its main distribution channels. The response from Meridiem was blunt and direct: some things aren’t downloaded, they’re felt, with a promise to resist. And they’re not alone: GAME responded with “it’s time to defend what matters to us”, Tesura Games openly called for the decision to be reversed.

I don’t know who makes these calls at Sony, but with partners you act before you publish a blog post, not after. Now Sony will have to find the carrot to offer after already swinging the stick.

With competitors

The major publishers, Nintendo aside, seem to be almost competing to see who can upset their audience the most. I don’t always buy physical — I buy a lot digitally — but knowing that I could no longer choose even if I wanted to stings a bit, and maybe makes me feel a little more distant from this industry I claim to love.

We Can Get Through This

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

The games industry has been in crisis for a few years now, like the rest of the world. Mass layoffs, studios closing, investment drying up.

The crisis isn’t a surprise. Things don’t grow forever — that’s a natural law. And yet people coming out of MBA programmes and finance courses seem to forget this basic fact, or perhaps they’re trained to ignore it. The result is that unrealistic expectations of continuous growth are created for investors, expectations the industry simply can’t sustain for long. Add the global geopolitical situation to that, and you’ve got a recipe for disaster.

What struck me most, though, was the behaviour of developers themselves.

This year in Madeira an interesting workshop took place. Participants were first asked to pitch an original game, then to build a hypothetical investment fund with a million dollars. The result: most of the money ended up going to tools, tech infrastructure, and ecosystems like Roblox. The very same developers who had just passionately pitched an original project wouldn’t have funded it themselves.

As one participant put it: “I literally built an investment firm that wouldn’t have funded my own pitch.”

It’s a system that rewards short-term returns and penalises long-term vision. When money becomes the goal rather than the means, everyone falls into line.

This isn’t a game for people without a safety net

I should be honest about where I stand in all of this. I’m an independent consultant, and one of the reasons I chose that path is precisely that I understand this mechanism and I’d rather not be dependent on it. But there’s another reason too: my parents are well-off. I’ve had a safety net that allowed me to stay in this industry through the rough patches. Not everyone has that.

The games industry today is increasingly an industry for people who can afford to wait. For people who already have family money behind them, who don’t need this month’s salary to cover the rent. This is a problem not just of fairness, but of quality. You’re shutting out talent that simply can’t afford the structural risks of such an unstable industry.

So what do you do?

I look to Hollywood with genuine interest, because it’s found some practical answers to similar problems.

  1. The slate model: spread risk across multiple projects instead of betting everything on a single blockbuster. It means accepting that some will fail, but that the overall portfolio holds up.
  2. Structural protections for creatives: Hollywood’s unions exist because without them the balance of power between capital and talent is too heavily skewed. The games industry needs similar structures.
  3. The A24 model: small, curatorial, with a clear editorial identity. It picks the projects it believes in, makes them with care, and generates sustainable profits. Modest scale and a sharp vision can coexist with financial health.

A solvable problem

What’s needed are financial structures built around the actual timelines of game development, not venture capital cycles. More forums where developers can practise thinking like investors before they’re ever in a real boardroom. Models that give a studio enough runway to build something that lasts.

This is the moment when the people with decision-making power — investors, publishers, leads — can choose to build something more solid than what came before.

Gender Is Not the Answer

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

Many analysts and consultants give software houses the same advice: “look at the genres that sell, and make one of those.” If roguelites are exploding on Steam, ride the wave. If survival games are dominating the charts, build one.

What players actually evaluate

When I jump into a new game, I’m looking for something visceral: a feeling, a sense of stakes, a specific pleasure. I’m trying to live out a fantasy: that of the lone survivor, the strategist who bends chaos to their will, the hero who beats the impossible.

Genre is the container. What the player is buying is the experience inside it.

It’s not a new idea — the MDA framework (Mechanics, Dynamics, Aesthetics) by Hunicke, LeBlanc, and Zubek has been articulating this since 2004. But the convenience of taxonomic classification keeps winning out over actually studying player experiences. It’s much easier to put a genre label on a spreadsheet, after all.

Fantasies have a historical context

Fantasies don’t work in a vacuum. They’re rooted in the cultural moment they emerge from.

The survival game boom (DayZ, The Forest, Rust) grew out of a decade of economic crisis, political instability, and distrust of institutions. The fantasy of “starting over from scratch with your own two hands” resonated because it spoke to something millions of people were feeling in the real world.

The same goes for city builders and management games: they sell the fantasy of control and order in a world that feels chaotic. And when that collective feeling shifts, the fantasy that sells shifts with it — regardless of genre.

Identifying which fantasy is culturally ripe at any given moment is a completely different job from watching which genres are performing well on Steam. And it’s far more useful.

Where enormous budgets aren’t enough

Concord (Sony, 2024) is the textbook case. Estimated budget: over $400 million. Genre: hero shooter, going after the Overwatch and Valorant market. Everything looked right on paper — popular genre, quality studio, near-unlimited resources.

But players had no real reason to choose it over what they already had. It was pulled in under two weeks.

Skull & Bones (Ubisoft, 2024) followed a similar trajectory: eleven years in development, estimated budget around $650 million. Genre: naval combat with live service elements. The pirate fantasy — being a free-roaming corsair, master of the seas — was barely present in the actual gameplay, replaced by a hollow grind loop.

In both cases, the genre was “right.” The fantasy was empty.

The right question

Before asking “which genre is doing well?”, the productive question is:

What dream do players want to live out, right now, in this cultural moment, that nobody else has yet figured out how to deliver?

Answering that question takes empathy, a feel for the times, and the ability to connect culture with design.

Genre, for its part, is a handy map — but it’s not worth navigating by, because it was never built for that.

The Focus is Saying No

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

The most common problem I see with my clients is that they often know too much. They listen to podcasts and take online courses, study competitors, gather feedback, analyse trends… and then they freeze.

Steve Jobs, in a famous 1997 interview, said that focus doesn’t mean saying yes to the most important things. It means saying no to hundreds of good ideas. Too much information can push you towards choices that are right, but not yours.

How I analyse the competition

When I analyse competitors for a client, I work in two columns:

  1. What interests me about this competitor? What are they doing that points in an interesting direction: vision, audience, priorities — in that order.
  2. What doesn’t interest me, and why? What are they doing that works, that the market accepts, that isn’t a mistake — but that simply isn’t right for me. Not for the audience I’m serving, not for the identity of the product I’m building.

It’s important to tell the difference between things that are too vague and things you can actually act on:

  • “We want to make something accessible” is vague.
  • “We will never build a system that requires an external guide to understand” is concrete, operational, and defensible.

The one thing to cut

In game design I often use a simple mental tool: find the one thing to cut. Almost always, it’s a good idea that someone has grown attached to. It’s not wrong in itself — it’s just wrong for this product, or at this moment.

The same logic applies to a strategy, a piece of communication, a roadmap.

Saying no to a good idea is the hardest part of the job. It requires knowing precisely what you’re trying to be, not just what you’d like to do.

And that clarity comes from deciding what to leave out.