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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.

Design from Below

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

Years go by, tools come and go, but the spreadsheet remains the most useful and irreplaceable tool in any good game designer’s kit. When I start working on a new project, I open a spreadsheet.

In practice, I put into a table what’s already there: the mechanics that exist, the numbers in play, the things the team has already built.

There’s always a moment in a project — especially on the big ones — when nobody really knows which direction things are heading. Putting everything into a table is the best way to find out.

The designer as ethnographer, not as lawmaker — that’s sometimes the most useful version of a game designer there is.

What Hellblade Makes You Become

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

A mid-June 2026, while Ninja Theory was still showing off its next game at the Xbox Showcase, Microsoft was already having internal discussions about shutting the studio down.

According to Bloomberg and sources confirmed by multiple outlets, Ninja Theory, Double Fine, and Compulsion Games are currently in talks to buy their independence from Microsoft. (Sources: IGN, Kotaku)

Microsoft’s justifications

On 10 June, the new Xbox CEO Asha Sharma published an internal memo that went public: “Next 100 Days: Xbox Reset”. The tone is the kind of corporate candour that’s more about preparing staff for cuts than sharing a vision.

The numbers cited are hard to ignore:

  • Xbox has invested over $20 billion in five years across content, platform, and hardware
  • Over that same period, annual revenue has fallen by nearly $500 million
  • The projected margin for 2026 is around 3%, down from the previous year
  • Hardware memory costs have quintupled in two years

The document talks about an “overstretched studio portfolio” and the need for speed, margins, and a guaranteed annual pipeline. Sharma comes from EA and is known for a data-driven approach. Applied to studios like Ninja Theory, the result is predictable.

The paradox of doing your job well

What’s striking, though, is that Ninja Theory did exactly what we’re all told to do: build a recognisable artistic identity, reward creative risk-taking, make games the industry has talked about with genuine respect for years. Creative excellence is no insurance policy against budget decisions.

Times have changed. Large corporations buy studios to consolidate a catalogue, then optimise when the numbers stop adding up. The difference between Ninja Theory in 2018 — freshly acquired by Microsoft, future apparently secured — and Ninja Theory in 2026 is the financial context they find themselves operating in.

It’s an uncomfortable lesson, and it applies to everyone working in the industry: doing your job well is necessary, but it’s not enough. Protection comes from other factors — margins, positioning, financial autonomy. None of that has much to do with design quality.

That said, doing your job well remains the one thing you actually have control over. And this post is, in part, a small tribute to those who did it at the highest level.

What Ninja Theory leaves behind: the tool

I never worked with Ninja Theory, but like many people in the industry I watched what they did with genuine respect. The analysis below is an attempt to understand why their work worked.

Ninja Theory’s strength lay in the fantasy they delivered to the player. And that’s a distinction many people — inside and outside dev teams — struggle to make.

One of the most common mistakes I come across in my consulting work is this: a team can describe their game in terms of mechanics, genre, and art direction, but can’t answer the fundamental question:

What do you let the player become?

Not “what does the player do” (verbs and systems). Not “what is the game about” (theme and narrative). But: what does the player become while playing? What fantasy do they inhabit?

Case study: Hellblade — Senua’s Sacrifice

Subject: Hellblade: Senua’s Sacrifice, Ninja Theory, 2017. The product in its entirety.

Stated fantasy: Ninja Theory talked about “experiential storytelling”, about wanting to simulate psychosis authentically (with genuine psychiatric consultation), about a third-person experience playing as a Celtic warrior. The stated fantasy is loosely “warrior + dark journey + Norse mythology.”

The player’s verbs — what you actually do, on loop

In Hellblade the player:

  • Moves through hostile, often disorienting environments
  • Interprets the world through visions and voices (the Furies) that comment, deceive, warn
  • Solves visual puzzles by finding shapes in the landscape — but the solution is never objectively certain; it’s your interpretation
  • Fights in situations that feel overwhelming, against enemies that regenerate
  • Carries a burden (literally: Dillion’s skull) that cannot be set down

None of those verbs is “be a powerful warrior”. None of them promises dominance or mastery in the classical sense.

The emotional promise

The best moment in Hellblade isn’t when you win a fight. It’s when you manage to keep going despite everything. Despite the voices. Despite the feeling of being watched and judged. Despite a world that resists being understood.

The emotional promise is persisting in the face of internal suffering.

Separating the fantasy from the thematic skin

Strip away the Norse mythology. Strip away the Vikings. Strip away Helheim.

What’s left: a person who perceives the world differently from everyone else, who must act despite that distortion, and who doesn’t stop.

That is the fantasy. It’s completely independent of the setting. It’s systemic, not cosmetic.

Fantasy conflicts

The main risk sits in the combat. In some segments the player can start to feel competent in the classic action-game sense. When that happens, the fantasy of the “survivor pushing forward despite psychosis” starts to crack.

Ninja Theory manages this by keeping the visual and audio pressure high even during fights. But it’s a delicate balance. Had they deepened the combat system to compete with other action games, they would almost certainly have broken the fantasy.

The choice to keep it simple isn’t a technical limitation. It’s a design decision in service of the fantasy.

Design implications

Three direct implications follow from Hellblade’s core fantasy:

  1. Don’t give the player too much control — if they feel like they’ve got the situation handled, the fantasy of surviving under internal pressure weakens
  2. The voices must interact with the gameplay — not as flavour text, but as elements that shape the player’s decisions in real time
  3. Avoid any explicit “right answer” — the fantasy depends on perceptual ambiguity; a clear HUD or a direct tutorial destroys it

Closing thoughts

Microsoft ran the numbers and concluded that Ninja Theory isn’t profitable enough for the scale Xbox has built. But there’s one thing the numbers don’t capture: Ninja Theory knows how to answer the hardest question in game design — “what does the player become?”

If the studio closes, we lose one of the few voices in the industry that had genuinely understood that the player’s fantasy matters more than the mechanics, more than the genre. And perhaps, in the long run, more than the margins.

The Sensations of F-Zero

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

When I start conceptualising a new game or feature, I prefer to focus on feelings rather than on a feature count. For me, thinking about the impressions a game leaves behind after you’ve played it is a great way to start identifying the systems you’ll need to build it.

  • What emotional promise are we making to the player?
  • What should they feel during and after a session?

Case study: F-Zero (SNES, 1990)

The first step is to name the dominant feeling. For F-Zero, you might say “speed”. But I like to push a bit further: the feeling of barely holding on to something too powerful for you.

There’s a constant tension in the game between the machine you’re trying to tame and the track slipping away from you. The emotional promise is: you’re on a knife’s edge — prove you’re good enough.

How does this feeling register, in body and mind?

The emotional texture of F-Zero is: cold, metallic, tense but not anxious, solitary, futuristic, unforgiving.

Mapping the emotional field — adjacencies and antagonists

Around the target feeling there are emotions that support it and emotions that undercut it.

Adjacent to F-Zero: intense focus, controlled adrenaline, perceptible growth in skill, a dignified kind of loneliness, the future as aesthetic.

Antagonists to F-Zero: comfort, humour, nostalgia, warmth, perceived randomness. If the player feels they lost because of the game rather than themselves, the promise breaks.

How does this feeling translate into concrete choices?

Let’s try to identify all the elements F-Zero puts to work — the emotional palette the designers had available when they were building the game.

Visuals: saturated neon colours on dark backgrounds. The track is readable in a single frame. The horizon rushes towards you at the speed of light. Mode 7 gave them the visual language of speed itself on that platform.

Audio: Mute City, Big Blue, Silence — aggressive synth-wave, high BPM, strong melodic hooks. The game’s heartbeat. Crash sounds are metallic and final.

Environment: tracks suspended in the void. No living world beneath you — just an abyss or a landscape impossibly far away. Space is wide open vertically and razor-thin laterally. The track is the world.

Characters: they don’t exist during the race. The driver disappears inside the machine. Captain Falcon, Samurai Goroh, Dr. Stewart, Pico — their profiles live only in the manual. I don’t know whether that was a deliberate choice; maybe it’s partly why it was one of Miyamoto’s least favourite games. No narrative during play, just racing.

What would break the mood?

It’s worth pinning down what we don’t want in our game. In F-Zero’s case:

  • Slow or soft music would break the rhythmic tension
  • Warm or pastel colours would contradict the “metallic future” promise
  • Humorous elements would introduce warmth, which is the exact opposite of F-Zero’s cold, clinical feel
  • Any narrative during the race (even a single line of text) would interrupt the flow
  • Results that feel random — if I lose because of the game, the fantasy of control collapses

The design heuristics

From this canvas you can extract short, reusable principles to return to during review:

  1. Speed over comfort
  2. Readability over visual detail
  3. Tension without anxiety: the game can be hard, but it’s always your fault
  4. The future as aesthetic: don’t explain it, show it
  5. The machine is the character: any feature that adds humanity to the driver during the race is an anti-pattern

Why did F-Zero stick in people’s minds?

Because every single choice — visual, audio, mechanical — serves the same emotional promise. Nothing is superfluous, but more importantly, nothing contradicts it.

And that’s the whole point of this post, the reason I’m sharing this emotional canvas with you. Games are getting more and more expensive to make, and I think from a design standpoint it’s worth thinking carefully about these things before you even start counting up all the components you’ll need.

The best design does the right thing with everything it’s got.

The Player’s Cut

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

Matthew Ball has become Chief Strategy Officer at Xbox. In a recent interview at Summer Game Fest 2026, he said: we know what we want to do, but we’re not ready to tell the world yet.

I respect the transparency. But the problem I see goes beyond Xbox — it’s the whole industry. Modern games keep being designed around an implicit assumption: that the player has the desire, the time, and the patience to move through a linear experience from beginning to end. An adventure game, an RPG, a narrative game. You sit down in front of a work that’s meant to be experienced like a 60+ hour film. That’s the unspoken contract.

I get it. Final Fantasy VII, The Legend of Zelda, GTA — these were experiences you lived inside. But who are today’s players? Not me at 13. They’re people who grew up on Roblox, Minecraft, TikTok. None of those platforms require you to start from the beginning to make sense of them. The experiences are modular, replayable, fragmented.

Roblox has no ending. Minecraft has no main storyline. TikTok doesn’t have an episode one. These are architectural features that reflect how new generations consume digital experiences.

The player cut

I had a simple idea — maybe a slightly radical one. What if we designed a long game — an RPG, an adventure — not to be shortened, but to be edited by the player themselves?

The basic principle: it’s not about removing content. It’s about giving the player the tools to cut their own version of the experience.

System features

Differentiated build paths. A warrior and a mage in the same adventure should have different routes through it. Imagine the same story, but filtered through your character’s abilities. Pick a character and play a phase based on their particular strengths. Then move on to the next, or replay the same section with a different specialist.

Narrative entry points. Like a TV series with self-contained episodes, each session should have a recognisable beginning and end. A player coming back after three weeks shouldn’t have to piece everything back together mentally — they can re-enter from a designed access point, with a short, contextualised recap.

Variable pacing, not variable difficulty. At the start of each session, the game implicitly asks: do you have 20 minutes or three hours? The flow adapts accordingly. It’s about respecting the player’s real time.

Smart skipping with no penalties. If you’ve already completed a similar quest, or if a section is just dragging, the system lets you summarise and skip it — without losing rewards, ideally. The choice is always yours. The game doesn’t punish you for making it.

The cut as agency. Here’s the truth: in games, freedom lives in what you choose not to do. Cinematic games risk collapsing into map markers, checklists, completion trackers, and so on. All designed to make sure you don’t miss anything.

What would this system actually solve?

The industry’s fear is: less content = less perceived value = fewer sales. But look at Roblox. Every single experience lasts 15–30 minutes, and the platform feels “infinite”. Modular architecture multiplies value. An 80-hour RPG that respects your rhythms is worth more than an 80-hour RPG that makes you feel guilty every time you stop playing.

Matthew Ball declined to answer a lot of questions. But the one the host never asked him is this: are you rethinking the product format, or just the platform?

Because if games keep assuming a player who’ll sit down for 40 hours straight, you won’t lose the next generation to Roblox. You’ll lose them because you didn’t change the language. Roblox is just the language they already speak.