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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.

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.

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.

Resist and persist

Perseverance is critical to staying competent in game design and in the business in general. Making the choice to enter the industry might be easy at the start—games are cool, and we all love them. But you’ll face resistance sooner or later: turning points and real obstacles to your choices.

That’s when you have to show up, put your soul into it, and demonstrate perseverance. Somehow, I consider resistance a kind of grace. Because without it, one would never prove their real commitment to something.

Things get harder when you’re working on a personal project. Aside from all the actual questions about the game you’re making, there are external pressures and survival doubts: Will I make it? Then you connect with people and discover easier opportunities to pick up. Working for others releases a lot of the stress you have when working alone.

That’s why it’s important to set concrete goals, every 6–10 weeks. These are checkpoints to reach, helping you ignore the sirens’ calling and trying to resist. I have seen people make incredible things in 10 weeks if they have a clear purpose. And if you persist and resist, the reward is something that will be with you forever: competence.

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.

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.

Wolves in a Fairy Tale

The CEO of Supercell, Ilkka Paananen, released a message yesterday asking European legislators to consider European free-to-play game developers before approving new player safety measures.

I currently work mostly in free-to-play (F2P), and I’ve worked in gambling games in the past. I must admit that I see many common practices between these two sectors of the gaming industry. The F2P high-spending players are called whales, a term that actually comes from casinos. And these players are fundamental to the profitability of a game you give away for free.

Certain practices, often called dark patterns, surely influence people’s decision-making. Vulnerable people, like children, can be induced to spend too much. That’s why the regulator often comes in with an axe and suddenly cuts off everything. The same thing happened with the web; nowadays, the experience is completely ruined, and I have to close endless pop-ups for policies I will never read.

I don’t like to be treated like a child. My daughter will never have access to a connected smartphone as a child, full stop. It’s about responsibility. I am aware that many parents don’t have that responsibility, or aren’t capable of facing their children, though. That’s why we need regulations, but to me, it’s important to include everybody in the discussion and not treat developers like wolves in a fairy tale.

Beyond Productivity

When I think about the future of games and look at the trends, I can’t help but notice that it’s getting easier and easier to make games. The real struggle in the industry is distributing and selling them, simply because there are too many games out there. Since it’s so easy to publish them, even a student can put a small, silly project online. This inevitably complicates the search algorithms.

Still, the act of game making is a great mental effort. To me, it’s like playing music or, as I mentioned a few days ago, practicing a sport.

Today, you can take a picture and post it online; you can also make a game and publish it. I feel we are missing an opportunity here: to encourage people to think not just about making money or productivity, but to play with the concept of creation the way they play with their smartphone camera.

We have Roblox and Fortnite, among many examples of games where certain cohorts can create experiences. Yet, there is often money involved, and I’m not sure about that focus. I feel like the modding community, which creates for the pure sake of fun, can teach us a lot and help us find new ways to express our creativity.

Saudi deal doesn’t add up

I was writing notes for an upcoming podcast on Saudi Arabia’s rumored operation to purchase EA. I’m a little worried, because I believe there are mostly geopolitical reasons behind all of this. The math is crazy, and even with 2,000 layoffs, the move just doesn’t make financial sense.

What’s at stake for me is creative freedom. Too many games from EA contain messages that would be hardly accepted by that regime. They may ignore them, of course, if they adopt a purely practical mentality, but I’m skeptical. I mean, soft power is clearly the goal here.

In my view, EA needs to better focus on sports games, and perhaps a conversion to more scalable business models—like free-to-play—would benefit them. But from a creative perspective, they are in danger.

Impossible true stories

I watched the splendid documentary on Sandfall and Clare Obscure: Expedition 33 made by the Australian YouTube channel SkillUp.

Apart from the obvious learnings on commitment, passion, vision, and so on, I have found 3 important insight:

1. it’s super important to share what you do also as a side hustle out there. You may never know, maybe posting a couple of fan themes on a lost music forum may lead to meet special people to make special things.

2. a possible strategy for disruptive indie/AA games is to include people who never made a game in their entire life. Especially if you employ them in the parts more near of the final client, the player. Art, music, writing.

3. the best indicator that you are making a hit is in your internal playtests. It is something you feel while you play your build everyday, also one that is bad looking. We make games for others to play, but how can you sell people things you don’t actually like and be successful? If you see that everyone in your team is playing the game for fun, you have it.