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Tag: research

Strategy as a creative act

Martin Walfisz, founder of Massive Entertainment and writer of the Connecting Pixels newsletter, recently hit a crucial nerve: Most game companies have ambition, but no clear strategy.

He talks about how, when he started out, his ambition was just “Explosions must look amazing!“. I see this same pattern everywhere. Most teams are building a feature-collage that relies on luck rather than design. The core problem is exactly what Walfisz identifies: we confuse motion with direction.

Ambition is Easy; Strategy is Courage

Ambition is a resume: “This game will be the best in the world, it will hit X million MAU, and it will have blockchain integration.” Ambition is free. Everyone has it.

Strategy, by contrast, is courage. Strategy is saying NO to the 99 good ideas so you can focus on the one great thing that your game, and only your game, is built to master.

Walfisz nails the essence: “Strategy is about deciding where to become great.”

  • Ambition asks: “What else can we add to appeal to everyone so we can make lots of money?”
  • Strategy asks: “What will we say no to, so we can double down on this one, unique feeling that respects the player’s time?”

Companies fear that choosing a lane will limit their creative freedom. But as Walfisz notes, it’s the opposite: boundaries don’t stifle creativity, they sharpen it.

Success Should Compound, Not Reset

When you build a game purely on ambition, its success is a lottery win. Walfisz points out the high cost of this: “Without a clear strategy, success doesn’t compound. It resets.”

If your strategy changes with every new project you are throwing away the expertise, the audience loyalty, and the pattern recognition you earned on the last project.

Success must become a pyramid built on the cumulative expertise of your team, not a single, isolated pillar of luck.

Look at the example of Landfall, which Walfisz cites: they were self-aware enough to realize their strength was “creating inventive, funny, highly shareable multiplayer experiences.” They focused on that one thing and restructured their studio around it. That is the definition of turning your culture into your strategy.

Designing for the Great Conjunction

Chris Zukowski, the industry analyst behind How To Market A Game, recently published an optimistic take: indie development is in a “Great Conjunction.”

He argues that a perfect storm is brewing: genres that are “easier to make” are also the genres that Steam players are desperately hungry for. This creates a low-risk, high-upside scenario for small teams to release rapid, viral hits like Friend-slop co-op games or Horror-Casino hybrids.

But simply chasing the “Friend-slop” or “Idle Game” trend is the lazy route. A true designer knows that success is not just about the genre, but the transferability of insight, meaning the system behind the mechanics.

If you are going to take advantage of this “Great Conjunction,” you need to know why these genres are working. You need to identify the core human instincts they are satisfying.

The Designer’s Roadmap: Mapping the Great Conjunction

In my experience, the foundation of every successful game is not the graphic style or the business model, but its ability to satisfy a primal human need.

Here is a practical framework, using Instinct Mapping (the concept of identifying the core Survival and Social instincts a game satisfies) to deconstruct the “Great Conjunction” genres. I am writing a book on this topic, so stay tuned:

Great Conjunction Genre (Zukowski)My Instinct Mapping ProxyPrimary Instincts (The “Why”)The Design Hook (The “How”)
Idle / Incremental GamesIdle GameAcquisition, Rest, BuildingThe player gets a continuous drip-feed of Acquisition (loot/progress) with minimal effort, justifying the Rest (downtime) and satisfying the need to passively Build a growing system.
Friend-slop Co-op (e.g., Lethal Company)Party GameGregariousness, Play, LaughterThe core loop is dedicated entirely to Gregariousness (social connection) and unconstrained Play, with the physics or design chaos used to trigger Laughter. Human interaction is the feature, not the polish.
Horror Meta-GenreHorrorEscape, Curiosity, RestThe challenge (Horror) is driven by the thrill of Escape and the pull of Curiosity (what’s around the next corner?). The ‘Rest’ is the temporary moment of safety (e.g., hiding, a brief safe zone). The Horror-Casino genre simply layers this instinct over Acquisition.
Autobattler / StrategyAutobattlerAssertiveness, Combat, PlayThe player’s success relies on Assertiveness (making the strategic decision) and Combat (the resulting conflict), packaged as a simple, repeatable loop of Play that allows for quick experimentation.

The Formula: Market + Instinct

The success of these rapidly developed indie games proves that players will overlook polish and graphics if the core design loop is tight, fun, and deep.

Your task as a designer is two-fold:

  1. Analyze the Market (The ‘What’): Identify the “hot quadrant” in the Game Business Matrix (Session Time $\times$ Player Interaction) where there’s a confluence of hunger and low cost (like those mentioned by Zukowski).
  2. Design the Instinct (The ‘Why’): Deconstruct what primal need that market is tapping into, and use the instincts (like Acquisition or Gregariousness) to structure your Opening (hook), Core loop, and Closing (satisfaction).

Don’t be a martyr for a years-long art project when the market is begging for focused, fun systems built quickly. Use the Great Conjunction, but design with a framework. That’s how you turn a trend into a sustainable victory.

New social-gambling game idea

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

Here are the rules:

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

Let’s talk about the real game:

The Player Input (The Bet)

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

The Reward (The Jackpot)

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

What do we have here?

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

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

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

Game design for modern pyramids

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

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

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

Discipline in the attention economy

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

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

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

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

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.