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Category: Business

Meaning learning from ambition and vice versa

For the second day of the Gamelab I have carefully chosen two types of conferences. On one hand exponents of the indie world, and on the other people who work in the f2p mobile sector.

I did it with a very specific purpose. I have long been convinced that the two tribes, however distant, have much to learn from each other. This conviction probably made me observe specific elements. In turn, these elements have strengthened it.

The mountain

[This metaphor came to mind thanks to a story a Capoeira master told me years ago about martial arts in general.]

Let’s imagine that we want to reach a mountain’s top. In the case of video games, imagine that at this peak are the most spectacular games in history. Super Mario, but also Candy Crush Saga. There is Clash of Clans and there is Minecraft. Stardew Valley and The Legend of Zelda.

We want to get there.

There are many ways to do this. First, why do we want to do this? What drives us?

Meaning and ambition

In most indie realities there is something internal that moves people. Some experience that you want to explore, some specific fantasy they have from childhood. Emotions, memories. We can talk about meaning, in their case.

When I listen to people in the free-to-play world, there is something external. The possibility of reaching millions of people. To create a business that can grow significantly. Structuring a growth and upgrade plan that you can track using technologies and data. We can talk about ambition, in their case.

Indie companies create their games and find that there is a real market. What they are looking for is financial stability, to continue developing their games. They start with meaning, but when the results arrive, they also discover ambition.

Free-to-play companies most often start with a business opportunity. They discover that the trend is to make puzzle-casual games and look for ways to develop them. When they have years working, they understand that their ambition must be backed up with real meaning. There are millions of players out there looking for

  1. relaxation
  2. stress-relief
  3. connection with other people

In this exact order.

Why are they looking for it? What are the fantasies that lead these people to choose to be loyal to a specific game? What does move you to serve those people, really? The main challenge of all free-to-play actors is to make new games. New ideas. From the initial ambition, one begins to search for meaning.

Indies and F2P can learn from each other

Indies can learn from free-to-play that a noble cause has a lot of risks that can be tackled with a data-informed approach. And I’m not talking about retention, monetization, and all these things that you hear.

I’m talking about concrete UX strategies. For me, it’s not enough to give your game to people, observe them and get feedback as I hear yesterday over and over. It is good, but not enough. You need to create concrete heuristics and turn your assumptions into numbers. Create gyms for your game. Prepare Wizard of Oz tests, and measure the behaviors of your players. Test the symbology and game icons, to understand how people interpret them.

[If you look at the paths of the mountain ahead of you, higher up you will see realities that have made it because they have overcome certain risks. Do you want to reach them? Don’t focus on your desire to walk, look at the obstacles.]

Free-to-play companies must understand that all successful products come from a strong foundation. Games offer a set of fantasies that connect with people. People keep playing these games because they find concrete meaning. This meaning translates into value, and value is what ultimately makes the business grow. If you start by exploring your competitors and seeing their numbers to choose who to follow, you go the other way. Look for the meaning first, for the fantasies that connect with people. Indie gaming has a lot to teach in that sense.

[At the base of the mountain I mentioned earlier, there are people starting paths. If other people are higher now it is because someone has already created a path. But if you want to start directly from higher up, well you have to jump. And jumping you risk rolling down.]

Gamelab day 1

Yesterday I went to Gamelab Barcelona, an event dedicated to the video game industry. This year is a more intimate version and better focused, in my opinion.

Regardless of the type of business, the size of the company, its mission, or its artistic style, one thing is clear to me: the vision remains the most important part.

If you have to present your next indie game, or if you are thinking of being acquired by a big corporation. Whether you work as a consultant or want to land your first job in the industry, it’s all the same. You have to be “like a sniper” (quoting one of the speakers).

The video games industry doesn’t stop growing, more and more products are marketed and more and more different realities enter the scene. The only way to stand out is by getting straight to the point. Your vision must be absolutely clear for everyone.

It applies to the motivation of your team. It applies to the peace of mind of your bosses or your customers. It is to convince investors and publishers. It is used to show your value to a possible employer.

It can be done! The possibilities are many! But you have to clarify yourself and you have to focus all efforts to target exactly the weak point of the Death Star. The keyword is vision.

Second day today!

Genre, target and quality

Genre

style or category of art, music, or literature.

target

a person, object, or place selected as the aim of an attack.

quality

the general excellence of standard or level.

(oxford language)

Often times I have a discussion around the concept of game genre and game target audience. Usually, the people involved with the business side change the cards on the table. But game design has its literature and history. This post is to clarify two simple concepts.

The game genre

The easiest way of thinking in the game genre is to look at yourself when you are looking for a game to play.

  • Do you want to relax? run a puzzle game on your mobile phone
  • Do you want a great story? You have the new JRPG available for your console
  • Do you need some challenge? A racing game can do the job.

The genre of a game defines its style or category, not its business model or the time to complete a session.

The game target

Everyone knows that we make games for an audience. The world of marketing and advertisers classifies that audience demographics. As game developers, instead, we focus more on behaviors and needs. One point of touch is the time we expect our Players will have to play the game.

  • If the players will have very little time, to relax: casual games
  • If the players want to release some stress for 40-60 minutes, also engage with other people: mid-core games
  • If the players want to escape reality for a while and focus on a set of challenges: hardcore games

The target of a game defines the motivations and time that the Players should spend in it, not its genre.

The game quality

According to the scope and the context, we can afford to make games of a certain quality standard. The quality of a game is often the point of touch between the industry and its players:

  • mobile game: they need to be lightweight and very accessible, so they often present pizzazz UI and simple visuals
  • Indie games: they are an achievement to show to the World. They don’t need super high production, also if visuals are very important for their success
  • AA games: they come from independent studios that have been backed by a bigger publisher.
    • AAA games: produced and distributed by major-sized publishers, Players expect very high quality.

The game quality defines from one side the context capability of the development team. On the other side, the standard of excellence that Players have come to expect. Players have concrete expectations of quality and quality is not comparable. You cannot compare indie with AAA, there is nothing to compare. You can compare AAA with AAA and have meaningful conversations. Every quality has its own set of standards.

Conclusion

The top companies I see out there specialize in a single genre and a single target. When they grow, they may want to expand to other qualities.

  • Your Players will never look for a “hyper casual game”. They will look for “something to play while I am on the bus”.
  • Players may want to know about the next AAA games coming out. The new Zelda game came out. Oh, but I have no time for such a big game right now.
  • Players don’t care if the menus of that mobile puzzle game have basic colors. But they can quit if the loading times among levels are too high.
  • If your AA game has not the right standard, some Player can complain that looks like a mobile game!

Vision notes on FFXVI

This weekend I downloaded and played the new Final Fantasy XVI demo on PS5.

I’m not going to give spoilers or give my opinion, because it’s not interesting. I am a gamer like many others, and working as a game designer I am certainly full of prejudices that limit my vision.

What I have noticed, however, is that the vision for the future of the saga includes:

  • Combat systems that focus on spectacle over strategy
  • Less depth in the characters’ stats and more depth in their profiles
  • Make life much easier for those who want to know more about the game world

Ultimately Final Fantasy has always been this: a rich world in which to immerse yourself. An epic adventure with very distinctive characters. And a lot of not-always-exciting fights.

With the arrival of Genshin Impact and Asian RPGs with massive audiences, in my opinion the creative directors of the saga are wondering how to make the series more modern. I must say that I like these types of experiments, beyond the final result.

It is a path that can lead to new masterpieces in the future, even if it is a difficult and so unpredictable path.

The art of vanity

Vanity metrics are metrics that are not used to make strategic decisions. They are used internally and externally by a team to make a good impression.

During the development of a video game, some useful metrics can become vanity metrics. The measure of MAUs, Monthly Active Users for example is often used as a vanity metric. An MAU is a player who has logged into the game at least once during the month. It is a measure that says little, with which few decisions can be made. Yet, if we have many MAUs, our partners and investors will be happy to know about it.

Another vanity metric I see in the world of premium development is the number of wishlists on Steam. Steam algorithm recommends your game based on the speed of getting wishlists. Wishlists are useful, but the metric representing the overall number is not. I have never seen a single company making strategic decisions based on that number. A premium games company decides to make a game and goes until the end. Having many wishlists motivates the team and piques the publisher’s interest. A textbook vanity metric.

Are vanity metrics useless?

Absolutely not! They help move things along, they help with certain discussions. I compare them to the placebo in medicine. Placebo is proven to work on so many occasions. Monitoring, presenting, and discussing vanity metrics allows us to unlock many situations.

If a game has tens of thousands of people returning every month at least once, this opens doors to investors. The fact of having many wishlists allows a publisher to focus their campaigns more on our game. The team benefits from it because it’s easier to prove that artistic decisions are the right ones. Proving artistic choices is hard, art has a strong aesthetic component. That’s where vanity comes in!

On quality and passion

Over the last couple of weeks, I’ve invested a lot of time listening to industry podcasts. Normally I do it while I’m cooking, before talking to my parents (as a proud Italian I talk to my parents everyday xD).

Listening to the experts, their judgments, and their concerns it seems that there is no point in doing mobile free-to-play if you do not:

– you find ways to have cheap installations

– create a pay-to-win game

– you save a lot on artistic production to ensure a high frequency of new content

Added to all this is the obsession of investors with numbers. If certain numbers don’t add up, it’s not worth investing.

One thing to be clear: I agree in general, even if my artistic side suffers. It’s true that a large part of my job is to ensure a design that allows for flexibility and scalability.

Quality and passion

In my experience, however, I have seen that there are some things that are constant in all games that we could define as quality:

– A game’s startup time is key to its success

– loading times in the game mark the difference in metrics

– game crashes are directly proportional to making people come back more times

– the number of steps needed to get to what you want makes all the difference. It’s not the same to tap PLAY and start playing as it is to tap PLAY and navigate a couple more screens.

Another thing that is not said enough is the importance of having a team that likes the game they are doing. We don’t make games for us, we are professionals and we make them for the players. But we feel clearly when we have a nice product ahead, even if it’s not for us.

It would be great to find a way to convert quality metrics and this sort of sensitivity into numbers on a spreadsheet. But I am afraid is very hard. Maybe it would convince more business people to take the right decisions.

Have a nice week everyone!

The mission of Sentendo

My mission.

This is day two since the big decision. Yesterday I published a banner. Today I have another claim better suited to online communication.

I want to tell you a little about my vision. When analyzing the target audience of a game, first of all we have to find the right fantasy to meet. Fantasy is the aspirational aspect of the game. Being a juggler, traveling the whole world, traveling through space. Some fantasy can be abstract. Think of Candy Crush Saga, which offers the fantasy of ordering an open box of sweets. Or Clash Royale where the fantasy is to dominate the opponent.

It’s about understanding people’s dreams and desires to resonate with them on a deep level. And it’s not something abstract. I have developed a very practical method to do it. My secret sauce that makes me have happy customers all over the world.

A compelling fantasy helps create more engaging experiences. And this translates into concrete numbers. Two KPIs that measure the result of a good strategy of this type:

  1. Average session time: you know those games that make you forget what time it is?
  2. Average number of sessions per day: you have a free moment, you decide to open the game again to be able to disconnect. The number of times you open the game is a clear sign of interest.

It is a question of carrying out a qualitative research of the gaming market aimed at:

  • analysis of existing games in this light
  • engagement with their communities
  • competitors playtest to structure the whole design of the game or feature (in case of live operations)

The process takes the form of deliverables that vary from a simple power-point to playable prototypes. Passing through spreadsheets, which are the most used tool by game designers. I design concrete levels in Unity and craft narratives using the most common tools.

I truly believe in this vision and I am pleased to share it with you readers. Wish me luck!

Vision and values for an hypothetical team/company

I work as freelancer and consultant in this moment of my life. I also feel the need of building something mine, since the market right now is pretty average. More details in this video:

So I am fantasizing about building my own company or having my own team someday. Some wise man says that I should start from the vision, which is like the utopic preview of the World once my company has success.

The Vision of my hypothetic company

Well, that is my vision: our Players will remember our games forever.

Simple and clear. Somehow inspired by the Supercell vision: to create great games that as many people as possible play for years and that are remembered forever.

But without the “play for years” thing. I don’t think it matters anymore, I don’t believe that it’s possible with this average content storm we are living right now. Storm that is not going to end soon.

Plus, I do believe that looking for extreme growth is frustrating and leads to the creation of attention traps, not games.

The Values of my hypothetic company

Having said that, I would look for just game designers at my company. I mean, of course we would need artists, developers and so on. But I would always look for people with the special attention to the details that a good game should have to be unforgettable.

We are game designers

  • We love to reinvent the wheel
  • We make meaningful games
  • We look for the smallest viable audience
  • We want to be above the average
  • We are patient
  • We want to offer moments of fun

What are we not?

  • We are not copycats
  • We don’t want to create games for everyone
  • We never develop minimum viable products
  • We don’t want to be average
  • We don’t rush
  • We don’t want to trap people’s attention

Forget transmedia when you start

While the Super Mario Bros movie crashes the box office, Gameloft launches a Disney version of Super Mario Kart.

Two companies with a great history explore each other’s space. Someone says that the worlds of video games and movie productions are converging. The fact is that the types of production of a film and a video game are completely different.

Video games involve interaction, movies don’t. Movies can move from the big screen of the cinema to the small screen of a smartphone, but video games cannot.

The common element is that they are two means of getting stories across. These stories can cause very strong feelings that change us. These inner shifts familiarize us with characters and worlds. These characters and worlds can populate products of an entirely distinct nature.

It is not a matter of bringing together video games and cinema. It’s about creating memorable characters and worlds that can actually last for years.

People are still playing Super Mario Bros. People are still watching The Lord of the Rings trilogy. I do not recommend looking for transmedia right from the conception of a video game or movie. I recommend making the best video game or making the best movie possible. Center yourself well in thinking about worlds, characters, and stories. Make them fit perfectly in one single medium. With the help of God, successful transmedia may come later.

First goal for every team

A team should first demonstrate to themselves and to the World they can develop a complete game.

Whether a team is composed of experienced members or newbies, the first thing should be completing a game.

Some team starts by helping other projects. Some others should probably start with something small. Finally, some others may work on a remake or an existing game adapted to intellectual property.

I like to compare a game development team to a rock band. First, you start doing covers or making your own stuff for small clubs. You cannot start by playing at Wembley Stadium, that’s your dream, but you must be realistic.

There is a lot of energy involved in the development of a game, you have to first prove you work well together.

When you still have nothing out there, talking about huge growth and wonderful disruptions may be frustrating. I respect the ambitions but listen to my humble suggestion: make your games the best you can. Just worry about that when you’re starting.

Unless, of course, the team is composed of at least a core that already faced together their struggles. You need to know how to hit the road together before of going to the sky. Success will come by hard work and only a few times thanks to contexts and events you cannot control.