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Category: Game Design

Continuous patrolling in Pawtners Case

Yesterday, I got the third prototype for my game Pawtners Case. I have this design pillar, which is called “continuous patrol”. One of the objectives of the ideation stage and pre-production is to decide on design pillars that will guide the rest of the production and launch.

That means that I don’t want to have a main menu. You run the game, you are in the game. Most games do not need a main menu, especially nowadays when loading a game takes so much times and connections.

Also, there is no death condition. You can fall off the level (imagine levels are islands in the sky) and land on the same level again. I am also thinking of minigames to do.

Credits will be integrated into the game, too. You can ignore them, but you don’t have to skip them.

How to make a stream-able game

Yesterday I discovered this channel and this specific video by Gavin Eisenbeisz, the creator of the successful horror game Choo-choo Charles.

The man shared useful information about creating a game for streamers. It contains something I have been thinking a lot these days, and implementing in my indie game Pawtners Case.

There is something that PC/Console games should learn from mobile games: you run the game, you are in the game. It is good to welcome the Player into the experience, but often, it gets slow and overwhelming with more than three steps to arrive at the gameplay.

The video features a document containing all the information, in case you are more of a reading person. Enjoy!

Love your GDDs

There is a trending voice on socials that says that “GDDs are not important,” and that “Who wants to read all of that text?” and so on. I am mostly a writer, and writing is important. Not because every piece we write needs to be shared among our team. But because it’s the best medium (and the cheapest) to have clear ideas.

When you learn how to write, you become a better communicator. You can also inspire others with short sentences on a Slack channel. But to arrive at that, you need to write a lot. One of the reasons I have this daily blog is this one.

I am applying to a Spanish government’s fund for video games, and I was faster in completing all the documentation needed because I have written a lot about my game in great detail. And I am continuing to do it every day as I play the build I have.

I like to read again what I wrote 3 months later and see how the game evolves. There are also documents that I want to keep updated with changes. Others that I like to print and have physical. It’s part of my love for the craft.

Readability and permissiveness

I read that gamers spend more hours watching others play than playing videogames on their own.

This inevitably leads to the creation of games that are more fun to show to others. Games that are too complicated to understand or with many fail conditions are penalized. Games are designed not only for players but also for streamers, which are an important driver of sales.

A streamer wants to entertain but also show that he is good. Spending two hours thinking or losing miserably because you made bad strategic choices at the beginning is not the best. This is probably why puzzle games are not so popular on Steam. This is also why RTS games are not trendy anymore, probably.

Streamability depends not just on the genre, but on two factors:

  1. the readability of the mechanics, having something that can be understood from a 5-second video is key
  2. the permissiveness of the rules, the black box is better if it allows epic wins even at the last moment.

Writing is the most important skill

The most important skill for a creative person is writing. When you write well, you are able to inspire and explain concepts. I like to write and practice my writing skills. I am not a English native speaker, but still I love to practice my English writing skills and improve them.

I feel that I am more effective on paper than in person. Maybe because I am tall but not intimidating, I don’t know. With my words, I get more authority in what I say, or at least that’s how I feel.

There is a tendency to avoid too much documentation to read and share. I am very much against that, to me, words are important. Words matter a lot, and we should care about that part very much. Both design and tech documentation are very important.

Speaking of which, my game Pawtners Case is going forward. I found an Italian outsourcing company that is helping me with its development. They like to write, I am lucky to have met them. You can watch the last videos here on my Italian substack.

Monument Valley 2

Netflix has many games that you can download and play offline for FREE if you are subscribed to their service. I have completed yesterday Monument Valley 2.

I purchased the first chapter of this saga years ago on my iPad 2. The essence of the first chapter is still there, actually, the art style is the same and the core gameplay is almost identical. This second chapter adds an interesting narrative layer, and the theme is the relationship between a mother and her daughter.

Probably I was missing some little monsters and the patterns that are typical in Escher’s work. I think I would have appreciated something like that, representing better the dangers. The only things that break the order are buildings that collapse when the characters touch a trigger (sequence) and a new mechanic with a plant that you grow and shrink. I feel that more things could have been done there.

Monument Valley 2 is a little gem, a pleasure for your senses, a little box full of life. It’s based on Escher’s art and absurd geometries, but it adds color and animated characters to it. It is the kind of game that shows the potential of mobile in telling stories. It features a narrative full of metaphors and few texts, and I am not smart enough to have understood any detail. But it doesn’t matter, in the end. It’s the aesthetic experience that matters.

Embracing creative

  • creative: a person whose job involves producing original ideas or doing artistic work (Definition of creative from the Cambridge Advanced Learner’s Dictionary & Thesaurus)
  • creative director: a person in a company or advertising agency who is in charge of the work involving original ideas about how to design, advertise and sell products (Definition of creative director from the Cambridge Business English Dictionary)

I don’t know if Cambridge University is to blame, but there is a substantial difference between business and design/art in the concept of “creative“.

Concretely, in business, it is important to think about how to sell a creative product with original ideas. However, we often ignore this nuance when we focus on the more artistic part of our work.

It took me a while to understand that a game designer works for someone, not for players in general. In the sense that we have no control over what will come out at the end of the production process. What we have is the responsibility to facilitate this process, which is very different.

When you understand this and accept it, you live much better!

What do you do the first day?

You are a game designer and for the first day you are on a new project. The game is not your idea, it belongs to a company that wants to improve its business. What do you do?

You play, that’s what you do. You play a lot, and you take notes. And you ping your colleagues and try to understand their point of view.

The rest will come, avoid jumping directly to solutions. Good game design is about connecting elements and removing superfluous. In the first stages, the risk is adding too much. A simple technique is to write down a story of a player playing your game from a first-person perspective.

Respect your Creativity

Yesterday in a post I shared a GDD of a personal project. I found the right collaborators for my case, I thank all the people who helped me.

I edited the message and removed the link, it is no longer necessary to share. You can write to me privately if you are interested, no problem.

I work in this sector with great passion. But one should not confuse passion with professionalism. I love my job, but it is still work, the way I support my life.

I say this because some people wrote me quick messages like “Hi, I use Unreal Engine, I would like to help you with the game. I’ll do it for free.”

I respect everyone’s will to make it out there, but I would never dream of putting someone to work for free on a commercial project.

  • You didn’t tell me who you are and what you do and what you have done
  • You didn’t ask me for details about the project
  • You offered to collaborate for free, giving me a “cheap” image of you.

This is one of the problems of our sector, and if we want to improve it we have to do it “from the bottom”. That’s why I see smart people accepting “technical assessments” that are nothing more than unpaid jobs, in the hope of a position. Then we end up working for companies that don’t respect our work, on projects that don’t go anywhere.

Let’s be serious! I have experienced first-hand the frustration of not having a job and not seeing opportunities. I also cyclically find myself having to review my strategy. But we must never lose sight of the great creative capacity that we all have.

It’s better to work on your shitty project than to work for free for anyone.

It’s better to send a message of “Look what I did, can you give me your opinion?” rather than “I’m looking for a job, help me”.

It’s better to focus on improving your knowledge than showing unfinished projects to others.

I’m the first to not follow this advice. Human consciousness works unpredictably. But it’s still important to share them. I am not a master here, I am just a voice.

Nexflix will close the games department in 3 years maximum

At long last, I am ready to talk about what I’m doing next: I am working on driving a “once in a generation” inflection point for game development and player experiences using C++. This transformational technology will accelerate the velocity of development and unlock truly novel game experiences that will surprise, delight, and inspire players.  

I am focused on a creator-first vision for C++, one that puts creative talent at the center, with C++ being a catalyst and an accelerant. C++ will enable big game teams to move much faster, and will also put an almost unimaginable collection of new capabilities in the hands of developers in smaller game teams.

Sounds like weird, right? Well, someone wrote the same stuff, but instead of C++, he spoke about genAI. That guy earns more money than me, you, and everyone who will read this post altogether.

The difference is that in my version of the statement I named a technology that actually helped lots of people make fantastic games. This is not the case with genAI, which is a theft created to destroy jobs.

Game making is a creative activity, which means that there are a lot of micro-decisions that we have to make every day. It involves conscience. And conscience is not the result of a set of electric signals, it’s something higher that comes from above. The most powerful processor, or GPU, can create many signals and solve complex operations faster than our brain, but it can never have conscience.

Netflix will shut down its games operations in a maximum of 3 years. If you want to have a more secure/safe job do not work for a company that will fail.