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Category: Game Design

Reviews are your best friend

Whenever you are starting a new game project or if you are working on LiveOps for an old one, you have a free asset that is very useful: reviews.

Only a small part of Players are willing to leave reviews for your games, especially in free-to-play. Videogames can ask directly in-game to leave a review, but not everyone does so. They do not represent in any case the dominant opinions, but they are useful to spot opportunities for your game.

  • If you read critical reviews and you notice something that repeats a lot, that something can be converted into a unique selling point for your game.
  • If you read positive reviews and you notice something that repeats a lot, that something should be a must-have for your game.

Use Steam or Data.ai to filter out positive and negative reviews. Remember Pareto’s principle. Use always 80% of other games and innovate on the 20%.

  • 80% you should take can be read in positive reviews that repeat
  • 20% of novelty can be read in critical reviews that repeat

Analyze the reviews of the main game you are taking as a competitor, but also of its clones and competitors!

What? There are NO clones of that game? You are probably choosing the wrong competitor and you will hardly manage to have success in its field.

I broke it!

One of the trends I see in mobile game design comes from the hyper-casual wave of games: games that you can break.

Link to original Tweet

It helps the game get viral, players feel smart and it’s clever. Especially in multiplayer games, it works great!

One may feel that designers made bad work, but it’s not always the case. Often there are surprising discoveries in the process!

Can your game be broken by the Players? If not, can you make some mechanics less controlled to open up to that possibility?

Renovation Mechanic

According to the Cambridge Dictionary the renovation is the act or process of repairing and improving something, especially a building so that it is in good condition again.

Industry experts don’t stop talking about the trend of renovation mechanics in casual games. Why do they work? According to this brand new video, because they are a driver for Player progression.

Game design disciplines

Renovation mechanic is so popular across teams because gives work to all the design team:

  • Narrative design plays a critical role in delivering a memorable story
  • Level designers can use the environment to convey the story (environmental storytelling)
  • UX Designers are key to deliver a smooth experience, making the switch between puzzle match and renovation as smooth as possible
  • Systems Designers help find the right economy to support all the actions according to the Players’ session daily number and duration.

Acting for the renovation

In casual games, the act of renovation consists of:

  1. choosing a task to complete
  2. use one or more stars to perform it
  3. introductory dialogue
  4. select a style for the furniture
  5. renovation cutscene
  6. story dialogue
Town Story: Renovation Match-3 Puzzle Game

The story is usually delivered as a consequence of the act of renovation.

Repairing and Improving

Have you ever asked yourself WHY is this mechanic so popular among casual games? To me it is because those games are about putting things in order.

  • In match-3 games you put things in order, in line
  • In popper games you clean the patterns that you spot
  • In merge games you make space on the board

All those games have extra goals that consist often of an obstacle. The frustration of not beating a level for that obstacle is a driver for monetization but also of churning out, as this brilliant LinkedIn post by Yasin Hatiboğlu.

All those levers fit perfectly with repairing and improving, with the metaphor of renovation.

Building

Last but not least, in service games for mobile phones there is something very present in Players’ minds. You have a world waiting for you that you are helping build somehow. You don’t just have a game to complete, those games are infinite.

The fantasy of free-to-play games, the aspirational aspect of those, almost always contains this: it’s your help and your choice that help build the World you have in your pocket.

What if mobile AAA is possible?

Today I woke up with this simple question. Maybe it’s just me wanting to work on something different than simply think in engagement, retention and monetization mechanics. Which is typical in mobile free-to-play.

I am 40 years old now and I grew up with consoles and PC. Industry experts say that immersion is only possible on a sofa looking at a TV screen. I feel really immersed with my right hand on a mouse and the left one on WASD.

Teenagers today, anyway, have always a device in their hands: the mobile phone. They are immersed in social activities and networks and they spend almost 10 hours per day swiping, liking, sharing and so on.

I hear often that mobile players look for engagement, not immersion. Still I believe that great adventures like the games we play on console can be possible to achieve on new mobile devices.

What if the time is now? Maybe the average age of hardcore players is gone up only because teens prefer to interact with another device.

Or maybe it’s just me.

Designer VS Author

A game designer is the facilitator of the act of game design among a team. Everyone in a team participates actively to the design of the game. From the producer to the junior QA, everyone is making the effort of delivering a great experience to the Players. Which is to design a videogame.

A friend of mine made me this question today: what if you make a game alone? Are you still a game designer?

I answered him: no, you are not a game designer. In that case you are an author, which is different.

He insisted: but you are designing a game, right?

Yes you are. Making a game alone is game design, too. In that case, all the work is on you. You are not facilitating the act of game design among a team.

To be a professional game designer ready to work for companies you need a completely different set of skills. You should be able to:

  • Understand the business goals translating concepts like scope, budget, KPIs to the gameplay
  • Being able to inspire your team analyzing and breaking down other games and by preparing specific proposals
  • Create and maintain well written documentation so that the vision will be the less ambiguous as possible
  • Run playtests and undestand the pain points of your game. Being able to translate that insight to all stakeholders.
  • Be present in a lot of meetings often facilitating creative workshops.

All of those things are different when you are making a game alone. Which is why I differentiate a game designer from an author. An author is a game designer, but can be a bad teammate. A game designer is a facilitator, but can have not the right talent to make a game alone.

If you want to work for a company as a generalist game designer prove your ability to work in a team. You will unlock a lot more possibilities!

People like us

I hear at almost any meeting and occasion to speak about game design people’s personal opinion. To me this is not clear. I like when I do this and that happens. When I see something like this I feel angry. And so on.

That is because we naturally relate with people like us. Fact is that people like us are a myth. A utopy. Each one of us is unique and we have our tastes and behaviors. Which makes our job as designer so interesting.

Instead of referring to people like us it is better to think in missions, journeys and more in general activities that those people like to do. People who like to run with their dogs. People who play chess with friends on thursday afternoon. People who only eat vegetables.

That is where the most interesting things are considered.

Practices and frameworks

I discovered recently a great article on how to think in the first steps of the design for a new game. I can’t wait of facilitating some workshop based on this framework.

How to use any framework

  • First you test it with a workshop facilitation. In this way you can understand how the framework you consider is really useful inside of a team. You will see other people interacting with it, which is great.
  • Then you use the framework in question to breakdown and deconstruct existing games, especially competitors.
  • Finally you take notes of all of your learning and create a new framework starting from it. It is almost never a good idea to use a framework in the same way it is. Remember: a specific context and a group of people created that framework, you cannot adapt it to your reality without changes.

Very often we hear about best practices like things we should apply religiously without questioning. That is almost never the case, also because when a practice becomes a best practice, usually it becomes also an old one.

Has “put genre here” died?

Online discourse regarding the gaming industry is very often monopolized by marketing and business people. Which is normal, since they are “selling” ideas and spreading new and old trends.

What makes me smile often is when I read that a specific genre has died. It is like “hey, everyone! Stop doing this because now people don’t want to play this kind of game anymore.”.

As a designer, anyway, I know that Players look for experiences capable of satisfying fantasies. This has nothing to do with a specific genre. Good games start with an assumption on fantasy. “Be a cat” can be a fantasy (STRAY, an indie game). “Win big at Casino” can be another one (SlotoMania, free to play mobile game). “Dominate your opponent mind” (Chess, classic game).

Starting from fantasy, then you build your actions and mechanics on top. And then you design your economy starting from goals structure. You can eventually add up a setting/world and, finally, the story.

During the process of defining your actions and economy, you should study the market and its trends of course. But I would like to invite you not falling into the trap of riding a trend for the sake of it OR rejecting ideas just because there are not much success cases.

When the market is emptying of a specific genre there are usually a series of reasons. Something that doesn’t work for the most can be a huge opportunity for your reality. Don’t be a follower, write your own story.

How to build the next Supercell

I have a secret to build the next Supercell. Really, I have it! Have I ever built a company like Supercell? Of course not, but I mean: we live in the age of suggestions, advices, best practices, influence, likes, follows… So why shouldn’t I write some wise article about how to do things, right?

As any secret, this one is very easy to understand too: stop treating people like children. Easy, right? Let’s see three common ways in which you are treating your people like babies, including before they join your company.

Technical tests and assessments

In some case those are necessary, especially for junior talent or for talent that is switching radically the sector. For instance, passing from free-to-play to AAA. Anyway, if you are hiring a person in his forties please: give me a break!

Our curriculum, carreer and our ex colleagues speak from themselves. We have nothing to demonstrate anymore and we are completely capable of doing the job at a technical level. Do I really need to show you how I structure an economy in a spreadsheet? Do i really need to demonstrate my presentation skills? Do you want me to create a flow and a wireframe? Or worst, a single GDD bible? Please, I do this since probably before you joined that company. Again: give me a break!

Do this instead:

  • Interview for cultural fit
  • Review in detail past experiences
  • Ask for referrals of ex colleagues and employers

When I see a test proposal I just think: “ok, you are not capable of evaluating my kind of profile. Next.”

Show me the next things to do with no context

I remember when I was a little dude asking to my father: “Why should I do that?”.

“Because I say so”, was his answer.

35 years later, history repeats. And I am very tired of that. You give a task and a deadline, with no perspective. I will do that for you the best I can. I swear. But I will never understand anything like this. Why is this important for the project? And how will we demonstrate that in fact it was? When we shoud have some learning? What about the past iteration? How did it go?

Maybe you are too busy to explain well the vision behind any choice. That means that you are not doing the job you should, to me. Because if you are my manager, you should be focused on manage my team and myself. Not the game. Not the code. Not the art.

Put your hands on my work

This is tipically something that you do to game designers. And tipically something that occurs in small-mid sized companies. We spent weeks designing something, researching, getting the problem right, sync with all the people involved. And then you decide to change everything because you have your own idea in mind. You are the founder or the leader of the project and you have the last word.

I could be wrong and you right, of course. Still, you are stealing my opportunity to learn more about the audience and the kind of product we are doing together. I just feel that my solution will never be tested on the field. Your solution maybe can be successful. And probably you will be happy and still will recognize my work. But you stole my opportunity of seeing a design I made going out there.

Stop play with my toys, those are mine!

Show your impact

When you get an interview you can demonstrate your skills in three ways:

  1. Taking a test
  2. Showing a portfolio
  3. Demonstrate the impact of your work

Often, you are required to do more than one thing at the same time. In fact, many companies ask you to take a test. Before, they review your portfolio and later they ask you about the impactful initiatives you lead in your previous jobs.

Impact is, by far, the most interesting thing. Still it’s not really easy to understand the specific impact of your designs. Many times (too many times) your designs are strongly influenced by the context. It may be some specific software constraint or also the green light process at which every initiative is submitted.

Still it is very important to learn how to estimate the right impact of your work. In data driven contexts, like f2p for example, you should also accompain your reasonings with concrete KPIs increment (in % to not break any secrecy).