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Category: Game Design

Useful innovations come from actual needs

Back in the days, balancing levels for a match-3 game worked, more or less, like this:

  1. you and 2-3 colleagues played like 10 times the same level writing down the number of movements
  2. at the end you had a spreadsheet containing something like “10% of times with 9”, “20% with 13”, …, “90% with 32”
  3. According to the difficulty curve, you put that number in. For example, you had an easy level, you wanted 90% of people to beat it, and you put 32 movements.
  4. the level was out, you received the actual data and made the right fixes integrated with the iteration on the progression curve (to adjust the churn).

Later in the years, this system has evolved with technology. So within the engine, you already had a tool that tracked the gameplay automatically and reported everything in the spreadsheet.

Nowadays, things are more advanced than that. Probably companies that have lots of data are capable, with machine learning, of predicting the curves in real-time while the level designer builds the game. I don’t know it, just speculating.

The same discourse is valid for game engines, if we look at the history of the most successful ones they were born to make concrete games. Today there are solutions to make any game.

What I want to say is that if we’re going to see some evolution in other technologies, for instance, dialogue systems for NPCs, these will come out of actual needs and creativity. It’s hard to design a revolutionary tech for a part of a game without having deep knowledge and a true necessity (apart from building and selling a business) behind it.

Tending your garden

The secret is not chasing butterflies. It’s tending the garden so that they come to you.

Mário Quintana

I read this quote in a newsletter and it made me think a lot about when I work to improve the sales of virtual goods in games. Marketers know that there are 3 steps behind every buy: trust, value, and pricing. Game design helps with the three when we are allowed to do so.

A game that sells virtual goods is like a garden or amusement park. People arrive, and some of them go away. Someone decides to pose on a flower, someone to someone decides to line up for an attraction. Game design helps serve all those people.

Trust > Value > Pricing

Trust means that Players believe in what your game (and your company) is. If they don’t believe you, they won’t listen to you. You build trust through consistency and honesty. First of all, game design helps identify the segments of Players. Then we help the Players understand the game mechanics, setting clear expectations.

Township was a pioneer in introducing the same minigames that the Players saw in the ads in the game itself. Massive success. Why? Because of trust.

Behind the value, there is time, which is the real currency Players invest in a game. Marketing is in the middle of a radical transformation. Advertising on social media and search engines is costly and ineffective. Game design will show who you are to the Players and what your game represents. The value of a virtual good comes from the reasons and emotions it evokes in Players.

I buy extra movements in a match-3 because I need just another swipe to beat the level (reason). I don’t want to restart, because maybe on the next try, I will perform worse (fear, emotion).

Pricing is something decided by other departments. By using design research we provide an analysis of the pricing of our competitors.

I explain this very briefly:

We start by identifying which elements of the game are related to time (remember? Time is the currency). Then find the resources derived from those. Study the Shop to find and calculate the price of everything. For some elements, you cannot calculate the direct value. Make estimations based on assumptions. Imagine you are a Player who wants to buy everything and calculate the spend depth of your game.

That’s how you care for your garden!

The artistic science of game design

Yesterday I had an online discussion with a fellow designer that is following a trend. The trend is to think in game design as a mere science. Like you can be able to exactly structure and predict everything by using the right approach right from the start.

I listen to everyone and I respect this colleague, but to me great games are never made like this. Game design is not science, also if it uses a pseudo-scientist approach for some of its activities. Make an hypothesis and run experiments. But then, the theory (of fun) you get is constantly challenged by innovations.

To me, instead of make prediction, the best way to fix retention is to see back. To see what you did. You do this by:

  • Playtesting your game every day on your own, every week with your team, and at least every milestone with common people
  • Measure your results and work to improve them, without worrying too much about estimation
  • Learning from your mistakes, you will make a lot of them

This is how I educated myself as a game designer. Game design has also something in common with art, in the sense that you need to develop your taste, your craft and most importantly, your process.

Happy Easter, everybody!

If Elden Ring was mobile f2p

I am playing Elden Ring these days. At start, all I got was lots of frustration, but currently, I am using it to de-stress. I know I will die every few minutes, so who cares? I die and chill, surprisingly. Until I will get bored and move on.

I keep asking myself: how would a f2p Elden Ring work?

First of all, let’s make assumptions about you, the potential players. They like rich lore, beautiful weapons, and big monsters. You decide to play on mobile while watching a Netflix show. Scroll and swipe a mobile game, to get endorphins while doing something passive. You don’t need too much cognitive effort, but you would put the show on pause to make a meaningful choice.

Core loop

  • The discovery is the most relaxing part of Elden Ring. You can choose the direction you want to go and the map is huge. In case you find a site of grace, you can upgrade your character here.
  • The combat is too stressful for a mobile F2P game that wants to reach massive audiences. So what if you already know its outcome? You already know that in the next 3 fights, you will beat, beat, and die. Or, beat, random outcome (roll: beat or die), and die
  • The loot is key because you do not lose your inventory when you die (only your runes)
  • Death is the catharsis that lets you restart your discovery. You can choose to go retrieve your souls (at your own risk).

The long-term goal is to complete the adventure. The live operations should focus on adding more chapters, on one end. On the other, temporary events and special bosses to loot extra spells and swords.

The puzzle that brings you to return over and over lies in the choice of direction to take to discover and upgrade your Tarnished. You should engage with the community to find the right guidance, or you can decide to discover everything yourself.

Metagame

I like this idea of the Players already knowing that they will die. They can dedicate themselves to relaxing, exploring, and enjoying the combats. Combats should be automatic, the Player can choose the equipment.

The economy of the game should be around enemies, souls, stats, and equipment. You need souls to level up the stats. Stats are useful to use the equipment. The equipment is to beat the enemies. And the enemies give you souls.

Every part of the core loop should be monetizable. Discovery leans on energy systems. Combat has rolls and power-up opportunities. You can multiply the loot. Finally, death can be the occasion to recover the consumables you lost (energies, power-ups, …).

Zombie Lane: my initiation to free-to-play

These days I feel nostalgic. I was thinking about which game caught my interest for f2p games. In my case, it was a game called Zombie Lane for Facebook.

It was the early times of free-to-play, and the success of Farmville was already there. I was receiving everyday notifications to help my friends with their crops. This game looked like a satire of that fashion, in my eyes. I discovered it thanks to Marc, a colleague from Zitro. And the irony is that a few times later I ended up working for the company that developed that game, Digital Chocolate.

The core loop is quite simple:

  • You get a set of tasks to complete to advance throughout the story
  • Completing a task means using energies to perform certain actions which include: harvesting, building, crafting, and zombie elimination.
  • Every time you use energy to perform some action, you get XP to level up. Leveling up grants improving your maximum energies to be able to perform more and more.
  • When you complete a task, you unlock 1+ extra tasks and characters

The long-term goal is to complete the storyline, which is organized into tasks. You also have to design and maintain your place, as a mid-term goal. You need defending it from the zombies. When you are out of the game, zombies can destroy things.

The adventure-farm genre is really interesting because it involves economy and systems but also an intense dose of narrative. Zombie Lane had barks, dialogues, stories, animations, and enemies with meaning. It was a simple game, and I have a tremendous respect for that game.

Maybe now that Discord launched activities: the possibility of making games for its vocal, it would be cool to recreate a game like zombie-lane. Many Discord users of today were the Zombie Lane players of yesterday.

Fun fact, the game already had many mechanics (especially resources) that are still widely used today in video games. Another innovation could be to thing in other kind of currencies.

Image taken from here.

Three possible steps to professional autonomy

I live in Barcelona, not in Montreal. The video games sector here is growing because of foreign companies landing. There are still very few profitable local companies. Plus, the Spanish government has a lot of work to do to give the push that the sector deserves to become an industry.

But I work as a game designer, that’s my profession. So I was years ago in a limbo. On one side, there were no positions for me (apart from big companies, which are not what I look for). On the other, I wanted to make games.

I decided to be the best game designer I could be. I follow three basic steps:

Be realistic: I would very love to help make the next Ocarina of Time. But that is not the case of my reality here. My reality is big corporates whose processes are made to filter out people like me. And small companies willing to find their formulas for profitability. Those companies are 80% mobile and casino. So I started specializing more in those.

A mix of analysis and creativity: from one side I have the skills to analyze what’s in the market. Because when you work as a game designer for a company they want you to find formulas to apply. Especially in mobile free-to-play. So I had to accept it and become a PRO in analysis. But I am a designer in the first place, so I worked on my creativity side. I had to improve my skills in actually designing documents and spreadsheets. Also, I had to dominate the engines, as a designer.

Share every learning: I know that it can look silly. Someone says I want to become an influencer. But that’s not the case. Sharing is caring, as they say. When you share also a small learning you learn to communicate and you leave space. Your commenters will give you insight and also in your private job you will become better.

How to use a resume and portfolio

Reviewing the resume of a senior takes time. That’s because we all lie, especially when we need the job. So it takes time to spot the truths within a resume. The same is valid for a portfolio of juniors. It takes time to build them, and it takes time to review them.

That’s why relationships with seniors are very important. A portfolio can be discovered or sent to a company, but they will probably have little time to check it in detail. Instead, if you use the portfolio as a tool to communicate with people you have a relationship with, everything is easy.

Oftentimes when a company needs juniors, seniors already know who to call. Many seniors, like me, are in constant touch with junior talents. And that’s also why you don’t see many offers for juniors out there. Because it is not necessary.

Think of your resume or portfolio as another tool for communication. Don’t send them only to job applications. Job applications are worthless, I have personally never seen a job application go well in my entire life. Use your resume and portfolio as a vehicle to find your voice and spread it out there. Create meaningful relationships.

An idea for a future RPG

I would start a new RPG development by creating the World and its rules. Then I would start from the smallest possible system to see if the people is actually interested in it. Only then I would proceed. To me make a game without knowing anything is too risky.

Another reflection is that I don’t own Baldur’s Gate 3, but I see some of its characters all over the place. And I can just look at that beautiful piece of art from the outside. As a follower, I cannot influence anything of the World of BG3. In 2024 is absurd, considering that I can interact with the president of a foreign country from my smartphone. Do I have to buy BG3 to interact with its World?

I am currently playing Elden Ring. When I have time, since I have a baby to care. As any RPG there are chores to do. Why can’t I do these chores from my mobile phone? I don’t have anything to interact with the world of Elden Ring when my PS5 is off. In 2024, that is absurd to me.

An idea for the future is to build an RPG like a separate entity, a proper virtual world. And that world can be accessible by multiple sources. A mobile game, a console game, a PC game. But also a TikTok account, a Discord server. Technology is there, you can make donations and send gifts via lots of platforms to the creators. So why don’t we use it to create a fully interactable world?

How to define USP?

I have watched today probably the best video on game design I have ever seen in the last few months. The speaker makes a definition for USP, unique selling points:

USP = (appeal + fantasy) * readability

  • The appeal is the level of beauty, polish, etcetera your game can have. It is what makes the game appealing from looking at screenshots/videos
  • The fantasy is the opportunity the Players will seek inside of the game. It can be something very real, but also something they couldn’t do in real life.
  • Everything is multiplied for the readability of the gameplay. Which is the capacity of your game to be understood from a simple quick view.

I love this definition and this formula, also if I am aware that creativity doesn’t work with formulas. But it’s a way of starting from a base. Test the art side (appeal x readability) separately from the gameplay (fantasy x readability).

What I want to say is that according to the properties of multiplication, we can say that the readability is a responsibility shared among art and design. Art takes care more about the appeal, while design more about the fantasy. These are my 2 cents on the general reasoning of the video. Watch it here:

We need time and silence

The issue of many of us who work with creativity is that we don’t read enough. By “read” I don’t mean just reading texts. I mean reading also other products, playing games critically is a form of reading for example.

We are often too busy working on the “data” we have. We should create things that work, and that are successful. To do that, we need to focus on finding what it works and put it in our creation.

In my case, retention, monetisation, and other weird words came from business jargon. The marketer dominates completely the discourse. And we designers accepted it, in the name of having our job.

A good game designer, instead, should study Scott, Schell, Zimmerman. We should dominate our skills. Not look at numbers on a Tableau dashboard. This is the best way in which companies can prosper thanks to our work. Look at the history of games, look at what made Blizzard games great.

It’s too simple to think that you can create based on benchmarks and breakdowns. We need time for silence and study to create something new. Look out there, look at mobile top charts. It’s always the same game, in the end.