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Category: Opinions

Five Uncomfortable Questions About the Video Game Industry

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

Over the past few months, the same questions keep coming up. The tone is almost always anxious. I’ve tried to line them up and answer them in my own way.

1. Are we making more games than the market can absorb?

Production capacity is growing, AI promises to push it even further, and yet players still have the same number of hours in the day. The argument seems to hold up.

And yet this past year, with one of the most packed release calendars in recent memory, told a different story. Players have far more time — and far more appetite to spend — than we give them credit for. You don’t need to finish a game to feel good about having bought it. Just look at your own Steam library: mine is full of games I’ve started, dropped, and will get back to eventually. Buying them is already part of the enjoyment.

The market absorbs well-made games just fine. What struggles in a crowded landscape is the mediocre game — the one that in a quieter year might have scraped by, and today disappears within a week. I’ve said it before and I’ll keep saying it: games are a form of art, and the people who play them can tell the difference between something made purely to sell and something made to say something unique.

2. Is this a funding crisis, or are we funding games by rules that no longer apply?

I lean towards the second. The industry has stopped growing at the pace it once did, and the investment models built on those growth curves have aged badly. Anyone pitching a business plan with 2020-style projections will rightly get the “heard it all before” look.

There’s something else that doesn’t get said enough. For years, the assumption was that putting someone from a big AAA studio in charge of a new team was a safe bet. Managing three hundred people inside an existing structure is one job. Building a studio from scratch, on a shoestring, with no safety net, is a completely different one. The string of ventures led by ex-Riot, ex-Blizzard alumni and so on proved that. Many promised a lot and delivered little, and investors haven’t forgotten.

Investors want to see clear distribution strategies that do something a bit different, ideally backed by solid numbers. And if your business isn’t built around growth but around building intellectual property, you’re better off looking at other funding models and saving yourself the headache.

3. If AI makes execution cheaper and faster, what’s left that’s defensible?

I’ll start by questioning the premise, because I’m not convinced. I think AI will make development bigger before it makes it cheaper.

Generating more assets and more code means someone still has to review them, test them, discard them, integrate them. The bottleneck shifts to revision and QA, and that’s where complexity balloons. Once the excitement dies down, we’ll see new specialised roles emerge just to keep all of this running — and the final bill will be higher than it is today. If I could previously develop one mechanic to a certain level, and now I can develop five simultaneously, that also raises the bar for the complexity players expect from us.

So what remains defensible? What’s always been there: the taste of the person who decides what to keep and what to cut, the relationship with your players, the ability to say no. The more material there is on the table, the more valuable the person who knows how to choose.

4. If no one is hiring juniors today, who will the seniors of tomorrow be?

This is the easiest one, which is precisely why it baffles me that people keep asking it. The companies that will still be here tomorrow are the ones investing in their juniors today.

Every single company that stops hiring juniors is making a choice that looks sensible on this year’s spreadsheet. If everyone does it, in five years the senior talent pool will be empty and eye-wateringly expensive. Those who invested in people when it was hard work will have an advantage that money simply can’t buy.

If you’re a junior, don’t lose heart — focus on making things, putting your voice out there, and meeting people. If you’re a founder, think about the future of the industry you live and work in.

5. Are we designing creative risk out of games?

Good design is a balance between what the player expects and a well-placed surprise that catches them off guard in just the right way. Strip out all the risk and you’re left with a game everyone recognises and no one remembers.

It’s natural for large companies to play it safe — they have a lot to lose, shareholders to keep happy, franchises to protect. But that caution leaves an enormous amount of space for anyone who’s small, fast, and willing to try something new. Every time the big players retreat into the safe formula, a door opens for someone else.

It’s worth always keeping the core fantasy of our games front of mind. Push against it with ideas drawn from other media. And be bold enough to bring those ideas in through your own creative lens — players tend to appreciate that far more than we expect.

I Prefer to Build

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

Se lavori a lungo per la stessa azienda, c’è sempre un gruppo di persone che si lamenta molto. Del prodotto, delle scadenze, dei capi, degli altri team. La cosa che mi snerva di più è che, di solito, non si raggiunge nessun obiettivo. La lamentela occupa il posto dove potrebbe stare il lavoro.

Complaining can serve a purpose: there’s a real problem, you name it, you try to fix it. When someone vents, there are three things they might be looking for:

  1. to be heard,
  2. to be comforted,
  3. to be helped.

Listening and comforting do little to actually reduce stress, whereas offering a solution or a different way of looking at things makes a real difference. If a complaint doesn’t lead anywhere, it’s usually just noise.

The uncomfortable side of building

In games we see this all the time:

  • An unfair boss should be flagged and, if possible, fixed.
  • A hard boss kills you, makes it clear why, and lets you try again within three seconds.

Healthy frustration points you towards mastery. Complaining is like sitting on the game over screen telling everyone who walks past how terrible the boss was.

Building has an uncomfortable side too. It can become an excuse to feel superior, and some processes are genuinely broken — in those cases, calling things out is already part of the work. Between a company where things can be changed and one where nothing ever changes, you can tell them apart by how people react when someone puts forward a proposal.

Before you slag something off

My rule, in the end, is simple. If I see a problem, I propose something. If I can, I do something. If after proposing and doing I still see things aren’t working, I leave. Staying somewhere that won’t change while I complain about it is the third option, and it’s the one I want to avoid. It’s happened, but with age and kids it gets harder and harder to go down that road.

Before you slag something off — who could actually change it? If the answer isn’t the person in front of you, that conversation is probably best left alone.

AI is not just a tool

I’m not convinced by this “AI is just a tool.” We’re wired for stories and narratives, in the sense that our perception is very attentive to them and our memory contains narrative sequences. A tool capable of creating a narrative structure ceases to be a simple tool for me.

It’s a bit like saying “movies are just a tool,” or “video games are just a tool.” Well, it’s certainly possible to use movies and video games as tools. How many times in school were we shown a movie to explain a story? Some teachers use role-playing games or even computer games to explain concepts.

However, these artifacts aren’t just tools. And AI isn’t one for me either. It can heavily influence the way we implement an idea, given that it’s capable of arguing (often bullshit) very well and could catch us at a stressful moment when it’s easy to give in to the temptation to trust. And this inevitably leads to missed opportunities.

Of course, you can cut off your finger with a knife. With Photoshop, you can gather a series of images and make a collage. But that’s a direct use during which you’re aware of the error, either before or just after.

AI isn’t just a tool; it can only be used as a tool, that’s true. But it’s designed, like many things these days, to capture our attention (so we pay the monthly subscription) in exchange for the feeling of being more productive.

And that’s not the case.

The ABC of personal branding

Days ago, on a private conversation, a LinkedIn friend of mine told me “you are the best game design influencer that I know”. I am thankful for that comment, also if I don’t consider myself an influencer. I prefer to use the term communicator.

I hold another interesting discussion on “personal branding” which together with that happening made me think… I don’t really believe in “personal branding”, and being an influencer, and stuff like that.

Branding is something manufactured, the risk with thinking in myself as a brand is to start perceive myself as a commodity, somehow.

I believe in ABC: acknowledgement, body of work, and character. I think I work a lot on that, more than branding.

And I worked it CBA:

1. Character building: this is something personal, everyone tackles this in a different ways and I cannot teach anyone how to do that. I can share one of my character built feature: I deliver, no matter what. I don’t say “I cannot do that in such a small time”. Of course, according to the time I can deliver something more or less detailed. But that’s on you that gave me that time, everything is pretty transparent. I wasn’t like that before had to build that. And that is just one thing among multiples.

2. Body of work: you will become better at the things you practice more often, simple as that. Many years ago, I decided to stop focusing on look for a job in games and started just practicing game design, every single day. Also small things, like listening to a podcast and taking notes, sketching my ways of working. Consistently I developed my body of work. Today I see something from my past and it’s so bad that I notice my progress and I am happy. Plus, thanks to these scrappy spreadsheets, today I have my personal way that brings me income.

3. Acknowledgement: this comes only as a consequence of C and B, you need to find your people. Campfires are better than social networks. A campfire is a group of few people, it can be a reddit group or a slack channel. Interact with like minded people, find people to admire and listen listen listen. And send DMs to listen more. On the other end, you need to work on something. And on that point especially nowadays I cannot teach anything, it’s so hard. But I can say that if you have a job and tomorrow lose it, consider the juggler metaphor, from Seth Godin.

Juggler metaphor: manies believe that the secret of a juggler is the catch. Truth is, the secret is the throw!

Consider each job you had and lost not like you failed a catch. You were learning how to throw better, like a juggler! By flipping your point of view on this (very hard, I still hold consequences of that process), you will get more authority over time.

Mismanagement

I read an article on Bloomberg written by one of my favourite journalists, Jason Shreier. It talks about some of the things that make a videogame fail.

Mismanagement is the keyword for that article. Mr. Shreier shared the article and the reactions were critical with managers. Which makes sense, managers are responsible for the management.

The piece mentioned also an employee who declared things like: “I spent some days just watching Netflix“.

Is this still a manager responsibility?

As an Italian my ethics at work are different from one gal in Shangai or an average lad in San Francisco. So, take my words are mere opinions.

It is common to be in the situation “I don’t know what to do”. Not everyone has the drive to find always something to do even when nobody sent any task. In complex projects, and videogames are wicked ones, there is always something to do.

Part of me believes that there are no excuses for that behavior. If you are watching Netflix while the company is paying you a salary, you are behaving unprofessionally. Another part accepts that we are all different and one can be a talent, but have not enough drive in some moment.

Mismanagement is not always a fault of managers. It still is their responsibility. That’s why it’s hard to find the right managers for a project.

I like to write and design all by myself

I am noticing a trend against LLM platforms, coming from people that enjoy writing, like me. On the other side, enthusiasts explain how the performance improved thanks to these services.

It seems to me a case of beauty and intuition versus rationality and data. And this is something deeper than one can think at a first glance. Over the last decades the discourse around productivity and success got a huge boost. AI fits in this because it helps people build a storytelling that may feel credible with a quick read. And if you are not a creative person, this is a wonder.

There are consequences, on multiple levels. Internet today is a different place than 5 years ago, and I believe this is not right or wrong. It is what it is. I watch or listen anything and first thought is “let me check this has not been auto-generated”. Sometimes I fall in the trap, too.

Will AI boost “productivity”? Well, does it really matter at this point?

Setting up the day for success

I am a morning guy. I never set an alarm because I naturally wake up very early. I made my things to start the day and then I like to do my first tasks, usually related to communications. You know, reading and answering emails, thinking about my daily posts. Stuff like that.

And then I can start to work for my clients and bosses. This is something that only remote work is possible. And the value of this is huge also if often leads to work more time. Having no people around this first hour, maybe two is unpayable. Sets up the day for success.

A fact on career development

When you work for a company, full-time, you become skilled at working at that company. That’s all.

This doesn’t necessarily mean you will fit well in a similar project with a competitor. For creative jobs, like game design, you become skilled (or “talented” if you prefer) when you have the opportunity to interiorize, write, and develop your own strategic way of doing things.

That is hard to reach if you only work in a single company for years.

It’s the struggle, instead, the willpower and hitting your face against walls over and over (also with shitty and personal projects) that makes the talent.

Maradona came from a very poor situation playing at night with a broken ball hitting it against a dirty wall over and over.

The most talented people I know do not fit in the majority of corporations out there.

For a brighter future for games

The YouTube channel of popular game director Masahiro Sakurai has come to an end.

This will remain an outstanding document that hopefully will teach basics to generations to come. Thank you Masahiro San!

Regarding this last video above, I am impressed with the work ethic and discipline. I couldn’t never have this level of mastery because I have a different background and life. Still, there are something to learn not just on video production, but on content design in general:

  • Everything was planned right from the start: outline, scripts, footages. Everything.
  • Focus on 1 task at the time and cover the entire content length
  • Keep everything extremely organized in folders and find name conventions for easier queries
  • Collab with external partners only when everything is well defined, because you will have management overload
  • Use the email with bullet points for feedback and general comms.

Masahiro San says that he invested around $630k and got $0 as revenue. He did this just for the improvement of our beloved industry. I would like to see more Masahiros around here…