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Tag: design

Improve your communication

A programmer introduces bugs into the code. An artist creates assets that perhaps go a little outside the visual style of the game. A game designer explains himself poorly.

Communication is where we make the most mistakes in our work as designers.

So don’t say:

  1. this is not my job
  2. it’s in the GDD
  3. No, you don’t understand
  4. Players don’t want this

Even when you’re asked for something that is outside your duties. You’re sure you wrote it in the GDD. Even when your colleague doesn’t seem to understand. You’ve been in contact with players and you know for sure that they don’t want it.

Communication, unlike bugs and visuals, can create friendships and enmities. Every misunderstanding is an opportunity to strengthen a creative vision.

Do this:

  • Open paint/gimp/… and use simple shapes to explain live how things work (recording a video and sending it counts)
  • Record yourself miming certain situations, even if it seems ridiculous
  • create one-page briefs where necessary.

Playing with my Dreamcast

Sometimes I dust off my old Dreamcast, connect it, and replay Crazy Taxi, Soulcalibur, Frame Gride, and Chu-chu Rocket. I feel like they are gifts that I sent to myself from the past.

Before, the support contained the entire game, not just a license. You bought it and they lasted “forever”.

The market has evolved, and commercial expectations have changed. In the last generations, you can play a game you bought until it is removed. There are many reasons for this, but in the channels I follow to get information I often read the frustration of many people. Games are perceived as something expensive (it is not true, they are not) and uncertain. You buy the license, but you do not know if it will last.

Game-as-a-service has added limitations on top of that for this specific audience: they are always connected games, potentially infinite.

In summary:
– it is not clear whether the game belongs to you or not
– it is not clear how long you will have access when you buy it
– it is not clear why you have to wait for connections to servers and login to external services
– it is not clear who’s this guy on the other side playing with me and what are his real intentions
– it is not clear if and when you can beat the game
– it is not clear what will happen if you miss some event

In this, frankly, I prefer the old style, where the only thing that was not clear was how the game itself worked. Onboarding to games has improved a lot, but before you just had to press a button and you were in a few seconds.

Not anymore. Today, pressing a button makes us feel a bit spied on by systems that want to figure out how to get more money out of us.
It is very true that the industry has matured, that it employs many more people, and that these are increasingly sophisticated games. However, the player experience for this specific audience (which is a big audience) has worsened in many ways.

And I see a business opportunity there.

Lemme show how AI can… STOP IT!

Yesterday a guy in a Slack channel sent the link to his post, shilling that he was showing the true potential of generative AI. The post is this one. Let’s break it down as a simple example of why all this hype is damaging the collective mind and how easy is to trick a brain using the right wording.

Preparation

Claim: “15min with just using GPT-4o and GPT-1o to create a complete game idea & concept

This guy is looking for something quick and fast, not just getting ideas. He wants a complete concept. I consider myself a fast professional, I like quick and dirty things more than slow and perfect stuff. But 15 minutes is ultra-fast. Creating a complete game concept takes a huge portion of my mind, especially my conscience. How can a chipset have a conscience? Come on.

Prompt: “I want you be my my Lead Game Designer who knows all about mobile gaming, all genres, all mechanics, market trends etc I want you to come up with a compelling idea with USPs. I want you to pick the genre and sub-genre for me based on market data, some where that has high potential and is sorta blue ocean and high chance of success. The idea should be mobile friendly with simple mechanics and at the same time good depth so at first players can easily pass and progress but soon they have improve their skills/characters or whatever in order to progress further

This man’s role to the machine is “his” lead game designer. This is a pretty common fetiche among game leaders. “My game designer”, “my programmer”. Some people believe that teammates are like pets or something.

The expectation is that this virtual pet knows all about mobile gaming too. That’s the dream, really! You take a selection process anywhere and you can feel that. Now, the good thing is that the machine is connected to the internet so it has access to lots of data. But, does that mean that the machine “knows”? Can the machine actually understand what it’s reading? I don’t think so.

The task given is not well defined, and too generic too. Lots of “sorta” and “whatever”. This happens also in real life, that’s one of the challenges of my profession. And don’t misinterpret me, I love it! It’s part of the beauty of my job to understand what people actually want.

Game concept and generated ideas

Title: Eden Rising: Rebuild & Survive
Genre: Hybrid-Casual City Builder with Survival Elements
Setting: A post-apocalyptic world where players lead a group of survivors to rebuild society

Mechanics Overview
Resource Management: Start by collecting basic resources (wood, stone, food) through simple taps. As the game progresses, automate resource collection and manage supply chains.
Building and Upgrading: Construct homes, farms, workshops, and defenses. Upgrading buildings unlocks new functionalities and improves efficiency.
– Survivor Management: Assign survivors to roles based on their skills. Manage their well-being by providing shelter, food, and security.
Dynamic Events: Random events like storms, raids, or resource booms that require quick decision-making and adaptation.
Exploration Missions: Send teams to explore ruins, forests, or other settlements. These missions can yield rare resources, new survivors, or story developments.

Why This Game Will Succeed
High Engagement Potential: The blend of simple mechanics with deep strategy caters to a broad audience, encouraging both casual and dedicated play.
Market Gap: The unique combination of genres fills a niche with little direct competition, positioning the game for standout success.
Scalability: Regular updates with new content, events, and features will keep the game fresh and retain players over time.
Social Integration: Community-building features enhance player retention through social engagement.

I don’t know where to start, honestly. If you read this and think that is good I suggest you to start studying game design for real, because you have no idea of what you’re talking about.

Game design is NOT this, at all. Game design is engaging with an audience and a team, understanding a market, and making micro-choices according to a set of problems to solve. As a game designer, you are invited to lead a process of discovery:

  • You may want to give a role to your players and see what happens
  • You can explore a mechanic or a set of mechanics
  • You may want to discover a new World that you and your team are building
  • You maybe want to set up a relationship with your players, thing that happens in live games
  • You may want to deliver a concrete experience
Miyamoto built his whole career on the concept of miniature garden

A lead game designer is a game designer who leads a team of game designers. So a lead game designer would tackle this issue very differently from the words soup you can see above.

The moodboard

Not happy with the shameful result, our friend added 4 unrelated images:

The first image is a generic and boring village in the middle of a north-European wood. You can see there is no central structure, nothing to drive the eye of the players. Just a generic composition.

The second image is a supposed sequence of upgrades of a building. In this case, it looks like a barrack that becomes a wooden house. The evolution makes the roof change orientation and each evolution is unrelated to the ones before.

The third image is a set of character concepts. Explorers from a utopic past or a dystopic future, I don’t know. Some of them have arrows but no bow, and some others just a bow. There are cool details, probably stolen from some Artstation page. Nothing special, nothing that tells a story about the game itself.

What is most important, these visuals are NOT hybrid-casual style like stated in first place by the machine.

Last but not least, The Last of Us. What does this mean in the game? Can you “conquer” this zone or explore it? And why? It’s just to remind us of TLOU, right?

Conclusions

I am tired of this shit, frankly. Look how many reactions and comments this guy had! Look at the position he covers. And you will understand why the state of games, especially mobile games, is desperate.

I went to IndieDevDay24

I was at IndieDevDay24 and I came with good insight. Only one selfie, this is me waiting for a free piñacolada.


Game development is getting faster thanks to growing technologies.

I was impressed by an overview of Construct that a nice guy gave me. You can make a prototype on the web as quickly as editing a video for TikTok.

Instant games combined with live elements can bring audience to small creators.

Another thing, you will read everywhere that tens of thousands games are published every year on Steam and that the market is overcrowded.

But then you meet people doing games for Steam and you discover that a huge portion of them made their plans on the concept of “hope”. They hope to find a publisher, hope to finish the project, and hope it will work.

Hope is not a good strategy. I get the beauty of tackling game development as a liberal discipline, without servile constraint. And I love it, but you should make a discerned choice.

Speaking of which, the best emotion for me is to meet former students. They always call me loudly, they make me sit and play their games. They take notes on my comments. I love to teach, also if there is a bureaucratic wall around teaching that pushes me away from it. But I always try to come back in some way.

You can control your development time and your budget. You can design good games around that. Game design is removing things!

Tens of thousands publish every year on Steam, but few take care of these things.

There is still much space for indie games, market saturation is just a Chimera.

Market shifts when we move, not when we pay for it to move

I am an avid listener and consumer of information on the business I love. I like to hear about market trends, data, and insight. It’s not a matter of knowing which trend to follow. I like to learn more about how the market reacts to our craft.

The issue with that is that majority of this content comes from consultants and managers. They pretend to quantify everything, and it doesn’t work like that.

Market trends influence the industry and investments because those act when informed on this data. But data cannot measure intangible things such as cognition and emotion.

Creativity evades quantification. Business people want certainty: I put X and then I will get Y.

It’s what we put out there that shapes the market. We design games for an audience, and we shouldn’t decide to read the previous spending choices for that audience. We should instead focus on what they were looking for, in exchange for their money. Our job is to read something intangible, but existent.

  • If millions of players play daily a specific game in a genre it doesn’t mean there is an actual market around that genre. They will most likely continue to play that game in that area. And they are looking for another kind of experience to complement the one they get from that game.
  • Also, mobile games have shifted in the last decade from the first long-term minded business based on brand (Rovio, King, Supercell) to the last short-term performance marketing companies (MiHoYo, Voodoo, Playrix). And the results are out there, few winners of the race to the bottom.

That’s where the art of game design truly helps. Too many times our business is led by people who prefer to make something bad but controllable instead of something good but not controllable.

And to make something spectacular, you should focus on making something good in first place.

Pawtners Case first blockout

This week I have worked intensively on my indie game, Pawtners Case. You are a police dog and you have to help your colleagues to solve cases.

The first level I am prototyping is a medium one. The goal is straightforward, you need to reunite with your colleague, Agent Quinn, and escape a warehouse. There is a bomb to dismantle, too.

This week I have implemented a lot of features, and a blockout. You can see the result here:

For the blockout, I started by looking for references and setting up a moodboard:

Then, I proceeded to create a notepad where I defined my goals, the sequence, and so on. Later I created a map:

Then, in Unreal Engine I set up the level, iterating on the concept. I have to say that I find Unreal Engine versatile for a game designer. It has integrated a gameplay framework that makes things easier. I am happy with my choice!

Inspired work to earn trust

Reading and watching the latest releases in video games I arrive to a thought.

You need inspiration to make a good game, no matter the level of experience you have in this sense. If you want to earn the players’ trust, you have to deliver something novel. Not something new, but a product that works and has unexpected elements that surprise people.

People are great at understanding the personality of what we deliver. They understand when there is a derivative choice or something that comes from the truth of our craft. In some platforms, they can decide to close an eye.

  • Whales of f2p mobile games know that the game is designed to grab their cash, and they decide that it’s fine.
https://www.youtube.com/watch?v=gHtNcTA8t6A
  • People playing Helldivers 2 understand when a new upgrade on weapons is made to sell them a season pass.

Lessons from Black Myth Wukong

Everyone is talking about the monkey, a breath of fresh air during those challenging times. I am watching the game intro over and over, it is probably one of the best I have ever seen.

  • Character: he’s brave, he’s not humble, he is imperfect. He is relatable with Goku also for non-Asian audiences. That cloud flight scene is pure genius.
  • Combat: it starts from the best thing of the game, fighting bosses. You cannot lose here, and you have everything unlocked it’s on you to discover.
  • System: it shows you a possible evolution of your character
  • Promise: the theme is well set at the end of the prologue. It’s about rising again.

But wait, why did the semi-god fall off? It’s not clear and I am not the only one that wants to know why…

Regarding the development, the team had experience in live service games and they decided to steer off completely learning Unreal Engine from scratch.

Great things happen when you have motivation and true experience but in lateral sectors! Black Myth Wukong is another proof of this.

LLMs and critical thinking

One of my duties as a game designer working in a team is to give feedback. Usually, I give it to other designers, artists, and writers. Giving feedback is hard, because when we’re asked for it we tend to look for the defects. Or, at least, I do.

The same is true when I am on the other side. I ask for feedback and I already know that 80% or more of that will be some critical opinion. I accept it, because I know how it is when I am on the other side of the table.

I have developed this interrogation to LLMs that helps me a lot with my designs. I provide the machine with my design goals and elements and ask it to do my job. The result is wrong, and average. I criticize it and find solutions.

The dialogue with a dummy entity helps with my critical thinking.

Pawtners Case

Today I have completed a set of new mechanics which will be useful for the very first prototype of my game. You can watch here:

I have also changed the name of the game, after listening to the first feedback on a Discord server. The game will be called Pawtners Case, I am studying also layouts for a possible capsule. This is what I got so far:

I am impressed by Unreal Engine. I don’t know why I didn’t use it until now. It has a whole gameplay framework already implemented, you can set things up very easily. And placing object in the level is fairly simple. It doesn’t have the huge community that Unity has, but it’s a powerful tool.

Now I need to focus on the level for the first prototype, and double check which mechanics I am missing.