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Tag: design

Data driven is not fortune telling

Over the last 10 years, I have assisted in the rise of many services and information providers that offer concrete predictions based on data. I had to quit a big company too, because of that. They were also testing game concepts based on the people’s responses to some text. So everything we proposed was texted out using a text redacted by someone with a high salary and very few things to do.

I went to a local indie fair where a friend pitched a game to publishers. One of them said, “Don’t you know that games with vegetables do not work?”. Then we ask why the publisher’s business model doesn’t work. It’s because of things like that!

Games are made by people who believe in a concrete vision and work hard to deliver. Many games will fail, because maybe people are not interested, because of the quality or many other factors. But you cannot use data to predict the success/failure of something without having tested it out.

Data-driven (or better, data-informed) development works when you work with concrete data from your things and compare them with your past. It doesn’t work when you read data from others and try to replicate it blindly. Sometimes it works out, but it’s because of other factors. It’s always because there is a passionate team behind that did something great. And lots of luck, the state of the market, and factors you can never control.

You can avoid risks by going iterative, of course. You can test prototypes and demos and see the actual reaction of people to that. That is good. But you cannot assume “this kind of game with these features is working in the market, so if we made something like this we would probably have success”.

The silent contract between the players and the designers

When we play games for work we often misunderstand the real motivations for the true fans to play that game.

Maybe we are working on a social casino game but we don’t really like this kind of games, as players. So that we study that game from a cold perspective. And we can also think that it would be easy to replicate mechanics and dynamics. Social casino games have really simple interactions, right?

Then the degeneration of that discourse leads to something worse. We start believe that a machine can build this in series. Today everyone is talking about AI, but also before of that there were kinds of fun experiments.

one of the best GDC talk ever!

But then we notice that these kind of experiences are hardly successful out there. Best social casino games have teams of more than 50 people working hard and passionately every day to deliver the best experience.

To me there is a silent contract between the Player and the Designer. For designer I mean the whole team, also. That silent contract states that there is a creator from one side that propose a challenge to another person on the other side. The motivation to play (or fun, if you prefer) comes mainly from this contract.

You decide to play a game. You know that the game has been made by someone. Part of the challenge is to beat that someone’s mind. If you read reviews of games you will notice that many comments go in the directions of creators.

What happens if the Player know that a machine created that game? Will they give these games the same value? People are smarter (and dumber) than we think.

The work I do

To me all the design disciplines (systems, gameplay, UX, level, narrative) have two facets. One is the vision and the other the content.

The vision is always what interests me the most. I believe that games are a synthesis of certain fantasies. They have their structure in terms of mechanics, gameplay, win/lose conditions, and so on. But this structure serves the purpose of delivering a vision.

The content is fun to produce. Creating levels or scripts puts me in a flow state, I can spend hours without even noticing it. Especially certain tools make everything so much fun. The content serves the vision above and should be always checked under that lens.

I think that the work I do is juggling with these concepts every day, every week, every month.

Generalists are the concierge of the industry

I hear this sentence from a content creator on TikTok. Somehow, it makes me sad. Part of that is true, though. The industry needs for specialized talents, normally.

But many of us are generalists, not specialists. I don’t know if I prefer systems, gameplay, level or narrative. I like game design in general and I believe I am pretty good at it. Am I useful for the core industry? Maybe that content creator is right, maybe I am not good to stay in a big company.

Or maybe is completely wrong. We can see that many experts consider the generalists like me a great asset in a team. Maybe we are not good to finish the definitive job, but we moves easily across departments.

In the end is a matter of ego. If you are a generalist and you want to make everything alone, I have bad news for you. You need to work on it or go solodev (which is something I always consider, not for this reason). If you are capable of working with others, you can make a great generalist!

On finishing games

Every game creator I know, every company I worked for, always wants a thing: that the Players stay with them until the end of content.

On f2p games the more the game stays in the market the more this is hard to reach. For premium games, games with an ending, it can happen. Still, in most cases it doesn’t. The vast majority of people do not complete the games they purchase. And the trend is going worse as we have so many great games published every month.

The question I have is: is that important? One may think that if the Players complete a game then maybe they will buy its sequel. Another can say that if the Players stay until the end it’s because they loved the game.

Well, I think of me and it’s not always the case honestly. There are games I loved and that gave me tremendous emotions that I have never completed. The reason is not important here.

That’s why in game design we like to talk about the moment-to-moment. The important thing is that the Players enjoy stay in our game while they stay. It doesn’t really matter if they don’t complete the game. If we provided them enjoyment, engagement, challenge and motivation during that time that is where the real value of games is.

The Player is YOU

There is something I love in tabletop games rulebooks: they refers to YOU, not to the Players in general.

I think that documentation should adapt a similar method in order to the readers to empathize with the Players. You introduce who are the Players and their traits, behaviors and needs. And then you invite the reader to be one of them.

Using you instead than third persons can really improve with simplicity the effectiveness of your docs.

On analysis and deconstructions

In the last decade lots of satellite businesses built around the games. I have to say, especially since the boom of free-to-play, late 2012. One of them is analysis and break downs.

There are lots of services that offer data and screenshots of existing games, successful or not. A company or a private may pay a subscription to get access to those and save time in theory. Make better forecasts.

I have learned over the years that business managers hate uncertainty. Also if it is almost impossible in games to predict a success, economists and marketers hate what we game designers love the most: getting lost into a forest of creativity. Iterate, until the game is perfect. Business people prefer instead to rely on data from other companies, other contexts, other teams and follow their lead. If you want to work as a game designer for the industry, you have to deal with this bs.

I believe instead that every context is a different context. That our life is short, like very short (probably you will have around 40 summers left, think about it). It’s better to create something unique and maybe fail. Than create something that somehow already exists… and then fail!

It’s interesting to read break downs and analysis, but do not forget: those games we love are made by other people in other countries with other budgets and history. Never forget this and focus on put your own voice out. Own your thing.

MDA from artifacts to services

MDA is great to start, but as you can read on their paper it was created where the games were considered artifacts.

Nowadays many successful games are services, the model should be updated to me.

  1. considering not just mechanics, but themes and fantasies
  2. considering not only dynamics, but the journey
  3. identifying more aesthetics based on “stress relief”, “entertainment” and “engagement”

Theme or mechanics first?

There are many approaches to game design, but the most common ones are two: “theme -> mechanics” and “mechanics -> theme”.

Sid Meyer is one of the most famous representatives of the “theme -> mechanics” approach. In that fashion, you start from a fantasy, an experience you want to offer to the Players. Then you describe all the mechanics needed to realize that fantasy. Mechanics should offer meaningful choices for the theme to be properly implemented.

Shigeru Miyamoto is a master of the other approach, mechanics -> theme. His games try to find the most engaging and fun mechanics with lots of possibilities. Those games offer surprising twists, using a Japanese technique inherited from drama: kishotenketsu. The mechanics define new in this way new themes. If you look at the most famous games, the theme sounds pretty crazy. It’s because it is defined by mechanics, not the other way around.

What about us? Should we choose one approach and go for it or look for a synthesis? That is up to you, to me the important thing is to be aware of our choice and not leave it to chance.

Game design with mandinga

There is a Brazilian word I learned by practicing Capoeira: mandinga.

Like many words from Brazilian Portuguese, its origin goes up to Africa. The original “mandingueiros” were Muslim literates who compared to other enslaved people knew how to read and write. That’s why they were considered like magicians, almost.

“Mandinga é fazer com pouco, muito!”. Old Capoeira masters speak these words: mandinga is to make a lot with a few things.

This knowledge from the history of our World can be adapted to game design, too:

  • When you have budget 10, it’s better to design a game for budget 3. Your team will thank you later. Explain mandinga to the voices telling you you are not being ambitious enough.
  • When you don’t have access to all the best talents in the World, remember that games like Counter-Strike, League of Legends, and Candy Crush Saga were not created by people with huge tracks.
  • It’s better to do one-two things very well than five-seven average. Remember that the value is in the IPs you create, not in the features you add.

Put a little bit of mandinga in your game design!