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Tag: design

New narrative system ideas

This week just for the sake of ikigai I am prototyping a new narrative system for Lily’s Garden. Today I focused my efforts to the idea generation. I wrote down hundreds of ideas and preselected just some of them, which will be shown here.

The narrative of Lily’s Garden

The story is divided into large day arcs with subplots. Each day involves renovating a specific location. In order to do that, the Player has to beat puzzle levels earning Stars. Stars are useful to start tasks.

In the course of the game’s renovations, Lily collects items like keys and photographs, builds her relationships with other characters, and discovers more about the estate and her family history.

We will use those terms in this post:

  • Day: set of specific tasks that complete a story arc. We can consider a day like a sequence of an episode in TV series.
  • Positive action: use power-up/boosters, lives refill, use extra movement, complete a goal also if not beating the level, and so on.
  • Perks: boosters, power-ups, infinite lives, stars, ingots.

Reviews analysis

In order to better select the ideas, I’ve spent 1 hour reading reviews. Data.ai allows you to filter favorable and critical reviews.

The game let’s you decide the style of your house and decorations. It is fun and easy to play. The perfect experience for when you just want to relax. Engaging and full of power-ups to beat hard levels that you can create on the board or get by using ingots and completing tasks. The main character Lily reacts to everything and completes tasks.

The new system should be built on those strengths. Maybe it is better to have something more specific towards power-ups and tasks completion.

Many levels are hard to beat and some Player feels stuck. The day’s storylines have not always the same quality, probably because of different kind of writers involved in the project. Players lose what they got at the end of some event. Some Player may feel that the game is too greedy in monetizing the puzzle part (extra movements and boosters).

Our system should be able to mitigate the puzzle limitations. The Player should not feel stuck and if they are doing all the efforts to beat a specific level, that should be rewarded somehow.

References

I took some notes on things used in other games with a narrative component. I didn’t looked at top competitors, I just took notes on type of games that I already worked on in the past. This because one of the requirements of this task is agility.

Episode: Choose your Story: Premium choices for premium paths. Great for re-playability, usually something that is not considered in puzzle-renovation games because the days cannot be replayed.

It is interesting to be able to unlock an extra path during a Day, also if some Player may want to get to other outcomes. Branches should always connect again before of the end, to avoid this effect.

Tales: Choose your own Story: Trials and paths according to stats accumulated during the Story like in a roleplaying game. It would be great to connect the puzzle and the story somehow. Maybe associating each character to every level and let them accumulate statistics according to the power-up used and more in general to the positive actions done.

From the other side, this can complicate too much the system and it may become hard to balance and monitor the Player’s progression on the long term.

Fallout Shelter: There are characters to whom the Player can assign specific tasks to get more points and currency. What if during a specific day you can put your characters performing extra tasks to get extra perks?

This adds an idle/farming layer which may be not suitable to the core audience of this kind of games.

Project Makeover: Customize the aesthetics of avatars in order to make them successful for the end of the episode (day). Maybe the characters of a specific day set can strive to arrive perfect to the end of the arc, in order to the ending be more satisfying.

The risk is to fall in the trap of misogynic and racist narratives, thou. While makeover is great, it should be carefully designed to not offend anyone. Especially when something works out and translates to UA creatives it enters in a dangerous territory. Is that what we want as designers? I don’t think so.

Survivor.io: Complete missions and get an extra currency, useful to be exchanged with other resources during a season. It’s a pretty common practice among casual games and gives lots of agency to the Players.

The problem comes when the event end because Players may accumulate a resource and then they lose it or it’s automatically converted in something not valuable to them.

Selected ideas

I wrote down hundreds of ideas and, since I am doing this alone, preselected some of them. The format I use is: title, wireframe and short description. It is the best way of taking them the day after and decide what to do.

Remember the problem statement decided in the previous article.

How can we engage more the Players more interested in the story, rewarding every effort they make to reach better outcomes during the puzzle part?

Accumulate perks during a day and collect them based on the positive actions done at the end of the day. Each day has a limited numbers of perks that can be achieved and unlocked at the end.

Everytime you create and use a power-up (selecting it in level intro or creating it during the match), you accumulate points useful to take specific paths. If you want to take a specific path, then, you should create use more boosters in the puzzle game.

Start specific tasks by performing positive actions and get extra perks on completion. If the day ends, all the tasks are immediately completed.

Achievement system for positive actions with special resource to collect and use for special choices during the story.

Obtain extra personalization options if you manage to perform a certain number of positive actions.

At the end of an event, recount all the positive actions done and give extra perks according to the milestone. Giving the premium currency can be extremely valuable for the Players, but it may influence the monetization.

If the Player uses X boosters/power-ups/extra movements to beat a level and still loses, he is allowed to postpone that level for a while.

Conclusion

In a real context with a real team, all this process would be a workshop. Also, the study of top competitors is very important. This exercise is good to keep my mind fresh and to quickly play with narrative techniques I learnt in past weeks.

New narrative system for Puzzle-Renovation games

Puzzle games with renovation mechanic are on top of the charts. They success is tremendous and they are clearly a red ocean market. Many companies try to swim that ocean, so that this week I have decided to make an experiment to celebrate that I got a certification from The Narrative Department.

hooray! I did it! 🙂

The narrative system of Puzzle-Renovation games

The experiment consists of a design iteration to improve the narrative of puzzle-renovation games. I will consider this experiment completed once I have a playable prototype made in Twine featuring the result of this process.

One of the reasons why the Players churn is that they get stuck at some point. The progression curve of levels always goes up, so that with the time the puzzle part gets harder and it’s more difficult to progress through the story.

The issue comes because those games consider a positive outcome the fact of beating a level, but they do not consider all the efforts the Players make at all.

  • At the start of the level, the Player may decide to use a power-up to get help for the level. The first time, the Player will not know how is the layout. Which is why new games warns when there is a hard level.
  • The Player needs lives to start a level. In case they have no lives they should wait or get a lives refill. In order to mitigate this friction, most modern games use lives as an engagement tool. Give the Players infinite lives for X minutes and you will get longer sessions.
  • Puzzle levels are based on a limited number of moves. When they end, the Player can get 2-5 extra moves to beat the level. There is strategy here, in fact the Players study the status of their goals and decide. When the Player is near to the win condition is generally more willing to get extra movements. In order to reach the sweet spot, the number of moves is data driven.
  • During the level the Players may decide to use boosters which are like power-ups but “live”, because they can be got and used on the fly. The Players know the status of the board when they decide to get and use a booster. Boosters add deepness and strategy, they a great driver for monetization.

The Lens of Problem Statement

When the Player completes all the goals, the story continues and the house can be renovated. If we study this flowchart, thou, we can see that the Players can do a lot of things that can be considered positive toward that goal.

They can use a power-up at level start. Get a lives refill. They can get extra moves if they are near the win condition. They can use boosters. All those things are hardly rewarded by the renovation narrative of those games. This is the problem statement for this week:

How can we engage more the Players more interested in the story, rewarding every effort they make to reach better outcomes during the puzzle part?

  • Target: puzzle renovation Players more interested in the story
  • KPI engagement: average session number/day and average duration / session
  • What: create new rewards that help the Players get interesting story outcomes based on puzzle efforts

The game I will use for the exercise is Lily’s Garden, by Tactile Games.

Head-mounted based VR

In the next few years Virtual Reality is going to offer memorable experiences to the World. I am pretty sure of that, because a lot of money is being invested in the development of those technologies and the most brilliant minds are gathering to work on that.

But I am also pretty sure that the Virtual Reality based on head-mounted displays will never be as big as some tech leader is expecting. It is not because of the price of those, it is not because the motion sickness that will be progressively solved.

It is because as humans we have the survival instinct. Which is why we play games, too. We play games to improve our chances of surviving in the envirnoment. We play to improve our skills. That is basically what we mean when we use the expression “having fun”.

Survival instinct involves many things, among them keeping our body safe. A lot of us smoke cigarettes, that is definitely not keeping our organ safe. But we are doing because the damage is on the long term, so that we live in the illusion that “it can happen, but also not”.

With an headset on, instead, we are covering our eyes. Our instinct will always be to feel unsafe. That is no solution for that, apart from leaving the environment visible with glasses. That is why head-mounted display based VR will never have a massive reach.

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.

New narratives for mobile casual games

I loved this NoClip documentary on the making of Dishonored.

I believe that in terms of narrative there are a lot of interesting aspects that can be taken from this concept. Take the match-3 with decoration genre for a moment. You earn a star beating a level and you use that star to complete the next task. A cutscene with dialogues is shown and then new tasks are opened. You have to play more levels and see how the story goes on.

What if:

  • we can make the environment speak more about what’s happening
  • we can let the Players explore better and interact with environment discovering where to use the stars to fix things
  • we can deliver the story reacting to the Player’s actions instead than stop it to show a cutscene or a dialogue

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!

For juniors, with love

If you are Picasso, you can share just two lines on a blank page and the people will feel the meaning of your art. I ask you: are you like Picasso?

I write this because junior game designers willing to join the industry often do this: they share uncompleted things or just some capture with a game engine opened and two blocks in the Scene. This is NOT how you show your talent to the World out there. This is noise, ego and insecurity.

I know you are struggling because it is very hard to get a job as junior. Believe me, I lived the same years ago. You want to get noticed by recruiters and maybe managers and CEOs. Sharing the first draft of a level means that you opened the engine and you put blocks in a scene. Just this.

  • What’s your reasoning behind that level?
  • The beat sequence?
  • What are the design goals?
  • The mechanics involved?

I can see nothing interesting in those posts.

The worst happens when social challenges like Blocktober appear. I am completely in favor of those challenges! I took those challenges in the past and I will probably take them in the next future who knows. But the results of those challenges are not something worth sharing on a professional network nor on your portfolio. Those are for you to improve, not for the others to see. If you are junior you should work hard everyday on your talent. Do not complete tasks just for the sake of showing off.

I did the same, years ago. It meant nothing. Believe me.

With true love,

Paolo

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.

Games and stories

I am taking a course on game writing and learning the hard way how a game can live and be successful without a story. Games do not need stories.

When gameplay and story marry well the story can boost the experience for it be remarkable and memorable. This is because play is a problem-solving activity, useful to improve some of the skills useful to survive. Stories instead help us understand better people and how to relate with them. Games are about things, stories are about people. This is why is so hard to link a game with a good story.

Point of touch among design and writing is that designers look for fun. And fun is a feeling. Writers look for feelings. You can easily spot there is an interesting overlap.