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Tag: design

Combat: the center of gravity of game design?

Lately, I am seeing a lot of high-level solo projects popping around. I don’t know you, but sometimes I am so amazed that I think “What am I doing instead? Am I really a game designer? I mean, look at that!”. I guess it’s completely normal when you have passion for what you do.

One thing in common that I see very much is that the videos shared always show combat. So one may ask:

  • why combat?
  • Are we just violent monkeys always thinking and dreaming about fights and shots?
  • Why does combat have this sort of gravity that always sucks in the best designers?

To me, it’s not that we are doomed, to me it’s because combat fits perfectly in the true meaning of games. Let me explain.

Good reasons to put combat everywhere

We play games for a lot of reasons, but most of them are directly linked to our survival skills. To have fun is, to speak synthetically, to learn. And to learn is to improve our survival skills. Having to beat something or someone is part of the metaphor of survival.

Another good reason to me is that combat is a great way to realize game mechanics into a meaningful feedback loop. If you throw a ball for nothing, that physical mechanic in the long term can be very boring. If you have to hit cans you have a more interesting goal. If the objective is not a can but something that can hurt you, that gives you more motivation. The fun closure happens when you can throw the ball -> the ball hits and you see the feedback -> your score improves after that feedback! So that you can do the same over and over again and improve your score.

Combat has become in recent years also a design specialization. You can see a lot of offers out there for “combat designers”. Combat is for Players accessible and compelling. Many mechanics are easy to model and mix thanks to combat.

So, friends, we can rest assured. We are not awful beings, as humans we intuitively spot and take all possible shortcuts. As Players, we love to aim and kill, because we can train without getting hurt. As Designers, we can show off our craft and present our ideas in a fun context.

Rules and worldbuilding

The success of Baldur’s Gate represents for many the triumph of things done right. It’s always nice to see that creations made with a love for art can go far.

As a game designer, I also want to join the discussion by contributing my grain of sand. Baldur’s Gate 3 has the advantage of a system of rules that is well-known in a niche of players. When we say “Advanced Dungeons & Dragons” we refer to the license and intellectual property. But from a game design standpoint, it’s much more. Holding a license is not simply holding the right to use characters. It means having a significant part of the design work already done.

When you create any game, you create a magic circle that players voluntarily choose to enter. In the magic circle, they will find rules and a world that they can like or dislike. Creating rules and the world is a very important part of a game.

  • Dungeons & Dragons rules are based on the roll of the dice.
  • There are numerical factors to add and subtract from each roll. Those factors depend on the characters and the context. There is an interesting connection with the narrative.
  • The system also allows for surprises. In jargon, critical failure and critical success. In practice, things can get surprisingly good or bad. And that is how unexpected moments can twist your story completely.

Baldur’s Gate 3 also uses the Forgotten Realms setting. Imagine 2 decades ago. Some Dungeons & Dragons players create a campaign. They draw maps and create legendary characters. They decide to publish this setting so that other groups can create stories and enrich them. That is how Forgotten Realms and many other settings are born.

In game design, we call this worldbuilding. Another expensive part of our trade. Do you think it’s easy to create a world with dragons and magic that is consistent and players accept as decent? Well, it’s not. It’s very easy to get it wrong. Players of tabletop RPGs are extremely knowledgeable in fantasy fiction. They read a lot, they study a lot and it’s not easy to please them. If you meet that niche, chances are that you can also reach a massive audience.

Someone says that if 10 people are true fans of your product, your product has a chance to become a massive hit. Having a system of rules and worldbuilding already available is a tremendous advantage.

The past to get a vision

There are people who are able to read the situation in the video game industry and create a vision. This isn’t enough to create a successful game, but it’s definitely a start.

Rather than pretending to forecast numbers, they are capable of looking back.

That makes a lot of sense, actually. Whatever kind of game you want to create, study the market for 10 years now. By studying its evolution, in fact, it is possible to understand trends, errors, and choices.

This helps to trace a backward path and identify possible forks that could arise in the future!

A large part of the future audience of a certain genre will be the people who are playing that type of game today. With a few more years, but above all with a lot of knowledge that will come from the past. That will lead to their gaming choices for the future.

Remote presentations

When I started my career as a junior, I remember spending a lot of time preparing pitches for my ideas. I arrived at the moment of the presentation, I felt all those vibrations. Most of my proposals were debunked.

I learned a key concept: people coming to a presentation must know pretty much all its content. The presentation is useful for confirming consent, but these must be created first. Part of the wok is political: it is a question of building consensus before the presentation.

In the remote world, all this has changed a lot. Now everything is asynchronous, communicating on Slack/Discord and making decisions faster. It’s also more participatory, it’s not about creating a presentation. It’s about writing and sharing documents that will be read and commented on by the team. This will happen asynchronously, everyone reads when, how much, and how they can.

Whoever raises his voice no longer wins, and you have to be very synthetic. I’d say it’s a big step forward, but it comes with a clear cost. It is necessary to establish processes, otherwise, many ideas will fall into the void.

Exciting goals

The structure of the objectives of a game must be clear, but also and above all exciting.

At the time of classic arcade games, players had to pass the level and get the highest score. This was exciting in that context, where one could brag to friends or show off one’s prowess.

The console age built on that, adding storytelling over the years. Also in other contexts, the players could comment on their achievements. I remember phone calls with friends to explain how to beat a Weapon in Final Fantasy VII. Strategy guides and magazines with reviews were popular. And it was like this thanks to this desire to understand and discover new exciting goals to achieve.

Social games have summed up all this past, allowing us to collaborate to achieve goals. The metagame concept has developed, you can reach certain objectives even without playing. The experience allows even casual players to take part in something fun. There was also a cleaning up of objectives that were getting too complex. This is thanks to understanding and profiling players.

As game designers, we must always ask ourselves where they will play and how much time they will want to invest.

Fun fact: the most engaged casual players and those who will spend the most will

  1. come back every day (regulars)
  2. come for a minute, but stay for an hour.

Expanding the intellectual property

Years ago the free-to-play game Fallout Shelter was released. It is still one of the most appreciated mobile games nowadays.

The game is based on one of the fantasies from the Fallout series, but, and this is very important, not the central one. The fantasy of the shelters where people take refuge after the atomic apocalypse. A great idea!

In my humble opinion, the best way to use an AAA game’s IP to create a mobile game is not to transfer the original experience to the closest genre there. That’s the way to infuriate the fanbase, actually.

The best way is to find a marginal but recognizable fantasy. A few examples that come to mind:

Horizon: the fantasy of the tribes with their clothes and their colors. A doll dressing game?

Red Dead Redemption: the fantasy of poor towns with their vices. Maybe a dating sim?

I could go on for hours.

Keep always in mind that free-to-play mobile is essentially entertainment. Don’t think about using IP to make more money, think about expanding it.

(I admit this is hard to accept)

The first step for a good prototype

Imagine you have to inform programmers about the development of a new feature. For the first iteration, it is always better to think of a single use case.

We game designers think in systems. Some go so far as to say “Game design is system design”. A system means having actors in a relationship, creating a space of possibilities.

For a new feature, it’s best to think of a single path to implement first. Someone talks about MVP, a minimum viable product. I have always preferred the expression “prototype”.

Without losing sight of the vision, respect the steps necessary for its development. The first step is best to be on the direct path.

Meaning learning from ambition and vice versa

For the second day of the Gamelab I have carefully chosen two types of conferences. On one hand exponents of the indie world, and on the other people who work in the f2p mobile sector.

I did it with a very specific purpose. I have long been convinced that the two tribes, however distant, have much to learn from each other. This conviction probably made me observe specific elements. In turn, these elements have strengthened it.

The mountain

[This metaphor came to mind thanks to a story a Capoeira master told me years ago about martial arts in general.]

Let’s imagine that we want to reach a mountain’s top. In the case of video games, imagine that at this peak are the most spectacular games in history. Super Mario, but also Candy Crush Saga. There is Clash of Clans and there is Minecraft. Stardew Valley and The Legend of Zelda.

We want to get there.

There are many ways to do this. First, why do we want to do this? What drives us?

Meaning and ambition

In most indie realities there is something internal that moves people. Some experience that you want to explore, some specific fantasy they have from childhood. Emotions, memories. We can talk about meaning, in their case.

When I listen to people in the free-to-play world, there is something external. The possibility of reaching millions of people. To create a business that can grow significantly. Structuring a growth and upgrade plan that you can track using technologies and data. We can talk about ambition, in their case.

Indie companies create their games and find that there is a real market. What they are looking for is financial stability, to continue developing their games. They start with meaning, but when the results arrive, they also discover ambition.

Free-to-play companies most often start with a business opportunity. They discover that the trend is to make puzzle-casual games and look for ways to develop them. When they have years working, they understand that their ambition must be backed up with real meaning. There are millions of players out there looking for

  1. relaxation
  2. stress-relief
  3. connection with other people

In this exact order.

Why are they looking for it? What are the fantasies that lead these people to choose to be loyal to a specific game? What does move you to serve those people, really? The main challenge of all free-to-play actors is to make new games. New ideas. From the initial ambition, one begins to search for meaning.

Indies and F2P can learn from each other

Indies can learn from free-to-play that a noble cause has a lot of risks that can be tackled with a data-informed approach. And I’m not talking about retention, monetization, and all these things that you hear.

I’m talking about concrete UX strategies. For me, it’s not enough to give your game to people, observe them and get feedback as I hear yesterday over and over. It is good, but not enough. You need to create concrete heuristics and turn your assumptions into numbers. Create gyms for your game. Prepare Wizard of Oz tests, and measure the behaviors of your players. Test the symbology and game icons, to understand how people interpret them.

[If you look at the paths of the mountain ahead of you, higher up you will see realities that have made it because they have overcome certain risks. Do you want to reach them? Don’t focus on your desire to walk, look at the obstacles.]

Free-to-play companies must understand that all successful products come from a strong foundation. Games offer a set of fantasies that connect with people. People keep playing these games because they find concrete meaning. This meaning translates into value, and value is what ultimately makes the business grow. If you start by exploring your competitors and seeing their numbers to choose who to follow, you go the other way. Look for the meaning first, for the fantasies that connect with people. Indie gaming has a lot to teach in that sense.

[At the base of the mountain I mentioned earlier, there are people starting paths. If other people are higher now it is because someone has already created a path. But if you want to start directly from higher up, well you have to jump. And jumping you risk rolling down.]

Genre, target and quality

Genre

style or category of art, music, or literature.

target

a person, object, or place selected as the aim of an attack.

quality

the general excellence of standard or level.

(oxford language)

Often times I have a discussion around the concept of game genre and game target audience. Usually, the people involved with the business side change the cards on the table. But game design has its literature and history. This post is to clarify two simple concepts.

The game genre

The easiest way of thinking in the game genre is to look at yourself when you are looking for a game to play.

  • Do you want to relax? run a puzzle game on your mobile phone
  • Do you want a great story? You have the new JRPG available for your console
  • Do you need some challenge? A racing game can do the job.

The genre of a game defines its style or category, not its business model or the time to complete a session.

The game target

Everyone knows that we make games for an audience. The world of marketing and advertisers classifies that audience demographics. As game developers, instead, we focus more on behaviors and needs. One point of touch is the time we expect our Players will have to play the game.

  • If the players will have very little time, to relax: casual games
  • If the players want to release some stress for 40-60 minutes, also engage with other people: mid-core games
  • If the players want to escape reality for a while and focus on a set of challenges: hardcore games

The target of a game defines the motivations and time that the Players should spend in it, not its genre.

The game quality

According to the scope and the context, we can afford to make games of a certain quality standard. The quality of a game is often the point of touch between the industry and its players:

  • mobile game: they need to be lightweight and very accessible, so they often present pizzazz UI and simple visuals
  • Indie games: they are an achievement to show to the World. They don’t need super high production, also if visuals are very important for their success
  • AA games: they come from independent studios that have been backed by a bigger publisher.
    • AAA games: produced and distributed by major-sized publishers, Players expect very high quality.

The game quality defines from one side the context capability of the development team. On the other side, the standard of excellence that Players have come to expect. Players have concrete expectations of quality and quality is not comparable. You cannot compare indie with AAA, there is nothing to compare. You can compare AAA with AAA and have meaningful conversations. Every quality has its own set of standards.

Conclusion

The top companies I see out there specialize in a single genre and a single target. When they grow, they may want to expand to other qualities.

  • Your Players will never look for a “hyper casual game”. They will look for “something to play while I am on the bus”.
  • Players may want to know about the next AAA games coming out. The new Zelda game came out. Oh, but I have no time for such a big game right now.
  • Players don’t care if the menus of that mobile puzzle game have basic colors. But they can quit if the loading times among levels are too high.
  • If your AA game has not the right standard, some Player can complain that looks like a mobile game!

Vision notes on FFXVI

This weekend I downloaded and played the new Final Fantasy XVI demo on PS5.

I’m not going to give spoilers or give my opinion, because it’s not interesting. I am a gamer like many others, and working as a game designer I am certainly full of prejudices that limit my vision.

What I have noticed, however, is that the vision for the future of the saga includes:

  • Combat systems that focus on spectacle over strategy
  • Less depth in the characters’ stats and more depth in their profiles
  • Make life much easier for those who want to know more about the game world

Ultimately Final Fantasy has always been this: a rich world in which to immerse yourself. An epic adventure with very distinctive characters. And a lot of not-always-exciting fights.

With the arrival of Genshin Impact and Asian RPGs with massive audiences, in my opinion the creative directors of the saga are wondering how to make the series more modern. I must say that I like these types of experiments, beyond the final result.

It is a path that can lead to new masterpieces in the future, even if it is a difficult and so unpredictable path.