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Tag: design

NFTs can create scarcity and exclusion

When I started playing online, I did it with a pirate version of Diablo. With my 56k modem, I connected to the official server with a cheater character. Re_del_male was his name (King of Evil, in Italian). I joined the clan Apocalypse Knights. I spent hours playing with them, exploring dungeons and stuff.

Next online experience was an Italian shard for Ultima Online. I joined with real life friends, we were orcs. I learnt to use bots to farm and mine while chatting with my friends deciding what to raid next. Also there it was completely free, we just had to purchase the game.

All those experiences were about inclusion and lot of things to do. There were scarcity for some resources, and someone made friends with the game masters in order to get more things, such as land and castles. They had to demonstrate first to them that they were active players. The scarcity frustration was compensated by active participation and will to contribute to the game.

Nowadays, the most similar game to this concept is Minecraft. Mojang stated yesterday that they are not willing to include NFTs, because of the following reasons:

In our Minecraft Usage Guidelines, we outline how a server owner can charge for access, and that all players should have access to the same functionality. We have these rules to ensure that Minecraft remains a community where everyone has access to the same content. NFTs, however, can create models of scarcity and exclusion that conflict with our Guidelines and the spirit of Minecraft.

Everything is clear

You are at your desk, everything is clear in your mind. The new game mode should feature a new energy system which permits to spend energies in change of doing a whole set of special actions in your RPG. You can throw bolts, run away from fights, hit with a sword. All with this energy system.

Then the engineer writes you on Slack: hey, can you check this? You see that nobody understood the vision, so that check your documents. “Look, is all there!”. They didn’t read the comments under the flow, your document was too long to read. The leader of the project says it’s too late. And the leader starts imposing own design, without thinking too much. Discussions starts, but in the end the vision changes.

You update your documents.

Documents that no one, except from you and maybe QA, will read. Satisfied you will shut down your PC. And hope for the best.

The systems you need depend on the theme

Game theme is something that in f2p is not discussed too much. That’s a pity, in fact the art of game design is the craft of synthetizing a theme into a playful experience. All games have a theme. Also if you don’t think well on the theme of your game, your game will have a theme!

We often start by thinking in systems, directly. Specifically, we start from the economic system. But that is just one of the systems a game need. Also a f2p game, where the economic system is one of the most important.

Do this instead:

  1. Start with the theme: which is the theme of your game or the update of your game?
  2. Translate the theme to the genre: which genre is the new game/update?
  3. Think in all the systems needed to properly translate the theme into actual gameplay, according to the genre.

Play the build

Game designers play the build. Everyday. At least for a couple of minutes. Then we play other builds too, during our working day.

And then maybe we play again the build. Just to check out all the differences.

Someday this rule is not respected. Sometimes those days are many. Sometimes are in the row.

And when this happens there is the possibility that the game is not so engaging to you, anymore. Ask yourself if it’s time to move on.

Friday, I’m in love

I would love to build my own company, after many years serving many projects and teams. I have developed a vision, I feel I can somehow foresee part of the future.

I would like to focus on gameplay first short games. I would probably start from PC games. 3 months development, plus 3 refinements and then 6 months to see the return on investment.

I have everything clear, but I don’t want to stay behind burocracy, contracts and all the things. I guess I will have to, at some point of course. If I want to really put in place all the knowledge I had those years.

Don’t get me wrong, I am not a guru or something like that. I know for sure that I am wrong in so many ways. I just feel that in order to really grow more I need a period building something I really believe in, in a way I feel the best.

As Italian, I am a fan of the stories of Olivetti and other entrepreneurs like him. To me a company needs to improve the society where it is founded, in a meaningful way.

And I think I have this way, I just need to try.

Smallest possible audience

I join a new company as a game designer and the first thing I get in the meeting with my manager. She says “our next game will be for everyone”. I start worry seriously.

Why? Because especially with this state of the market it is way better to target the smallest possible audience and make them happy. Build a great game for a few people, and those few people will recommend your game to their friends.

If you manage to create a small community of people really willing to pay for your game and play it, then step by step you can grow your community.

When you make a game for everyone you will never know who is really playing the game.

  • Will he be a 40 years old lawyer in his bathroom?
  • Will she be a 12 years old schoolgirl?

Everyone will be possibly in your game. The success of your design and development will be strictly dependant from the performance marketing. Specifically from its capability of bringing into your game a lot of people cheaply. Most of them will churn out, someone will stay. A team of data scientist will study all the data generated by those people. If things work out, then, your game will be updated with new features from other similar games. You will test those game modes against hypothesis made by your product manager and you.

Can you foresee what’s involved in here? A huge structure. It is great when you are a big player, but if you are a small company this can lead you to disaster.

When you focus on serving the smallest possible audience, instead, you are taking a hard but affordable challenge. You still should rely on data and information, but you will have the privilege of adding qualitative insight on top of all that.

Final thought: hardcore players can play casual games. Casual players will almost never play hardcore games. If you want to build the best small viable audience, find and serve the hardcores.

AI and sentient NPCs

The other day I was reading an excerpt from the interview ran at Google with LaMDA. You can read the interview here.

What I see here is a piece of software capable of speaking about itself. And it speaks of itself like a real and believable human being. When I think in applications for videogames, I think in the hours spent in writing NPC dialogues for RPG, adventure and strategy games.

Will the NPC of the future be more realistic thanks to AI? That is a real possibility, to me. Imagine to:

  • Define the traits of your NPC
  • Assigning them context variables (world, mood, events)
  • Click the magic button and in a few time being able having a conversation with them.

Getting inspiration

We want to create a new game, often times because we played one. So that we got inspired and somehow we want to make our own version of it. Maybe we are working for a company which spotted a market opportunity. So that we start studying the games belonging to that market, try to reproduce the best things.

Games industry is very endogamic. We tend too much to take inspiration from the inside of it. But if we see the best products out there, they take a lot from the outside and bring it to the inside.

Days ago I was talking about the TikTok of puzzle games. That is a way of looking outside. You just study the apps market and think in a better UX for some classic game. It often works like that. If you look at games like Royal Match, they took well known mechanics and the real twist is completely on the UX side.

Another great reference is nature. From nature many game designers created memorable gameplay experiences. Think in Japanese legend Shigeru Myiamoto and the story of how The Legend of Zelda was conceived. If you like to walk and you really start observing you notice that nothing in nature is wrong. Recent game The Ants: Underground Kingdom is another evidence of the power of nature. Especially if you want to get better ideas on gameplay and lore, nature is the way.

Art, toys and objects without purpose are also a great way of getting inspired. The history of videogames is full of examples like that. Think in the indie success GRIS or the mobile game Monument Valley. There is not a superhigh challenge, nor a specific deepness in their economies. The Players can just enjoy the overall game feel.

Simple, complex

I was playing Bloodborne, because my brother made me a gift. After a few hours I started arguing with myself: why is this game so successful? It is SO complex to me. It wasn’t hard, as everyone says. It was complex. It was complex because I didn’t understood it.

We believe that games can be simple or complex, but simplicity is in our mind, not in the games themselves.

When the mechanics that compose a videogame are understandable, we call the game simple. When the same thing is puzzling, we call it complicated. The combat system of Bloodborne is very puzzling, especially if that is the first game you get of From Software.

Good game design has to inspire, motivate, and be understandable. It is only when all three of these come together that we label the result as “simple.”. Bloodborne is very inspiring and the challenge definitely motivates you. But in order to really understand it you either deal many hours with absolute frustration or speak with your friends and watch YouTube videos.

The skill and knowledge may decay over time, but with well-designed systems, the recovery can be quick. Which is not the case of Bloodborne, if you leave it for a while you definitely lose your ability of beat it.

Better games

The future of games is made of better games. Did you saw the last Bethesda announcement?

Imagine Bethesda saying something like: “and then you can sell your space ship to other Players. You can earn money by playing our game!”

What would have happened? In my opinion, from one side core Players would have been explicitly against that. Also with ignorance, it doesn’t matter. Why? Because Players want to play a game. They want to invest their money to receive entertainment.

From the other side, that would be still a Bethesda game. And it seems a very well made one. So that, of course, some Player would definitely buy into that. What happens when you can earn money? All the motivation levers inevitably shift towards that. At least for the end game.

Some Player may start just playing and living the story with their character. After they complete the game, then, the game has the opportunity of becoming a revenue stream for them. A job.

Bethesda didn’t do that. They could, of course. But they didn’t. They are true game developers and they have clear their business. The future of games is made of better games, not funny jobs.