When someone asks me for a feedback for their game, I try to never give my opinion. In fact, I believe that working in games makes us liable of huge biases that come from experiences which are subjective.
I try to make them questions, instead. Try to understand really what’s behind their choices. Then I tell them what I would ask to playtesters to challenge their assumptions.
I believe that is the best way of giving feedback. From the other hand, the tendency is to say what one would do instead. And the worst is that then someone may follow blindly your advice. Applying that advice in their understanding, not what you said them in first place.
That is why it’s important be humble, somehow. Being humble is being completely honest. In order to be that, the right start is always a certain amount of questions.
Successful games are games that manage to meet the right audience willing to invest their money in them to get the kind of fun they expect. And that is nothing new, it’s game design 101. It’s the very first lesson you learn anywhere when you start designing games. You should design a game for some audience.
There are many ways of failing at this. Actually, the vast majority of games fail to deliver this exact point. Which is why video games are a very risky business.
The experience may help you avoid some mistake, and mine has a almost constant issue that I see: failing at premises.
In fact, a lot of times I hear sentences like:
We want to make a game like <CoolGameTitle> but more [casual|hardcore|midcore], just like <NewTrendyGameTitle>.
Senior VP of Product Ownementshipssss (or some fancy title like this)
I don’t know if the syntax I am using is completely clear, I guess it is not. But the truth is that when you want to change a playstyle from a specific audience, that almost for sure leads to disaster. Casual, midcore and hardcore to me are a way of describing the gameplay session time.
It is good that you take your references, but if you are willing to force a significant change in gameplay behavior you are on the wrong way. If you know that a specific successful game has that playtime, you should consider that seriously as a pillar and not as something to change. We can be misled to think that “making things simpler” means “shorter/longer gameplay sessions” and that is almost never the case.
Never say never of course, but that is in my experience one of the false premise that make a game lose the money and efforts you and your team invested in.
Saturday I got a PS5. I am so happy you cannot imagine. I was chasing the opportunity since a whole lot and I found mine. It came with Granturismo 7, Horizon Forbidden West, Elden Ring (which scares me because I am very bad at those games) and a second gamepad.
I wasn’t playing Granturismo since its second edition, so that I lost its tracks. Seeing it in its 25th anniversary makes me proud. I was there when the first edition launched. I was there struggling a lot with patents and so on.
With the power and the controllers of PS5 now I can feel way more the cars. The simulation improved a lot. The game converted to a service. You race and complete challenges to earn credits. You use those credits to purchase cars and parts. If you are not patient, you can also purchase extra credits. The game is a service, every day there are novelties. It has a lot of functionalities, mechanics, features and game modes so that a Player may feel lost.
Menu Books and Compass
Using the italian café metaphor, a character named Luca will guide the Players with his menu books. A set of missions designed to drive the Players.
A yellow compass guides the Players to the game mode and section they have to go in order to complete the challenge.
The compass is on the map and on the top bar.
The top bar completes the information with a sentence
The Player gets content/story on challenge completion
and with a roulette ticket (gacha) which permit to get credits, cars and car parts
Roulette ticket have stars and an expiration date, so that the Players cannot store them and get the last things after some month (thing that happens in a lot of free to play games). They have to invest them.
I am reading a lot of complaints regarding the missions given by Luca at Gran Turismo Café. Sometimes it forces you to purchase upgrades for a car that is not interesting. Still, I notice than the next challenge is always related with the previous ones. The game is thoughtfully designed.
I believe that when the Players have the opportunity to spend real money to skip time and satisfy their impatience, they can be led to believe that everything is designed to grab their money. You should grind a lot in order to get the best cars. Best cars are worth millions of credits and from a single race you get 2-5k. You have to play a lot to be able of purchasing them. The missions that require you to spend those credits that you are saving in order to progress can be a pain in the arse.
Still I am loving this game and this system is a very neat references for games with a lot of mechanics. Now I want to buy a G29 wheel and test the real drive!
Hello people, I am back from my well deserved vacations ready for a new year full of content for free for you! Hope you all did enjoyed a nice vacations with your families and your best people.
The other day an ex student of mine made a question in a WhatsApp channel we are both in: “Can someone recommend where to create a game design porfolio?”
There is no specialized website, as far as I know, to create a portfolio. That is bad, because of discoverability, but is good because forces us designers in thinking out of the box and not using templates and pre-defined layouts.
I personally use itch.io, also if there are a whole lot of things that I cannot put on my portfolio because they belong to specific companies where I signed NDAs. That’s the eternal issue of our job.
Study your target
When you prepare your portfolio, you should think in WHO will read it. Will it be an HR manager? Maybe a lead game designer? Or a CEO? Every people speaks differently and every company does so, too.
Look at companies you would like to work for
Look at their game designers and try to find their portfolios (you can also ask them on LinkedIn)
Create your porfolio using well your references
At the end of the day doing a portfolio is a for of design!
What to put in a portfolio
As I said before, I think there is NOT a general rule, a template, a standard, a best practice. You should find your way and make your own talents shine!
I can tell you what I would put:
Start with a video gameplay with most meaningful moment of each exercise/job. People don’t want to have to download anything to see what you did.
Add some capture with very special moments, most memorable moments.
Notes on what you learn and on your process. You can use the STARR method that is also used by some recruiter.
Link to external documents and references. I use Google Drive for that!
Making video games is hard and it has a cost. That is why often we feel the need of building an universal system, capable of letting us creating more games in less time.
Players, instead, purchase and play video games for the experience that game has to offer. They usually do not think in systems, also if they are capable of understand what is similar to other games.
To me the best approach is to make a video game. The best is to focus on a concrete platform and a concrete experience having a great vision. Then if that system is designed to be custom, that is great for the production of next games, of course. But the priority is on the game itself, not on the system you are building.
If you think just in the system, I have to tell you, maybe you are not believing too much in your game. Which is completely normal, you should rely on data and results to believe in it from a business point of view. But from the creative point of view you should also notice that little spark waiting to become the next big IP.
Have a nice summer folks, this is the last post before of my vacations. See you soon!
The first time user experience, or FTUE, is a mandatory thing to design for every videogame. Your players are going to have their first time experience, that’s for sure. So that if you leave that to the faith, that first experience will be completely random. For free to play, first time experience is made of tutorial and onboarding.
The tutorial is usually between 3 and 15 minutes and, step by step, all the most important features of the game are revealed to the Players. In order to design the best tutorial, you should look deeply at the theme of your game and at what are you proud of. If we analyze successful games like RAID: Shadow Legends and Dislyte, we notice that the first one puts all the value in the beautiful heroes you can unlock with gachas. The latter, instead, is very proud of its lore. They both work, the important thing is to really understand all kind of players you may want to serve and like them. If you really like your players, I mean as persons, you will definitely design the best tutorial for them.
The onboarding is usually made by the first 2-5 sessions and it’s the stage in which engaged players will fall in love literally with your game. The Players will discover all the systems of your games, and unlock the first things. They will feel they can grow if they stay with you. In order to design the best onboardings, you should focus on the Players’ motivations and try to bring them values around that.
Things don’t work from the very first iterations, so it’s better to make small iterations and improve step by step your tutorial first and your onboarding second.
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.
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.
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:
Start with the theme: which is the theme of your game or the update of your game?
Translate the theme to the genre: which genre is the new game/update?
Think in all the systems needed to properly translate the theme into actual gameplay, according to the genre.
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