Yesterday I had an online discussion with a fellow designer that is following a trend. The trend is to think in game design as a mere science. Like you can be able to exactly structure and predict everything by using the right approach right from the start.
I listen to everyone and I respect this colleague, but to me great games are never made like this. Game design is not science, also if it uses a pseudo-scientist approach for some of its activities. Make an hypothesis and run experiments. But then, the theory (of fun) you get is constantly challenged by innovations.
To me, instead of make prediction, the best way to fix retention is to see back. To see what you did. You do this by:
Playtesting your game every day on your own, every week with your team, and at least every milestone with common people
Measure your results and work to improve them, without worrying too much about estimation
Learning from your mistakes, you will make a lot of them
This is how I educated myself as a game designer. Game design has also something in common with art, in the sense that you need to develop your taste, your craft and most importantly, your process.
I am playing Elden Ring these days. At start, all I got was lots of frustration, but currently, I am using it to de-stress. I know I will die every few minutes, so who cares? I die and chill, surprisingly. Until I will get bored and move on.
I keep asking myself: how would a f2p Elden Ring work?
First of all, let’s make assumptions about you, the potential players. They like rich lore, beautiful weapons, and big monsters. You decide to play on mobile while watching a Netflix show. Scroll and swipe a mobile game, to get endorphins while doing something passive. You don’t need too much cognitive effort, but you would put the show on pause to make a meaningful choice.
Core loop
The discovery is the most relaxing part of Elden Ring. You can choose the direction you want to go and the map is huge. In case you find a site of grace, you can upgrade your character here.
The combat is too stressful for a mobile F2P game that wants to reach massive audiences. So what if you already know its outcome? You already know that in the next 3 fights, you will beat, beat, and die. Or, beat, random outcome (roll: beat or die), and die
The loot is key because you do not lose your inventory when you die (only your runes)
Death is the catharsis that lets you restart your discovery. You can choose to go retrieve your souls (at your own risk).
The long-term goal is to complete the adventure. The live operations should focus on adding more chapters, on one end. On the other, temporary events and special bosses to loot extra spells and swords.
The puzzle that brings you to return over and over lies in the choice of direction to take to discover and upgrade your Tarnished. You should engage with the community to find the right guidance, or you can decide to discover everything yourself.
Metagame
I like this idea of the Players already knowing that they will die. They can dedicate themselves to relaxing, exploring, and enjoying the combats. Combats should be automatic, the Player can choose the equipment.
The economy of the game should be around enemies, souls, stats, and equipment. You need souls to level up the stats. Stats are useful to use the equipment. The equipment is to beat the enemies. And the enemies give you souls.
Every part of the core loop should be monetizable. Discovery leans on energy systems. Combat has rolls and power-up opportunities. You can multiply the loot. Finally, death can be the occasion to recover the consumables you lost (energies, power-ups, …).
These days I feel nostalgic. I was thinking about which game caught my interest for f2p games. In my case, it was a game called Zombie Lane for Facebook.
It was the early times of free-to-play, and the success of Farmville was already there. I was receiving everyday notifications to help my friends with their crops. This game looked like a satire of that fashion, in my eyes. I discovered it thanks to Marc, a colleague from Zitro. And the irony is that a few times later I ended up working for the company that developed that game, Digital Chocolate.
The core loop is quite simple:
You get a set of tasks to complete to advance throughout the story
Completing a task means using energies to perform certain actions which include: harvesting, building, crafting, and zombie elimination.
Every time you use energy to perform some action, you get XP to level up. Leveling up grants improving your maximum energies to be able to perform more and more.
When you complete a task, you unlock 1+ extra tasks and characters
The long-term goal is to complete the storyline, which is organized into tasks. You also have to design and maintain your place, as a mid-term goal. You need defending it from the zombies. When you are out of the game, zombies can destroy things.
The adventure-farm genre is really interesting because it involves economy and systems but also an intense dose of narrative. Zombie Lane had barks, dialogues, stories, animations, and enemies with meaning. It was a simple game, and I have a tremendous respect for that game.
Maybe now that Discord launched activities: the possibility of making games for its vocal, it would be cool to recreate a game like zombie-lane. Many Discord users of today were the Zombie Lane players of yesterday.
Fun fact, the game already had many mechanics (especially resources) that are still widely used today in video games. Another innovation could be to thing in other kind of currencies.
I live in Barcelona, not in Montreal. The video games sector here is growing because of foreign companies landing. There are still very few profitable local companies. Plus, the Spanish government has a lot of work to do to give the push that the sector deserves to become an industry.
But I work as a game designer, that’s my profession. So I was years ago in a limbo. On one side, there were no positions for me (apart from big companies, which are not what I look for). On the other, I wanted to make games.
I decided to be the best game designer I could be. I follow three basic steps:
Be realistic: I would very love to help make the next Ocarina of Time. But that is not the case of my reality here. My reality is big corporates whose processes are made to filter out people like me. And small companies willing to find their formulas for profitability. Those companies are 80% mobile and casino. So I started specializing more in those.
A mix of analysis and creativity: from one side I have the skills to analyze what’s in the market. Because when you work as a game designer for a company they want you to find formulas to apply. Especially in mobile free-to-play. So I had to accept it and become a PRO in analysis. But I am a designer in the first place, so I worked on my creativity side. I had to improve my skills in actually designing documents and spreadsheets. Also, I had to dominate the engines, as a designer.
Share every learning: I know that it can look silly. Someone says I want to become an influencer. But that’s not the case. Sharing is caring, as they say. When you share also a small learning you learn to communicate and you leave space. Your commenters will give you insight and also in your private job you will become better.
Reviewing the resume of a senior takes time. That’s because we all lie, especially when we need the job. So it takes time to spot the truths within a resume. The same is valid for a portfolio of juniors. It takes time to build them, and it takes time to review them.
That’s why relationships with seniors are very important. A portfolio can be discovered or sent to a company, but they will probably have little time to check it in detail. Instead, if you use the portfolio as a tool to communicate with people you have a relationship with, everything is easy.
Oftentimes when a company needs juniors, seniors already know who to call. Many seniors, like me, are in constant touch with junior talents. And that’s also why you don’t see many offers for juniors out there. Because it is not necessary.
Think of your resume or portfolio as another tool for communication. Don’t send them only to job applications. Job applications are worthless, I have personally never seen a job application go well in my entire life. Use your resume and portfolio as a vehicle to find your voice and spread it out there. Create meaningful relationships.
I would start a new RPG development by creating the World and its rules. Then I would start from the smallest possible system to see if the people is actually interested in it. Only then I would proceed. To me make a game without knowing anything is too risky.
Another reflection is that I don’t own Baldur’s Gate 3, but I see some of its characters all over the place. And I can just look at that beautiful piece of art from the outside. As a follower, I cannot influence anything of the World of BG3. In 2024 is absurd, considering that I can interact with the president of a foreign country from my smartphone. Do I have to buy BG3 to interact with its World?
I am currently playing Elden Ring. When I have time, since I have a baby to care. As any RPG there are chores to do. Why can’t I do these chores from my mobile phone? I don’t have anything to interact with the world of Elden Ring when my PS5 is off. In 2024, that is absurd to me.
An idea for the future is to build an RPG like a separate entity, a proper virtual world. And that world can be accessible by multiple sources. A mobile game, a console game, a PC game. But also a TikTok account, a Discord server. Technology is there, you can make donations and send gifts via lots of platforms to the creators. So why don’t we use it to create a fully interactable world?
I installed UEFN and tried out some Fortnite maps created by others. I was conflicted regarding how shooters have evolved these days. On one side, there are tons of mechanics and dynamics in Fortnite. On the other, the thing is getting very complicated! Too many things altogether, games back in the day were simpler.
So I decided to start a new project, codename “TH3FR4GGERZ” where for the moment I am rebuilding classic deathmatch maps for the kids to play what I played (ok, boomer).
I started from The Dark Zone from Quake, which I played tons of hours back in the days at LAN parties (ok, boomer x2). Do you remember it?
UEFN is an incredible tool, it’s Unreal Engine but it permits you to set up rules playtest, and publish very quickly without having to worry about code and other things.
Fortnite is a game where new and old audiences meet together. This is great as a designer because there are many things I have to understand about these new audiences that are not immediate. For instance, unlike games from my time, the Players receive EVERYTHING right from the start in the most successful experiences.
I can revisit classics and finally have an excuse to understand all the steps that led us, the FPS players, here today. Nostalgia level: 9.999.999
If you are a Fortnite player, please join: 4321-3870-5686
After a couple of days working on my first map and getting confidence with UEFN, I have a first version of The Dark Zone, a classic Quake deathmatch map to test.
I want to test specifically three things:
The dimensions: I had to scale the map up because of many reasons. Usually, in Fortnite, there are more players. Also, I want to express a sense of reverence towards the classics of the genre. Plus, the metrics of Fortnite permit the Players to move more agile across a map. Players can slide, run, crouch, and many things more.
The lights: the standard lighting system for Fortnite is very plain, but also better in terms of contrast. Still, I want to represent the darkness of these classics but at the same time make the visuals always readable.
Weapons: Fortnite has too many mechanics and weapons, and I have to convert somehow the weapons from Quake to a Fortnite counterpart. That can lead to a lot of balancing issues. I need to test it.
The appeal is the level of beauty, polish, etcetera your game can have. It is what makes the game appealing from looking at screenshots/videos
The fantasy is the opportunity the Players will seek inside of the game. It can be something very real, but also something they couldn’t do in real life.
Everything is multiplied for the readability of the gameplay. Which is the capacity of your game to be understood from a simple quick view.
I love this definition and this formula, also if I am aware that creativity doesn’t work with formulas. But it’s a way of starting from a base. Test the art side (appeal x readability) separately from the gameplay (fantasy x readability).
What I want to say is that according to the properties of multiplication, we can say that the readability is a responsibility shared among art and design. Art takes care more about the appeal, while design more about the fantasy. These are my 2 cents on the general reasoning of the video. Watch it here:
There are two sides to the medal. One is a personal improvement side, and the other is a practical business side. I have identified opposites on these two sides. I love it when everything comes together in a meaningful way. Maybe a little obsessive, dunno.
FUN <-> REVENUE: First of all, I am motivated and engaged in doing that. I prefer to invest 40% of my time doing that than playing video games, for a while. And of course, the ROI is higher in this case.
SKILL <-> GROWTH: I see opportunities to build a team, meet new people, and teach what I discover in the future. I love to teach.
IMPROVEMENT <-> PURPOSE: I am also playing lots of Fortnite to study my new competitors. I see that most of these experiences have no progression, and no storytelling, there is just chaos. Most of them look like a bunch of incomplete experiences. My will is to silently teach the history of good old FRAG deathmatch to the new audiences that are playing Fortnite today.
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