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Tag: design

A sit at the table

Companies hire game designers (and other profiles) to build their business. Game designers have a specific focus on features and content. When we design features, the best way of showing their value is to focus on the benefits of that feature.

  • Business leaders love to hear about the impact of a certain feature, more than the quality of it.
  • It’s better to speak about the benefits of reducing cognitive load instead of selling a “cleaner” design.
  • One of the goals of feature design is to improve the long-term profit, more than improving the gameplay.
  • Things like accessibility, inclusivity, and so on are useful to reach untapped markets. They are not just a good thing to do.
  • Managers love to hear how to improve the path to purchase, more than vague concepts like flow.

If more designers take this approach, we will see less of them switching to Product Manager roles just to get a sit at the table.

We need a simple controller

Games should be simple to play, for everyone. They can also be difficult, and offer a challenge. But the play itself should be a very accessible act.

A gamepad with over 20 buttons is not simple. We need some courage and go back to the origins. With adaptation to the novelties.

8 buttons for NES pad were more than enough, but the shape was not optimal.

Oculus controller solves the ergonomic problem, but has too many buttons. I would save just the trigger and add a touchpad on top

The touchpads of Steam Deck are a good reference for the top part.

Can you imagine that?

  • Connect it with any device, smartphone, PC or console
  • comes with a dongle to stream on any screen
  • takes gestures too

Kim Kardashian: Hollywood is dead

Long live King Kardashian: Hollywood.

I remember this game took people like me in crisis. We read a lot of breakdowns to try to understand why this game was so successful at the time. Almost nobody understood the real value of that “exposed gem”.

The system was very simple and the economy was pretty aggressive. Only whales, VIP players, were treated with actual respect and that fit great into the game’s metaphor. Of course, for someone like me with my gaming background (as a Player) all of that looked like garbage. But hey, lots of people prove me wrong. People wanted to be entertained by that sort of point and click dating simulator with dolls mechanics.

There was a perfect marriage among a dominant mimicry and an alea. You performed actions using energy and in change you could get some special perk. Fantasy, narrative and expression were the main aesthetics.

We all learned a lot from Kim Kardashian: Hollywood. So that at the end it will pass to the game history, somehow. That shitty game!

Are you on the right path?

This is a question that pops out often while you are making a new game. Especially when you lead business discussions as a game designer. You often need to see your work greenlighted by some marketer or business guy. That’s because they are often at the top.

But the question focuses on the outcome, on something that nobody can control. Often, there are “fortune tellers” in companies that win the internal battles just because they can be very convincing. But nobody can predict the revenue of a game in development.

You can have the top talent and a system that is informed with data. With that, you can cope, adjust, and leverage the unpredictability. That’s it, and it’s more than enough!

Do you want to know if you are on the right path? Are you making the best game you can with the resources you have? Then, you are.

Play Forms

If you want to learn how to play like a game designer and you don’t know how to start, the Play Forms framework is a good starting point. It is based on a classic book about play, called “Man, Play and Games“. I have never read it, but there is a lot of material out there if you know how to search.

The framework is based on the conception that play has 4 basic forms:

  • Agon means competition, it can be against the game itself, against virtual enemies or against other Players
  • Alea means chance, the random factor that the Player is not able to control
  • Mimicry means the imitation of something belonging to other contexts, such as real life or fantasy worlds or abstract concepts
  • Ilinx means the vertigo, the senses brought to their limits

Ask yourself these questions while you are playing:

  • Am I competing against someone or something?
  • Does my outcome depend on randomness at some level?
  • Am I interpreting some role or adapting to metaphors that I have already seen in other mediums?
  • Do I feel some of the moments are extremely exaggerated and exciting?

My GOTY

Data speaks clearly. In 2023, the game that I absolutely played the most was Vampire Survivors.

Small team, simple idea, true indie gem. Simplicity at its finest. Nothing more to add, this was my personal GOTY.

Happy New Year everybody!

The most sincere form of flattery

Clone

  • a plant or animal that has the same genes as the original from which it was produced
  • someone or something that looks very much like someone or something else
  • a computer that operates in a very similar way to the one that it was copied from

You will never be a professional game designer until you understand the art of cloning. From a first perception, it may seem like something unfair. You are stealing, copying, and ripping things off. But it’s not. Cloning is the most sincere form of flattery.

The risk of copycats

The problem with cloning in companies is that businesses are led by business people. People working ON the game. And business people are not designers (usually). When they see that there is something successful, they want to replicate the success. The smartest ones dream to make it grow better than the original.

And that becomes a problem, often, for designers. More in general, for developers. For people working IN the game. While we struggle to find the best way of understanding why something is working and how to improve it… Looking for other games that the same core audience is playing, to find how to integrate… the “orders” we receive is to put “that thing that the CEO’s son saw in that game” in. No discussions.

What to do?

The non-obvious solution, to me, is that designers should earn a sit at the table. And to do that, you need to learn the business language and adapt to it. If your company decides it will dedicate its effort to hybrid casual games (it’s a mere example), it’s a loss from a creative point of view. Your Players will never look for a hybrid casual game. They will look for a simple game to play on their mobile phone. It makes no sense, from the client’s perspective, that kind of wording. So our goal is to understand how to communicate with the business in their crazy way while we work for the Players.

Future: remove uninteresting choices

An experiment I ran this year was TikTok. I made an account and started recording videos in Italian on game design. In a few days, I was completely sucked into the platform. I stopped playing my games for pleasure, TikTok was my unique source of mobile entertainment. I uninstalled that crazy demon from my smartphone.

The algorithm works just great, understands where I stay the most and keeps serving me what it considers to be the best. There were no surprises, every time I needed some fast stress relief I got it.

From a game design standpoint, the lack of uninteresting choices is a great thing when I am the consumer. This doesn’t happen when I run a social casino suite or a mobile RPG. Lately, it has not happened with Roblox and Fortnite either. It doesn’t happen with Steam.

I run these games and I have to choose: which game mode, minigame, or experience, do I want to play? Rarely did I decide this before running a game. So I spend 10 precious minutes deciding.

And in that context, this decision is not meaningful at all! I want to have fun and make meaningful choices in the game. Not on the main screen.

I am completely sure that the next mobile hit will understand this concept and serve the Players with straight gameplay, according to their tastes. With the possibility of swiping them away. And of course, leveraging content creation. 

Is China really that wrong?

I was reading the new policies from China regarding games and thinking that somehow I do agree with most of them.

I am not an anti-capitalist. I believe that (also if it has its flaws) commerce is the best way we find as human beings to make fewer wars. I am not in favor of the Chinese propaganda, too.

But I observe my society, I teach at local institutions and I can see the obvious drama… There is a battle for attention that pervades also video games. I see that many people have their attention completely sucked in super cool and engaging gameplay, as well as social networks and other forms of entertainment. Some of my students are completely immersed in “Clash Royale”, or other games, while I show them how to build their future. Is that even fair? Do they deserve that? Of course, it’s their choice… but do brilliant designs manipulate their will?

I did not choose to make games to trap the players’ minds. I choose to make games because I want to create interesting gameplay when they decide to step into the magic circle. It is completely different.

The games market is growing and more and more realities are competing to own the free time of people like my students, and others.

Is that what we want or it would be better to put limits to greed? My answer is that we have to put limits. Complete freedom when lots of products are carefully designed by top talent to keep the attention of people looking for their hourly endorphin doses is very dangerous.

Before your Eyes, design break down

Last week I purchased a bundle of narrative games from a popular store. The first game of that bundle, in alphabetical order, was Before your Eyes.

The game is a narrative experience. It doesn’t require much effort for a consumed player like me. There are minigames, but the story goes forward despite your ability to be successful at them. The story is short, but very emotional and effective. It’s about family, expectations, dreams, life, cats, death, disease, friendship, love. Developers managed, within 2 hours, to condense everything. My tears were out at the end of it, probably I am getting older.

Gameplay

As a player, you are in the shoes of a boy who lives his life and afterlife. The camera is in first person and there is a unique hook, which is a mechanic based on the blink of your eyes. If there is a webcam connected to your PC, the game detects (pretty well, in my case) when you close your eyes and play around that. The result is the feeling of a higher immersion into the story. Join that with well-written lines and characters and you get the idea.

The game is divided into chapters, and every chapter has scenes. It usually goes like this:

  • The story and dialogue go, like in a movie. You do not control their flow. Sometimes they pause waiting for you to activate a mechanic.
  • Interesting spots activate on the scene:
    • circles: just look at them to activate the mechanic. Usually, you have to connect with another circle. This is used to open a book, for example.
    • eyes: point at them and blink your eyes to activate a mechanic.
    • eyes with effect: point at them and keep your eyes closed to continue with the scene.
    • musical notes: you have to follow an area to play sounds
    • hand: move your camera in the hand zone to write on a typewriter
    • pencil: look at it and it transforms into a scribble. Bring the scribble on a sheet and blink to draw.
  • In order to pass to the next scene, you have to wait for a metronome. Blink whenever you want to go forward.

Everything is very simple but effective. Also, it permits interesting dynamics. For instance, some scenes may activate the metronome while circles are still appearing. So you can choose to keep your eyes open and complete the scene. One issue is that if you blink you will skip to the next scene. Sometimes I didn’t want to do that. This is one limitation of this mechanic, it is imprecise. The real conflict offered by the game is there. So, it is unique and creates gameplay.

Journey

The game starts with the calibration of your camera. I believe it is pretty confusing, especially for the core audience of this kind of game. Then you start the game and you are immersed in a fantasy. The fantasy is about the afterlife, and the message is clear: life is an awesome thing, no matter what you achieve, no matter who you are.

Engaging with the minigames and making narrative choices brings you always to this same conclusion. The story is linear and goes from start to end. You have no agency over it, still, you can perform over it in one way or another. It’s a smart narrative design solution to not deal with branches and things that can compromise the quality of the final product. The development team is made by 9 people.

Review

Those are the games that remind me of why I chose this profession. These games are not made to trap people’s attention or to monetize. They are not designed for retention. They wait for you to step in their magic circle. And if you want, you continue until the end. Maybe you cry a little. And then they go. Maybe you can play them again after a few years.

If you want to give yourself a beautiful gift, this game is. And after you play it, you may want to watch this talk:

Everything I said in this article was written before knowing the truth about its development.