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Tag: ideas

Students, prepare the basis of your work

There is a substantial difference in game design between what you study and what you then work on.

When you study you learn the basic language and how to get from an idea to a game. Most often it is a reduced version of the game itself. When you study you have the largest freedom to create without thinking too much about who sells the game. The ability to create will be one of the fundamental ones.

When you’re working, your primary focus is the team in charge of selling the game to the people out there. You will need a very different set of skills. You will need to support your work with ideas that have worked in other games. The ability to analyze becomes one of the fundamental skills.

If you are a student, take advantage of the beautiful moments of creative freedom. But never forget to play many games. Because playing will build you a library of ideas and mechanics and will be your basis for real work.

PRO TIP: play more games from the companies in your geographical areas. Those will be the first you will apply to.

Forget transmedia when you start

While the Super Mario Bros movie crashes the box office, Gameloft launches a Disney version of Super Mario Kart.

Two companies with a great history explore each other’s space. Someone says that the worlds of video games and movie productions are converging. The fact is that the types of production of a film and a video game are completely different.

Video games involve interaction, movies don’t. Movies can move from the big screen of the cinema to the small screen of a smartphone, but video games cannot.

The common element is that they are two means of getting stories across. These stories can cause very strong feelings that change us. These inner shifts familiarize us with characters and worlds. These characters and worlds can populate products of an entirely distinct nature.

It is not a matter of bringing together video games and cinema. It’s about creating memorable characters and worlds that can actually last for years.

People are still playing Super Mario Bros. People are still watching The Lord of the Rings trilogy. I do not recommend looking for transmedia right from the conception of a video game or movie. I recommend making the best video game or making the best movie possible. Center yourself well in thinking about worlds, characters, and stories. Make them fit perfectly in one single medium. With the help of God, successful transmedia may come later.

In love with SSSnaker

This game is trending in recent weeks.

As a game designer, I always prefer to start with the basics.

The real strength of the core of this game in my opinion is that narratively it is very weird.

I know that everything comes from Archero and games of this style. But, gamers very often do not know the history of video games.

Many people who will engage with this game, in short, will not know other previous successes of the same kind.

What the heck is a constantly firing mechanical snake doing in a maze? At first glance, it doesn’t make sense.

However, the numbers speak for themselves, which is why I wonder what fantasy it awakens in the players.

The MDA framework comes to help:
Sensation: the game as sense-pleasure
Challenge: game as an obstacle course
Submission: game as a pastime

Those are the three essential keys to the beauty of this game for me. Everything else, therefore, may not even make sense! Plus, it may become a strength. Because it leaves the Players with the fantastic autonomy of imagination.

Think of the first Super Mario: it didn’t make any sense at all, because the goal at the time was not that. Nintendo was building on the pleasure of handling a gamepad and owning a console set for your home TV.

The rest was left to the player’s imagination. To some of us that shaped us, forever.

I like Sssnaker too much! The metagame is average and mediocre, though. Always the same. I know that works but how long will it last?

Generative AI and game design

Generative AIs seem to be a great help for:

Deal with repetitive and mechanical tasks.
– Find bugs
– balance numbers
– create variations of a graphic asset, etc.

Speed up the process of understanding.
– Explain to me what this code does
– Read this long article and give me the best practices
-Explain the style of this image.

Getting past the blank page fast.
– I need to prototype this mechanic in Unity. Where do I start?
– I need to create a power-up system based on natural elements for the next RPG. How would that work?
– I need to make 3D models of a robot cricket, what could it look like?

On these three points, we are definitely facing an epochal change. There is no going back, rather it will move forward. We will lose specific jobs, but many others will arise. We can hardly imagine at this moment, but it will happen.

One thing I want to say: generative AIs have no taste and no opinions. We must have tastes and opinions. The idea of entrusting artificial intelligence with the responsibility of choosing and evaluating is fundamentally wrong. We can use artificial intelligence to understand more. But we have to develop our taste and our knowledge.

If I’m not a programmer, the AI could pass me code with serious errors and I wouldn’t notice.

If I’m not an artist, AI-generated images may be acceptable to my speed-hungry eyes. But I’ll have a hard time guessing what I’m really conveying to people.

If I’m not a designer, the solutions generated will be a repetition of things people have already seen in games that are certainly better than what I can do.

First goal for every team

A team should first demonstrate to themselves and to the World they can develop a complete game.

Whether a team is composed of experienced members or newbies, the first thing should be completing a game.

Some team starts by helping other projects. Some others should probably start with something small. Finally, some others may work on a remake or an existing game adapted to intellectual property.

I like to compare a game development team to a rock band. First, you start doing covers or making your own stuff for small clubs. You cannot start by playing at Wembley Stadium, that’s your dream, but you must be realistic.

There is a lot of energy involved in the development of a game, you have to first prove you work well together.

When you still have nothing out there, talking about huge growth and wonderful disruptions may be frustrating. I respect the ambitions but listen to my humble suggestion: make your games the best you can. Just worry about that when you’re starting.

Unless, of course, the team is composed of at least a core that already faced together their struggles. You need to know how to hit the road together before of going to the sky. Success will come by hard work and only a few times thanks to contexts and events you cannot control.

Games that last forever

I was reading the post from the CEO of Supercell and I connected it to the announcement of 20% annual growth of King’s game Candy Crush Saga. These numbers are not obtained by chance, and finding a game that lasts forever is very hard.

I remember when Candy Crush became a big hit. For the first time, I was seeing people like my mother play a video game. It was easy from Facebook, and friends with smartphones could follow the progress from anywhere. King’s real innovation was technological: the shared progress between Facebook and mobile devices combined with a trendy game.

I remember when Clash of Clans was released for iPhone and iPad. iPad had just been released and Clash of Clans offered perfect gameplay for the device. I used to work at Digital Chocolate and a team from the company ran the Galaxy Life game. Galaxy Life was a version of Backyard Monsters aimed at a wider audience.

Clash of Clans was a better-optimized version for mobile devices that was using the same base. I don’t know how much they were inspired by Galaxy Life, but there were a lot of similarities. Even in the tutorial storyline, for example.

At DChoc, during lunch breaks, I remember colleagues spending time playing Galaxy Life. The game developers themselves found a lot of fun in the game they were working on. And this for me has always been one of the signs to see for the success of a title.

The theme and our subconscious

When you hold any level of Candy Crush Saga in your hands, what you have in front of you is a box of sweets. And you know that too much sugar is not good for you. For people of my mother’s age, but also for my generation, it suggests something childish. 

“You can’t eat all the candy, it’s bad for you!” 

“Okay mom…”

…and you spent the time sorting the candies in the box with your finger!

With Candy Crush you can spend as much time as you like playing with candies. The magic circle guarantees that you will get no diabetes from swiping all those sweetmeat. And you will not get the temptation of eating one!

When I was playing Clash of Clans, I was in an Ikea-furnished apartment, sharing a house with 3 other people. My reckless side was influenced by Northern European design. As an avid reader of fantasy literature, Vikings and dragons were one of my passions. Clash of Clans offered a light take on that theme. Little Vikings were cute and you felt that you had true power over their miserable aggressiveness. The treat was about their village, you weren’t the hero. You were their god. And the color, the clean design, and the ironic courtesy of speech somehow reminded me of those Ikea commercials. Nordic vibes!

How come people still play after so many years?

After the success, King and Supercell had the opportunity to contract talent from all over the World. Thanks to a strong base and great experience, they worked to make these services ever better adapted to all segments of players.

On the player side, however, those who have stayed longer have a sense of prestige they don’t want to lose. They feel they own their games, somehow.

Think of the players who are in the last levels of Candy Crush. They have something in their hands that the newcomer does not – they are more experienced. They overcame more challenges.

Reflect on the players who have seen Clash of Clans evolve from the first few months. They can also be guides for newcomers. They have prestige due to the fact that they are the oldest players of a game that has been since the beginning of the iPad.

Did the original creators of these games think they had these results? I think they definitely believed in their game, but something this big is very difficult to predict. We can draw a lesson from this, though: prestige in a community leads people to stay. The fantasies that can feed this prestige can be various: leadership, power, and greatness are some examples.

The Lens of Gameplay Endlessness

If we want to make a new game and our intention is to break barriers, we have to explore the world of possibilities. We have to try to identify and overcome our prejudices. I would ask those questions:

  • What are the assumptions that make me see the world of video games as I see it?
  • What could I invent to have other choices?
  • What technological barrier could I face to offer something new?
  • What is in the customs and traditions of the society that I can suggest to the Players through my game?
  • How can I introduce a sense of infinite progress of power, greatness, or leadership?

Curiosity and power

I bounced on this post by a famous French publisher. It is focused on curiosity which is a strong motivational driver:

The point of this post is that Players will be more willing to watch an ad for the reasons at the bottom than for those at the top. Adding a different visual look for the reward after the video ad is enough to give the Players curiosity. Improving the stats (top line), instead, has probably fewer chances to convert a Player because it is giving power. I have two questions here:

  1. What happens when the Players understand that all vehicles are skins (and they will)?
  2. What happens when the Players understand that more speed means higher challenge?

Intuitively, it depends a lot on the gameplay you have and your economy base. For a single player endless runner having a new vehicle can be cool, while improving your speed can cause some extra challenge you maybe don’t want. But in a multiplayer RPG game having 50% more speed of course is a huge improvement.

Trying to evaluate a game in terms of skill, luck and stats is the first step to design a good economy (thanks D. for reminding me that, the other day).

  • A game offers a fantasy to the Players
  • On top of that fantasy, Players may perform a set of actions
  • Those actions should be oriented toward goals
  • In order to reach the goals, the Players have to engage with mechanics
  • Mechanics are based on those three elements: skill, luck and stats
  • Based on that, you can design the game’s economy properly
  • On top of that, rewarded videos can offer meaningful value to the economy
  • On the short term, playing with curiosity is a great idea
  • For the long term, instead, Players that stay more will need more prestige inside of the game!

Side projects are important

Every designer should have a side project to learn.

Every company should allow their designers to have it.

The reality is not always this. Very often we designers have side projects and keep them secret. Companies sometimes do not accept an employee’s chance for success and so block it.

Those that allow them will have better-trained professionals. There is no possible training that equals a project created with the purpose of learning.

Designers:

  • Be determined
  • Look after yourself
  • Focus on remaking old games adding something spicy
  • Try to overcome your need for validation
  • You are there to learn

Design concrete experiences

The main problem with the vague concept of Metaverse is that it is an experience without a central point. This year I saw the presentation of many metaverses online. All promise exploration in a three-dimensional virtual world with personalized avatars.

While exploring, you can generally meet and interact with other people. Specific content can be accessed, depending on the metaverse. Sometimes it’s about listening to music. In some other cases, you can visit museums.

And so what?

There are no reasons enough to involve people. A video game has goals, obstacles, rewards, and so on. Generally, a video game also offers the elements of a metaverse but in higher quality. These elements are created around a concrete gameplay experience, not around “whatever”.

This also allowed people to meet and ignore the rules of the game. See the case of GTA and Fortnite. When a video game is successful can also become a meeting point for people. A platform through which a brand can choose to invest in the promotion of its products.

The same argument doesn’t work the other way around. It is absurd to think that people install and frequent a virtual space without any purpose. It is necessary to think about which concrete experience to offer the player.

In 10 years maybe it will be possible to switch from one game to another without too much waiting and navigating the menus. This would be a step forward that would make life easier for hardcore gamers. But the change is always due to a desire to face a certain type of challenge and live a concrete experience.

Sometimes it seems that the dream of some marketers is to trap people in a space where they can be bombarded with advertising. This doesn’t work and never will. The human being has its limits but is capable of recognizing easy tricks. Especially nowadays where everything is connected and opinions spin and influence people.

Plans for 2023: Simple and well made games

I had time to think about my future. And yet I have not come to any conclusion!

Being a consultant is great but very stressful. Being employed is less stressful, but also less beautiful. My career has been oriented towards free-to-play mobile. New frontiers of video games are being opened. AAA game companies are taking an interest in data oriented game designers. AAA are the games that interest me the most as a player.

Many experts are pointing out the challenges of free-to-play to find new players. Free-to-play is based on the frantic pursuit of whale players. People capable of spending large amounts of money in order to have more power in the game. These people however join games that are very successful among free players. That would be the players who play without spending a cent and that consist of more than 90% of Players. Quick math, you need a LOT of people playing your game. And those people is not cheap to get.

The result is that there are a number of best practices that make free-to-play mobile games all the same, by genre. Open any puzzle game and it will probably have the same characteristics as the others. People are tired of seeing the same thing over and over again.

The hyper-casual trend is dying because its business model is no longer sustainable. Apple took countermeasures against Facebook and destroyed the UA strategies of those games. However, the development process that requires a quality video game has become redundant.

While on the one hand they offered original ideas, on the other they didn’t devote the necessary efforts to create unique experiences. The important thing was to fit into the equations on CPI and D1 retention and that’s it. The vision, the underlying fantasy, the actions, the objectives and the economies were literally sketched out. For me, that was the real reason why the system didn’t work. It’s obvious that people like to see new games that are fun and easy to use. But it’s also obvious that people want to have well-made games!

I hope this 2023 to contribute to this point: create simple but well made games!