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Tag: ideas

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!

Removing loot boxes is a mistake

Journalists and many game developers hate loot boxes. Players of games that feature this mechanic, however, love them. Just see the comments on this video:

It is true that very often considerable amounts of money are invested in order not to get what one wants. This leads many people to overspend and feel guilty. But in general, the thrill of opening a surprise is loved by the Players.

Eliminating these elements from a gaming system is risky because it damages the spend depth on the service. In practice, players will be able to spend much less money to get what they want. Given the number of people paying for a free-to-play game, this measure can be detrimental and seriously damage the service.

I think that this choice was made without taking data into consideration and without listening to the people that plays the game: the Players.

Surely there is a part of the players who will have left because of the disappointment of spending money and not getting what they want. This move maybe is a way to re-engage part of the churn. But successful games are built on Players, so people who stay and play, not those who choose to leave.

  • They could have tried split testing workarounds instead of announcing the new design before of getting the numbers proving that it actually works.
  • They could have those new ideas running in parallel with the loot box system.

This is NOT how we use to work in free-to-play. It seems like a AAA brand awareness move. I believe that they chose to follow their instincts. They are the experts, of course. For me, it is a big mistake.

AI to improve my workflow

Recently, I began a new collaboration that I hope will yield positive results. I apologize for not writing in a while due to the overwhelming amount of work I have been facing.

act like you are an interactive romance story

I am currently testing the ChatGPT tool and find it incredibly fascinating. I believe that this type of technology can help me become more productive and improve my abilities.

Using ChatGPT, you can write prompts and generate well-done, yet basic, content. To create truly human and original content, you will need to add your own input and edit the generated content.

Overall, I believe that using ChatGPT will save me hours of work and allow me to focus on other important tasks.

Mobile cloud as a feature

The classic way to start a new mobile game is:

  1. For some reason, I arrive at the virtual store
  2. I choose the game to install and tap the Install button
  3. I wait for it to install. Some games are huge.
  4. I start and there is a stage where the screen is dark
  5. I wait while looking at a splash screen for a few seconds, less than 15
  6. In case there are updates this time increases
  7. I am introduced to the game.

The games of the future should be like this:

  • For some reason, I arrive at the virtual store
  • I choose the game and PLAY
  • I wait less than 2 seconds
  • I am introduced to the game

It seems like an impossible feature, but that’s what will make the difference for me.

I broke it!

One of the trends I see in mobile game design comes from the hyper-casual wave of games: games that you can break.

Link to original Tweet

It helps the game get viral, players feel smart and it’s clever. Especially in multiplayer games, it works great!

One may feel that designers made bad work, but it’s not always the case. Often there are surprising discoveries in the process!

Can your game be broken by the Players? If not, can you make some mechanics less controlled to open up to that possibility?

Existence and storytelling

Yesterday I have finished watching a great Netflix show called “From Scratch”. Very suggested to anyone reading.

One of the topic of the series is death, still a romantic/casual audience may appreciate this kind of series.

Think in casual snackable games. What about creating some narrative to make the people reflect on existential topics?

Will that work?

Those topics are not comfy, but something very powerful may please our love for great stories.

How to use Twine for Player Experience Narrative

Play Lilys Choices in your browser here.

Game writers use Twine to write stories. It’s a great tool and pretty easy to learn. I have learnt during my certification course at The Narrative Department. This week I am prototyping a new feature for Lily’s Garden, so that I decided to use this new tool to test its effectiveness also in terms of feature prototyping.

You can play the Twine prototype here: we have the feature, Lilys Choices.

Final thoughts

  • Twine is a great tool to create a proper Player experience narrative for a new feature.
  • The idea of having an extra resource to start extra Dramas is not new, but it is very important that the dramas end up with a surprise for the Players. Also in terms of concrete rewards!
  • It is important for this kind of games not giving to the Players choices that exclude specific branches. First of all, produce all this content has a cost. Second, some Player may feel frustrated and may want to try the other way around. This thing is not possible in those games.
  • The narrative should be focused on a true fan of the game. At this stage other profiles in the team will probably find risks and flaws to the designs, so be prepared! It is very important to push things forward boldly.

Devlog

From the idea to the prototype

This week I am prototyping a new narrative system for a puzzle-renovation game like Lily’s Garden. I generated lots of ideas and then I selected the best ones. Now it’s time to translate those ideas to a prototype.

Goals and features

Before of starting sketching a flowchart for our Twine prototype, it’s important to understand why to prepare a prototype in first place. A prototype is not something ready to go out. It is not a product. A prototype is useful to:

  • Persuade the stakeholders that this step is necessary and invite them to think in its ROI
  • Align the vision of all the team members that will work on the feature
  • State all the assumptions, useful to prove with data and analytics the feature’s success
  • Inspire roadmap updates to fix the feature’s development in the pipeline.

I have very few time to do a proper prototype, I am doing this exercise for “ikigai” (= to do something I enjoy for the sake of it). I need to put some limitations, so that my prototype will feature:

  1. Only 1 event to show how the Player’s journey changes meaningfully thanks to the feature
  2. Player’s development across the journey
  3. Maximum 3 valuable binary choices, in order to avoid too many outcomes. In fact with 3 choices we will get 2^3=8 endings.
  4. The prototype should not be minimum. I am against minimum viable things. The prototype should show all that’s necessary to truly unleash potential, instead! That is why I will use the main idea and the two secondary ones described previously.

Prototype definition

Important for this kind of games is to keep things very linear and straight. Those are not RPG games full of options. The only options that the Player has at every moment is either to start a new task or play a new level.

Glossary

  • Lilys: the new feature will be called Lilys. Lilys are a resource that the Player accumulates based on creating special tiles (combining 4+ tiles) and/or getting and using power-ups, which are special tiles at the end of the day.
  • Lily Branches: every Day has a set of choices. Some choice are cosmetic, those are already present in the game. Some other choice can be meaningful story branches. In order to take some of the options, the Player should use Lilys.
  • Choice Points: Every time the Player makes a choice gets Choice Points which are useful to unlock extra rewards at the end of the day.
  • Variable Rewards: every time the Player completes one Lilys branch, there is the chance of getting a power-up. Variable rewards are useful to foster engagement. The Players in this way will have reasons to make Lilys Choices.
  • The Player can choose to Play a level or start a Task
  • During the Level, the Player will get and use power-ups
  • At the end of the Level the power-ups and special tiles will be counted and converted in Lilys
  • During a task, the Player will have to make a meaningful choice
  • One of the branches will involve the use of Lilys
  • All the branches will give choice points, useful for the end of the Day to get extra rewards
  • if the Player uses Lilys, a random reward will pop-out: 30 minutes infinite lives. It is important that the Player feel that there is a random factor there.

Now I can proceed in developing the proper prototype!

How to map and select ideas

This week I decided to prototype a new narrative system for Lily’s Garden using Twine. After deciding the right problem statement, which is:

How can we engage more the Players more interested in the story, rewarding every effort they make to reach better outcomes during the puzzle part?

I passed to generate a lot of ideas on my notebook. Then I filtered out the best of them.

Ideas classification

Now it’s time to map the ideas in a proper chart. The X axis will represent the engagement, the metric to improve. Engagement is measured with session length and average sessions per day. Those are the KPIs.

On the Y axis consider the motivation to stay longer and open the game more during the day. This article by The Games Refinery will help us.

The two main motivational drivers for this genre are Mastery and Expression. So that we have two possible charts to map out the outcome of our brainstorming.

I classify the ideas in both those maps and see if we spot something in common. Usually this process is a team process and takes time and discussion. Again, in my case is just a quick exercise.

Against mastery we can see that we have 3 possible ideas to build:

  1. Choose your Story: creating and using special tiles/power-ups during the puzzle match, you get points to invest in story branches.
  2. Day Perks: Once a Day ends according to what you used you can get extra rewards (boosters, power-ups, infinite lives, ingots)
  3. Rewards Missions: playing the game and performing positive actions such as buy lives, get extra movements, return every day, you unlock a special currency which can be converted in boosters and power-ups.

Mapping ideas with expression in mind, a single idea is in the hot spot.

We have then selected our main idea: Choose your Story. Secondary ideas: Day Perks and Rewards Missions. On this base we can build our prototype!