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Tag: ideas

What if mobile AAA is possible?

Today I woke up with this simple question. Maybe it’s just me wanting to work on something different than simply think in engagement, retention and monetization mechanics. Which is typical in mobile free-to-play.

I am 40 years old now and I grew up with consoles and PC. Industry experts say that immersion is only possible on a sofa looking at a TV screen. I feel really immersed with my right hand on a mouse and the left one on WASD.

Teenagers today, anyway, have always a device in their hands: the mobile phone. They are immersed in social activities and networks and they spend almost 10 hours per day swiping, liking, sharing and so on.

I hear often that mobile players look for engagement, not immersion. Still I believe that great adventures like the games we play on console can be possible to achieve on new mobile devices.

What if the time is now? Maybe the average age of hardcore players is gone up only because teens prefer to interact with another device.

Or maybe it’s just me.

For juniors, with love

If you are Picasso, you can share just two lines on a blank page and the people will feel the meaning of your art. I ask you: are you like Picasso?

I write this because junior game designers willing to join the industry often do this: they share uncompleted things or just some capture with a game engine opened and two blocks in the Scene. This is NOT how you show your talent to the World out there. This is noise, ego and insecurity.

I know you are struggling because it is very hard to get a job as junior. Believe me, I lived the same years ago. You want to get noticed by recruiters and maybe managers and CEOs. Sharing the first draft of a level means that you opened the engine and you put blocks in a scene. Just this.

  • What’s your reasoning behind that level?
  • The beat sequence?
  • What are the design goals?
  • The mechanics involved?

I can see nothing interesting in those posts.

The worst happens when social challenges like Blocktober appear. I am completely in favor of those challenges! I took those challenges in the past and I will probably take them in the next future who knows. But the results of those challenges are not something worth sharing on a professional network nor on your portfolio. Those are for you to improve, not for the others to see. If you are junior you should work hard everyday on your talent. Do not complete tasks just for the sake of showing off.

I did the same, years ago. It meant nothing. Believe me.

With true love,

Paolo

First impressions on the new podcast by Hideo Kojima

As a great percentage of game designers out there, I really admire and respect Hideo Kojima. He has a big ego, he doesn’t speak one word outside Japanese but still he managed to introduce many innovations to the medium.

The main advantage of mister Kojima is probably also his greatest weakness. He didn’t managed to become a movie director and he adapted many things from movies and books to the games mediums.

Today the first episode of his new podcast was published on Spotify:

I like that he explains exactly WHY he helped creating the stealth genre. It is very interesting to hear his chain of thoughts. He acted like a true designer: he understood a genre (shooters or shooting games) and he had a personal tought on storytelling . Shooters of the time, in fact, had no story. No reason why to kill enemies.

Plus, technical limitations on MSX gaming system made impossible having many shots at the same time. So that Mr. Kojima, starting from a personal thought and using the limitation as creative leverage, created the perfect excuse to eliminate enemies: infiltration, heroism.

I like a lot that, before of answering the question regarding the secret of MGS’s success, first thing he says is: I don’t know. Then he starts to reason. Very humble attitude, hard to see out there.

I would like to wish huge success to this new initiative by Mr. Kojima!

How to build the next Supercell

I have a secret to build the next Supercell. Really, I have it! Have I ever built a company like Supercell? Of course not, but I mean: we live in the age of suggestions, advices, best practices, influence, likes, follows… So why shouldn’t I write some wise article about how to do things, right?

As any secret, this one is very easy to understand too: stop treating people like children. Easy, right? Let’s see three common ways in which you are treating your people like babies, including before they join your company.

Technical tests and assessments

In some case those are necessary, especially for junior talent or for talent that is switching radically the sector. For instance, passing from free-to-play to AAA. Anyway, if you are hiring a person in his forties please: give me a break!

Our curriculum, carreer and our ex colleagues speak from themselves. We have nothing to demonstrate anymore and we are completely capable of doing the job at a technical level. Do I really need to show you how I structure an economy in a spreadsheet? Do i really need to demonstrate my presentation skills? Do you want me to create a flow and a wireframe? Or worst, a single GDD bible? Please, I do this since probably before you joined that company. Again: give me a break!

Do this instead:

  • Interview for cultural fit
  • Review in detail past experiences
  • Ask for referrals of ex colleagues and employers

When I see a test proposal I just think: “ok, you are not capable of evaluating my kind of profile. Next.”

Show me the next things to do with no context

I remember when I was a little dude asking to my father: “Why should I do that?”.

“Because I say so”, was his answer.

35 years later, history repeats. And I am very tired of that. You give a task and a deadline, with no perspective. I will do that for you the best I can. I swear. But I will never understand anything like this. Why is this important for the project? And how will we demonstrate that in fact it was? When we shoud have some learning? What about the past iteration? How did it go?

Maybe you are too busy to explain well the vision behind any choice. That means that you are not doing the job you should, to me. Because if you are my manager, you should be focused on manage my team and myself. Not the game. Not the code. Not the art.

Put your hands on my work

This is tipically something that you do to game designers. And tipically something that occurs in small-mid sized companies. We spent weeks designing something, researching, getting the problem right, sync with all the people involved. And then you decide to change everything because you have your own idea in mind. You are the founder or the leader of the project and you have the last word.

I could be wrong and you right, of course. Still, you are stealing my opportunity to learn more about the audience and the kind of product we are doing together. I just feel that my solution will never be tested on the field. Your solution maybe can be successful. And probably you will be happy and still will recognize my work. But you stole my opportunity of seeing a design I made going out there.

Stop play with my toys, those are mine!

Push your boundaries

I see a lot of professionals getting a name in the industry working on successful projects. Then they decide to go indie. And they do the exactly same thing they were doing at the mother company, but with less resources. After a while, they return back to some corp. Classic.

One of the things I always suggest to the people I mentor is this: do not remake things you already did before. I am not sure it is the right way of thinking, honestly. It is just mine.

To me, remaking stuff is always a mistake. Maybe the thing you want to remake is an old experiment that failed for some reason. Learn from it and do something else, don’t try to take shortcuts or you will repeat other errors you did for that same experiments that were eclypsed by the major errors.

If a project was successful, instead, it probably was for a bunch of reasons. It wasn’t just your work and effort, but also the timing and the context of that time. If you decide to invest your time and effort for a new project, try always to push your boundaries instead. It is usually a better choice.

Being loyal

Year ago I was running a very promising free-to-play project in a local incubator. It was very promising, it was the future. My lead artist said: you are inventing the devil. Of course, it was just in my head. The project had no chance to go forward, because I wasn’t being loyal to my will of creating a new company around it.

Being loyal with ourselves is not just to maintain the promises we make. It’s not to respect the compromise. Is also to make well our numbers. If you want to build anything and we consider ourselves game designers it is necessary to stop and think well to all costs and scopes of the things we want to build. And then add a 20% of error to all of that. Otherwise we will most probably fail.

My project failed at many levels, but the main one is that you cannot start a free-to-play ambitious project without great professionals and lot of money behind. The art of giving games for free is very expensive, needs a good monetization strategy and the acquisition of new Players requires huge efforts.

I am glad that I didn’t invented any devil, and I am glad to be here happy telling you those stories.

Your indie can become the Metaverse

I am actively looking for a new job, while preparing my next step which will be a course on game writing and also a deep study of the Unreal Engine. I am arrived at a point where I consider myself pretty good at free to play, but I am constantly playing indie and AAA games. Why not try do some small indie experiment?

So that I fell in this paradox lately. I see a lot of huge investments and acquisitions towards companies and projects which are basically clones of existing success cases. I see also a bunch of independent people with really good ideas struggling to pay the bills at the end of the month. What the heck is going on? Why those people cannot manage to get investments?

So that the next guess is that maybe they don’t even try to sell something. Every game studio needs something who knows how to sell the idea behind. And suddendly some very old concept, like 3d lowpoly characters in a 3d World becomes the Metaverse. And some people buys that idea.

Show your impact

When you get an interview you can demonstrate your skills in three ways:

  1. Taking a test
  2. Showing a portfolio
  3. Demonstrate the impact of your work

Often, you are required to do more than one thing at the same time. In fact, many companies ask you to take a test. Before, they review your portfolio and later they ask you about the impactful initiatives you lead in your previous jobs.

Impact is, by far, the most interesting thing. Still it’s not really easy to understand the specific impact of your designs. Many times (too many times) your designs are strongly influenced by the context. It may be some specific software constraint or also the green light process at which every initiative is submitted.

Still it is very important to learn how to estimate the right impact of your work. In data driven contexts, like f2p for example, you should also accompain your reasonings with concrete KPIs increment (in % to not break any secrecy).

Lore and freedom

I am playing Horizon Forbidden West and everytime I meet a new character, the game invites me to hear minutes of dialogues. The story is intriguing and well written, but I cannot just walk away such as in Skyrim for instance, leaving the NPC speaking alone. Different design pillars, different approach to narrative.

Still, a great game. This forceful dialog creates somehow a connection with the lore of the game. So that a new intellectual property is reinforced.

I am also playing the classic Gothic. A game that says you NOTHING about what to do. A game from the past. You have to really strive to understand what to do, where to go and so on. I killed a man, today. I found him hidden in a mountain. I spoke with him and then I killed him. Why? The game gave me 40XP. There will be no consequences to my character.

And that fits into the game’s narrative of brutal freedom and high insecurity. So that I was the big fish eating the small fish, today. It fits. Gothic still has fans all over the World.

Humbleness and feedback

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.