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Tag: ideas

Remote processes

I work remotely for companies since 2016, more or less. I am very specialized in game economies and UX, so that for them is easy to deal with my tasks and responsibilities.

Game development, instead, is never so easy. You cannot rely just on freelancers to build successful products that potentially may last years. You need a core team fully involved every day. And in order to keep it working properly, you need to set up the proper processes. Also the companies that state that they don’t believe in processes, end up setting up (scrappy) processes in the end. To me, it is better to embrace the process as part of the development. In my opinion, processes are very important.

In 2020 everything shifted online. Remote work was forced by the terrible situation of the pandemic. We had no time to prepare, we had to act fast. In a lot of cases, the same exact process employed before was translated to the asynchronous remote work. Some of the most “boring” things were also eliminated. In their place, nothing new was developed. The new process, then, was like Frankenstein.

Nowadays, many are arguing that we need to return to the office because is not the same online. They are right, online is not the same. But, are you sure you did your job, testing and iterating alternative processes?

Getting inspiration

We want to create a new game, often times because we played one. So that we got inspired and somehow we want to make our own version of it. Maybe we are working for a company which spotted a market opportunity. So that we start studying the games belonging to that market, try to reproduce the best things.

Games industry is very endogamic. We tend too much to take inspiration from the inside of it. But if we see the best products out there, they take a lot from the outside and bring it to the inside.

Days ago I was talking about the TikTok of puzzle games. That is a way of looking outside. You just study the apps market and think in a better UX for some classic game. It often works like that. If you look at games like Royal Match, they took well known mechanics and the real twist is completely on the UX side.

Another great reference is nature. From nature many game designers created memorable gameplay experiences. Think in Japanese legend Shigeru Myiamoto and the story of how The Legend of Zelda was conceived. If you like to walk and you really start observing you notice that nothing in nature is wrong. Recent game The Ants: Underground Kingdom is another evidence of the power of nature. Especially if you want to get better ideas on gameplay and lore, nature is the way.

Art, toys and objects without purpose are also a great way of getting inspired. The history of videogames is full of examples like that. Think in the indie success GRIS or the mobile game Monument Valley. There is not a superhigh challenge, nor a specific deepness in their economies. The Players can just enjoy the overall game feel.

Same old story

First you fail at getting a job in the video games industry.

Then you try to build your own project, but you fail at building a team.

Then you try to make a solo project, but you fail at managing well your time and you never end it.

Then you start teaching online, but no one cares because you have no real experience.

That is when you start considering buzzwords and trends, and join the downward spiral of events with drinks and lamborginis.

But you don’t belong there, and you never will.

Simple, complex

I was playing Bloodborne, because my brother made me a gift. After a few hours I started arguing with myself: why is this game so successful? It is SO complex to me. It wasn’t hard, as everyone says. It was complex. It was complex because I didn’t understood it.

We believe that games can be simple or complex, but simplicity is in our mind, not in the games themselves.

When the mechanics that compose a videogame are understandable, we call the game simple. When the same thing is puzzling, we call it complicated. The combat system of Bloodborne is very puzzling, especially if that is the first game you get of From Software.

Good game design has to inspire, motivate, and be understandable. It is only when all three of these come together that we label the result as “simple.”. Bloodborne is very inspiring and the challenge definitely motivates you. But in order to really understand it you either deal many hours with absolute frustration or speak with your friends and watch YouTube videos.

The skill and knowledge may decay over time, but with well-designed systems, the recovery can be quick. Which is not the case of Bloodborne, if you leave it for a while you definitely lose your ability of beat it.

Better games

The future of games is made of better games. Did you saw the last Bethesda announcement?

Imagine Bethesda saying something like: “and then you can sell your space ship to other Players. You can earn money by playing our game!”

What would have happened? In my opinion, from one side core Players would have been explicitly against that. Also with ignorance, it doesn’t matter. Why? Because Players want to play a game. They want to invest their money to receive entertainment.

From the other side, that would be still a Bethesda game. And it seems a very well made one. So that, of course, some Player would definitely buy into that. What happens when you can earn money? All the motivation levers inevitably shift towards that. At least for the end game.

Some Player may start just playing and living the story with their character. After they complete the game, then, the game has the opportunity of becoming a revenue stream for them. A job.

Bethesda didn’t do that. They could, of course. But they didn’t. They are true game developers and they have clear their business. The future of games is made of better games, not funny jobs.

Remote processes

I am very outspoken and I work mostly remotely since 2017. Way before of the pandemic I was providing my game design services to many companies all across Europe. My specialty is game economy and gameplay design for free-to-play. Companies contacted me for three main things:

  1. To set up the vision for some new project of their.
  2. To review and design a new tutorial for their game.
  3. To add more monetization features to their games.

My main tasks are always been to become aware of a certain context, study a specific market and provide concrete solutions. All of that online, by remote.

I remember back in the days when I had to wait for the producer to call me after the internal meeting. I wasn’t allowed to participate to their daily standup because they were too lazy to set up a camera and connect with me.

Then the pandemic came and this is now the new normal. Now most of my work is online, but the processes are still the offline ones. I mean, I didn’t saw relevant updates to the game development practices. And that’s a problem.

Game development has many moments, good and hard ones. Especially the hard ones, when you need to tell the others your truth about something are getting always more complicated. Sometimes you notice that things are just not working out. So you should take the courage and speak with your boss and colleagues about that. You can do it by writing on a “public” slack channel or by contacting the leaders in private and have a virtual face to face with them. Still, with the remote something is missing. You always have that colleague with stays silent most of the time. And most of the time that colleague is one of the smartest. But they don’t talk, so you will never know. And possibly then they quit for a better job. And you remember that you never asked them directly to express themselves during meetings.

Like this there are a lot of stories. Remote work brought good things to the industry, but one thing is clear: games are not getting published in the expected volume.

We should update our processes at some point.

Tools come later

During the development of a videogame you will notice that many activities are repetitive. Activities like putting texts into a dialogue system or assigning sprites to your boosters.

Game developers use to develop tools to make our life easy in our repetitive activities. So that we can focus, as designers, on what really matters.

From the other side, we should assure that the things that are being developed really matter! Game development, otherwise, will focus the efforts in developing tools.

Here’s a new tool that permits to easily download a PNG icon from our servers so that in our live events we don’t need to make another build for our players. Great idea. And then you discover that no one plays that kind of live event, so waste of time.

We develop a game for Players to have fun. We don’t develop a game for you having an easier life. Our focus should always be on the Players, tools come later.

Dreaming the dream

I dream of making my own game someday. I have a lot of ideas well organized and stored, for someday do them. There are a lot of indie games there. With indie game, in this case, I mean a game that is not conceived to generate revenue or attract some specific kind of player. With indie game I mean, in this case, a game where I want to tell something.

On Sunday I went to the concert of a supergood rock band, the Schellac. Steve Albini, producer of Pixies, Nirvana and so on. Their rock is minimal, super well played and they keep the rhythm like a clockwork. They are very mathematic while they play. They have really something to say and they seem not to give a damn about making huge revenues and so on.

That concert made me think a lot. In fact, we can consider a gamedev team like a rock band. Everyone has a role and an ego. When you have a team of three people really good at what they do, you can really build something meaningful.

I am a game designer and I have a technical background. So that I am not afraid of using engines, script a little bit and so on. I think that with a supergood artist and with a stellar programmer we could have a good base. Then we need at least one person dedicated to marketing and at least one dedicated to QA. And that’s it, then we can be the Schellac!

Dreaming the dream is not living it, I know. But it’s what I have at the moment.

Owning the feature design

This post is about ownership of the development of a feature or mechanic in a video game. Many companies say that they need people who really own the tasks they have. Ownership is very important but also a little fuzzy concept.

What I understand for ownership is different from what you mean with the same word. It is also different from reality to reality. It is not the same to own the design and development of a secondary feature than to own the core mechanic of a new game.

To me, the secret of good ownership is being able to maintain a vision while adapting to the context. The term ownership can be easily confused with property ownership. If your duty is to own some feature, the best you can do is to build on what you have, leaving the borders of your property open.

Vision

In the world of data driven development it is very easy to fall into the trap of thinking “data is everything”, repeating the same mistakes over and over or offering the same formula to the Players.

Data is not everything. Data is a resource that has to be translated into information, otherwise everything can be read. Ownership means also to be able in doing this translation. You need to make hypotheses, you need to verify those hypotheses using concrete experiments and then you can discuss how to transform the information in actions. 

It is very hard having the right data ready at the start of some new implementation, so that often you need to rely on other elements to form your vision:

  • Your own personal experience brings inevitably something interesting to the discussion table.
  • Never forget that game design is also art, you should put something very personal in if you want to really engage your team and Players in your vision.
  • You need to know the state of the art, breaking down the same feature implemented in other games. It is not necessary to reinvent the wheel.
  • You need to connect with the people playing those games and really understand what it works and why.

Context

It is very unlikely to create the next f2p success with a team of 3 developers and 2 artists and no QA, right? If you have a small team, a feature can take aeons to get right. Most of the times you cannot iterate properly, your manager will pass to the next feature and your work will cripple. This happens in the majority of companies, and it is completely normal. Owning your design means accepting this and move forward. It’s hard, I know.

From the other side, it is very hard to create a fresh core loop with a team of 80 people. Politics, meetings and dispersion of the information will make you struggle to properly transmit your insight with the rest of the team. In that case, it is way better to take a strong base and then focus on improving the experience in terms of UX. Believe me, you will save a lot of stress.

Being aware of the context is very important, the magic lies where you can do the best you can with what you have. When you have the feeling that you can do everything with no limitations, it probably means that the context is not clear to the leadership nor to the team. Red flag. When you own a feature, you should try to clarify:

  • Goals with all the stakeholders
  • Concrete deadlines with weekly/bi-weekly intermediate milestones
  • Concrete quality expectations for the feature you own.

Final thoughts

The rise of automation is solving a lot of problems and saving us a lot of time. If we really want to be the professionals of tomorrow, we should focus our attention on providing the right solutions and vision according to the context we work in. 

Ownership is one of the most important factors of the future landscape of professional game design. 

What is your way of owning your tasks?

The World is ready for the TikTok of Puzzle Games

Few time ago I used to work on a match-3 game for a strong IP. The game never saw the light, but I was working for a company dedicated to design and production of many match-3 games for different IPs.

There was an interesting behavior we observed from Players: many of them jumped from game to game looking for brain training, fun and so on. I had a lot of match-3 games installed on my device at that time. When I wanted to really empathize with those Players, I finished all lives in one game before of jumping to another.

When you run a game app you have to wait 30-90 seconds before of seeing the very first screen. Then you probably receive a lot of special offers and pop-ups distracting you from your purpose: to play a match-3 session.

If I had data and people, I would create an infinite feed of puzzle levels where the Player can scroll and jump from game to game in a quick way, just like TikTok is offering video content.

The feed is a great metaphor

Today everyone has confidence with the feed metaphor. A feed is fast and offers always novelty. Also, intruding pop-ups can be substituted by feed elements.

  • Swipe, Swipe, Swipe and Play this
  • Swipe, Swipe, watch ad to get power-ups
  • Swipe, purchase the special pack

Mobiles are tecnologically advanced nowadays and can support multiple 2D levels on the same scene with optimization. Corporates like King, Peak, Jam City, Playrix and Zynga have a tremendous amount of Player’s data and can use that to train an artificial intelligence.

Artificial intelligence would help a lot with level design. From one side, AI can help with serve the right mechanics, challenge and visuals to the right audience. From the other, AI can help with the Player Generated Content.

Imagine create your own levels and sharing them with the game's community. Immagine getting all lives and power-ups that the Players use on your levels. I think we are definitely ready for that! 

But let’s go in order.

The art of liveops

When you have a live game you constantly work on four main fronts:

  1. FTUE: onboarding and tutorials for every feature of your game
  2. Player Progression: control and balance the growth of your Players inside of your game
  3. Game Quality: improve flows and optimize the cognitive load of your game
  4. New Features: design and deploy novelties to keep your Players engaged

Doing good liveops is working on those four fronts at the same time. A significative workload is taken by the content and level design for every update. Usually, you have people dedicated to create everything using the editors that are provided by the developers. Then every piece is tested intensively, repeating the level or the sequence over and over to double check everything is ready.

The legacy of Super Mario Maker

I love Nintendo. I have to say it. Maybe their business choices are different than we expect, but they have this magical aura to me that surrounds almost everything they deliver.

I think that if you are reading these words you probably know what Mario Maker is. Anyway, I leave you a video in case you don’t:

  • Create a level for any Super Mario game you know
  • Beat your own level 3 times
  • Share it with the Community (become Miyamoto)
  • Play levels made by other Players

Well played Nintendo! Now you don’t need to create a lot of levels to deliver a new Mario. People will do it, for fun!

Super Mario Maker was a success, people love to create levels for their favorite game. If I imagine to design a new game where Players will create their own levels, anyway, I would have some serious doubt that a new intellectual property can actually generate that impact.

My point, then, is simply that Nintendo managed to save hundreds of man hours in designing levels. When your game is good, people will engage in creating content.

Case Study: Modl.AI

Recently on Linkedin I saw an interesting post by Jamie Clarke:

Link to the original post

That reminded me when I was working on a match-3 game, managing a small team of level designers. The process was:

  • Review the Levels Beat Chart (4 hours)
  • Decide the mechanics to introduce (4 hours)
  • Discover all the possible skill atoms and discuss on a new set of levels (8 hours)
  • Design the levels (24 hours)
  • Test the new levels and leave comments (16 hours)
  • Iterate on the levels and repeat all the checks (16+ hours)
  • Play the levels over and over to estimate the fail rate and the number of movements for the level (16+ hours)

It was a great job and my lazy mind always thought: “can we PLEASE make SOMETHING more automatic?”

Well, maybe now we can with companies like Modl.AI.

Game Pitch: Match-3 TikTok!

Imagine deliver to the Players of a modern match-3 game a level editor using the help of the artificial intelligence. I really believe that is possible to do that, and that should be as easy as sharing a video on TikTok.

  • Select a type of challenge, mechanics and specific skill atom. For example: Create a 2 boards big level with Chocolate and Licorice.
  • AI Prepares the level for you and shows you the level automatically generated
  • A level editor helps you personalize your level, the tiles spawners and everything
  • Beat the level 3 times to prove that it’s not impossible to beat
  • Decorate your level: put a background, stickers and some social network stuff that people love to share!
  • Share it with the community
  • All the lives and power-ups invested by other Players on the levels you create will be your!

As final note, it would be better to have a successful game already. This can be a feature for top grossing match-3 games out there.