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Tag: ideas

Playing with my Dreamcast

Sometimes I dust off my old Dreamcast, connect it, and replay Crazy Taxi, Soulcalibur, Frame Gride, and Chu-chu Rocket. I feel like they are gifts that I sent to myself from the past.

Before, the support contained the entire game, not just a license. You bought it and they lasted “forever”.

The market has evolved, and commercial expectations have changed. In the last generations, you can play a game you bought until it is removed. There are many reasons for this, but in the channels I follow to get information I often read the frustration of many people. Games are perceived as something expensive (it is not true, they are not) and uncertain. You buy the license, but you do not know if it will last.

Game-as-a-service has added limitations on top of that for this specific audience: they are always connected games, potentially infinite.

In summary:
– it is not clear whether the game belongs to you or not
– it is not clear how long you will have access when you buy it
– it is not clear why you have to wait for connections to servers and login to external services
– it is not clear who’s this guy on the other side playing with me and what are his real intentions
– it is not clear if and when you can beat the game
– it is not clear what will happen if you miss some event

In this, frankly, I prefer the old style, where the only thing that was not clear was how the game itself worked. Onboarding to games has improved a lot, but before you just had to press a button and you were in a few seconds.

Not anymore. Today, pressing a button makes us feel a bit spied on by systems that want to figure out how to get more money out of us.
It is very true that the industry has matured, that it employs many more people, and that these are increasingly sophisticated games. However, the player experience for this specific audience (which is a big audience) has worsened in many ways.

And I see a business opportunity there.

Every game for itself

Reading the terrible news about a company that is praised in the industry, I think we are approaching one of the worst moments in the industry. I am talking about Roblox, of course.

The feeling I have is the domino effect, which will spread especially in businesses that are supported by attention.

We have all played that game that makes us think “but how can this game be so successful?

Well, often it is because the numbers are rigged and the players are not real people, but machines. New technologies only make this situation worse. I am afraid that many CEOs are playing the wrong game here. Faking the numbers, looking for the short term, that is the result.

It’s sad, but it’s good for the future of the industry in my opinion. We need some people out.

3%

To understand the situation in which we are in the video game industry, I propose to make a parallel with the downfall of rock music.

  • In the late 90s, in the USA, a legislative change allowed large corporations to decide on radio programming.
  • After years of glory and the climax of Nirvana’s “Nevermind”, music production became homogeneous because a few influential producers controlled the sound.
  • Managers began to exploit budgets to their advantage, driving costs skyrocketing and leaving very little to the artists.
  • Napster arrived and music consumption changed radically. The greatest impact was on record sales.
  • The collective experience of enjoying music diminished, given the little appeal of the bands in circulation. Everyone wanted to produce predictable and already-heard sounds, like those of Nickelback.

Consolidation led to a loss of diversity and originality in rock music. Barriers were created for capable artists by producers interested in the short term. The arrival of Napster led to fewer record sales and also to more isolation in listening to music. Before you went to the store to chat, now you were alone casually looking for something to listen. The experience of listening to rock became fleeting and fragmented.

Today new platforms allow rock artists to find and cultivate their audience. This suggests the potential for a new era of creativity, which will probably not reach the ancient glories.

I want to leave every parallelism open to your interpretation today.

Mine is certainly too biased.

Have a great weekend!

Inspiration and steal

I come to your house and I like your sofa, a lot. Then I can decide:

  • I’ll go buy one from my own apartment
  • I’ll steal it!

The first choice is similar to taking inspiration. Inspiration is doing my thing inspired by yours. It is different from stealing, which is taking your thing to do mine.

The current trend, I am sure it will end soon, is to use tools that take other people’s job and give it to you mixed with other robbed stuff. Which is worse than stealing, at least when you steal you know the victim. Here we’re talking on another level, completely.

It’s inevitable, they say. Well, it’s not. I am against that. You should too.

Blue and red

Every business owner I engaged with in the last 5 years wanted to find a blue ocean. If you manage to find a blue ocean, they said, you can eventually make it. If you work in a red ocean, instead, is too risky.

But then I look at the history of every successful game out there, and also every successful product. I see that they didn’t find any ocean. They found a niche. And they found them also in red oceans.

An ocean is a deep, dark liquid full of mysteries. A niche is a calm, safe place made out with people. Isn’t that easier?

The “deconstructor” is not fun anymore

It’s easy to talk about other projects when we are off the hook. Using strong words is also easy to gain traction. That’s what the whole business of podcasts is based on, in the end.

Enrico Fermi used to say that you should never read a book on inventions written by someone who has never invented anything.

The same is valid for what we decide to watch and listen, I guess.

On success and failure

I posted a question on my LinkedIn, and most of the answers misinterpreted it. It’s part of the deal of posting thoughts on something so noisy as a social network.

Someone claimed that you should work on something trend-setting when you work on a game. You shouldn’t follow trends. I do agree, but let’s be real: that rarely happens.

If you have the luxury to work on a videogame, you will probably work on a game that never ships. And if it ships, the probability that nobody will play it is high. And if people play it, they will very likely find it a boring or average game. And if instead, it is a good game, the odds are that it will be not great…

What’s the point of my rant? I prefer to focus on the beauty of my craft, intended to my progress within it, and the people I work with. Because making games to be rich and famous can be too much delusional for someone like me.

On compromise and experience

“I sit here
drunk now.
I am
a series of
small victories
and large defeats
and I am as
amazed
as any other
that
I have gotten
from there to
here
without committing murder
or being
murdered;
without
having ended up in the
madhouse.

as I drink alone
again tonight
my soul despite all the past
agony
thanks all the gods
who were not
there
for me
then.”


― Charles Bukowski, The People Look Like Flowers at Last

The Concord game is out and it looks like a failure. People have worked for 8 years to something that will be shut down in the next few months. 8 years ago, the Overwatch fever brought many companies to invest in this new genre. We are seeing new games with Marvel and Star Wars IPs coming out these days.

The developers have accumulated experience and developed a compromise towards their colleagues over the past 8 years. They made something beautiful. The game is great, but its personality is not in line with the market right now. You can still see beauty, experience, and design.

Can we consider that their job has gone down the drain? It depends on how you see your work. If you are in the “American dream” of making lots of money and success in a few time, maybe yes. Maybe you just lost your time with a failure.

They have worked for 8 years together with other experts. They are more savvy now. Next projects will be benefit from all this. Maybe someone will go and build something different, something new.

The time we invest into our craft is never lost.

Pawtners Case

Today I have completed a set of new mechanics which will be useful for the very first prototype of my game. You can watch here:

I have also changed the name of the game, after listening to the first feedback on a Discord server. The game will be called Pawtners Case, I am studying also layouts for a possible capsule. This is what I got so far:

I am impressed by Unreal Engine. I don’t know why I didn’t use it until now. It has a whole gameplay framework already implemented, you can set things up very easily. And placing object in the level is fairly simple. It doesn’t have the huge community that Unity has, but it’s a powerful tool.

Now I need to focus on the level for the first prototype, and double check which mechanics I am missing.