Nintendo said that during this fiscal year, they will announce Switch 2. As far as I remember, this is the first time that Nintendo has put a number on the previous one. That makes me think that they will not innovate that much, this time.
But maybe I am wrong, and I imagine which improvements Nintendo can bring to their business.
The first thing is that their controllers, influenced by the competitors I don’t know, got very complicated. We passed from the cross and two buttons to 2 sticks, a cross, 4 frontal buttons, 4 retro buttons. A simpler control system will make more people want the console.
What if my Switch 2 is also my mobile phone? I would buy that. A mobile smartphone capable of running WhatsApp, and LinkedIn and making my work that is also the console I can play with my daughter. A smartphone that I can plug on my projector and play bigger.
Being a smartphone, a camera can add AR features to games.
And maybe they could try to bring back the Gameboy printer why not?
I read a post from a VC firm looking for projects to fund. One of the points was “clear GTM strategy”. GTM stands for go-to-market. Experts claim that the next big company will figure a novel way of distributing games out. Distribution is part of go-to-market of course.
I am fascinated by this concept of the minimum viable audience, which is the minimum number of fans you need to serve to make your business viable.
Another concept I like a lot, better than agile IMHO, is the shape-up methodology, where you basically set up deadlines and deliver making the best you can in the fraction of time you decided.
Those would be part of my go-to-market strategy, for sure.
Innovation in mobile games
The playbook is not working anymore and Players are claiming innovation, too. For mobile games, there are elements from the world of apps that mobile games never adapted and I don’t know why.
The first is the infinite scrolling feed. Mobile games are still stuck in the world of Flash games somehow. We still use pop-ups as if we’re operating on the World Wide Web. In some cases, I spend precious minutes closing pop-ups at every session. Also, video ads have to be dismissed with the X in top right corner. It is incredibly slow and frustrating.
An infinite feed guarantees engagement and also ads and special offers can be put in it. Every game can become more streamlined, helping the Players do other things while playing.
The second element is the widgets. You know that things that are not app icons that appear on your smartphone. Why should I enter the game to see who attacked me or to collect a daily bonus?
A widget would also be a reminder that the game is there, why is nobody using it?
I think that one of the issues we have with innovation is that we are not making enough efforts to find ways of measure certain design elements and choices. Everything can be measured in certain fashion. But more often than not designers are in a company just creating content, not solving problems. The “everyone is a designer” reigns always in contexts led by product managers, and there’s nothing to do with that.
The company I dream of has that issue fixed. But, I know, I am a dreamer.
Distribution
Marketing has become not about the brand, but about the people behind it. If you see the last ad from Supercell or you read about the last successes on PC, you will clearly see that.
Is it possible to make that scalable? Probably, yes. I would start from there.
The head of marketing from Larian Studios declared that marketing is dead and everyone is angry at him. He expressed quite bad, but I understood what he wanted to say. The marketing is super important, more than ever. But the old fashion of doing marketing is gone.
I have an idea for a videogame buzzing in my head since many months. It should be an adventure game in a solar punk setting where the Player moves on a skate and fights capoeira.
The name of the project is Silinha for now. Silinha is the family nickname of my wife and I want to dedicate the project to her. In fact, also the main character should be similar to her.
It’s ugly, I know, but I can see a lot of things in it. It’s not a good concept to share with a team, but it works for a solo project. I didn’t use AI to generate it, I looked actively for images (skaters, capoeira, solar punk) and made a collage in GIMP. I sketched on top to get the layout and then used plain colors to fill the shapes.
It’s bad, it’s ugly, but it’s mine and it’s my first attempt. So I am happy with it!
Today is a special day for the nation where I was born. 25 of April represents the Anniversary of Italy’s Liberation. It’s a national holiday that commemorates the culmination of the liberation of Italy from German occupation and the Italian civil war in the latter phase of World War II.
Today I want to dedicate a post to 3 Italians who are contributing to making a great industry. I want to share with you 3 talks that are available for free and online, that prove the Italian contribution to our fantastic micro-world where lots of people would work.
The first talk is by Riccardo Zacconi, who years ago founded King (nowadays part of Activision/Blizzard). I remember having seen this talk years ago and it made me dream about working for King.
The second talk is an interview with the solo-dev, creator of Vampire Survivors one of the top indie games of last year. Luca Galante created a simple game with lore that is not possible to understand if you’re not an Italian, but it’s SO FUNNY if you are. Clerici, Dommario, Rottin’Ghoul are all references to the Italian trash culture and irony.
The last talk is with Massimo Maietti, one of the creators of Monopoly GO! which is the last huge success in the video games industry. I like to recognize in this person something very Italian, the connection we always make with culture and history in everything we make.
What the 3 have in common?
They are all Italians
They all had to live out of Italy
They made success in Angloamerican environment (curiously the Angloamericans helped a lot during liberation)
They all came from gambling games, like me. I will always say it: gambling games can be bad to you, I respect that. But they put you in contact with something very innate in the human compulsion. It’s all about amigdala!
Videogames are sold online and physically to people. Some game is not sold, it’s given for free. Virtual good inside of the game are sold. Video games are fully into capitalism. And capitalism has many characteristics, one of them is that it repeats itself a lot.
You see constantly new trends appearing from nowhere, completely unexpected. And then the system copies, reproduces, re-skins. That’s because of the fundaments of capitalism. And there is nothing we can do about it. It is what it is, so let’s just enjoy and observe it.
Or maybe you want to build something disruptive, something new. In that case you better look from outside of the core of your business, games in this case. With analogies you can find something maybe in sports, or maybe in shoes business that can be applied to videogames.
It’s like repeating in the capitalistic way, but repeating something that out of our system. Something that can become new.
This week I went to a fantastic event organized by GameBCN, a local video games incubator. They invited Anchor Point, a new NetEase studio that is opening doors in Barcelona. There was a talk on worldbuilding. I love narrative design, and the speaker was clear and inspiring.
I had the opportunity to meet my friends of the local games industry and, for the first time since years, I have noticed a clear disconnection between the world of LinkedIn and the real one. When I enjoyed LinkedIn the most, before and during pandemic, we didn’t have many tools to automatically create posts. LinkedIn has clearly suffered the process of enshittification that all social media have at some point.
Before it wasn’t like that. Before it was cool to meet in person the same people I met on LinkedIn and see that there were little difference. LinkedIn was a tool to facilitate connections, not followers.
People were worried, many of them are looking for a job or a project to work on. I am calm, honestly. When everyone is in the same situation, why worry at all? I can only focus on build my road, as I have always done.
Maybe it’s time to abandon LinkedIn, which is sad I have a good follow. I will start to use it differently, looking more for connections and less for reactions. Let’s see if the things improves…
I love to teach. Every time I am allowed to do it, I do it. It can be videogames, it can be Computer Science, or math. I love to put that seed inside of people. And I honestly think I am pretty good at that.
I was reading an article on effective teaching that appeared on The Guardian some while ago. I am doing it because I am taking a language course in Catalan and I believe that the teacher is really good. And I am asking why is that good to me. So I need also to make my mental model, as always. Designer professional deformation, I guess.
I am also taking a 3 week intensive course on narrative design with Kim McAskill these weeks. It’s very interesting, so my mind makes analogies and connections of course.
Telling stories
Although narrative design is different from storytelling, the purpose is always the same. It is actually the same as game design. Telling something, telling a story. If you want, we always want that. We always want to tell a story, our job and profession is one way of doing it.
And teaching is also telling a story, but you need your students to learn. In games you need your players to have fun. And having fun means, at the end of the day, to learn. That’s the spark of my idea on how to import things from teaching to improve narrative design.
Ideas for a better narrative design
I will grab the points describe in the article linked above and adapt them to narrative design. That is a branch of game design that puts in relationship the systems with the stories, creating settings, worlds, people, characters and the way of deliver them (dialogues, cutscenes, set pieces, and so on).
Narrative design is game design, and game design always creates narratives.
Let’s go:
Know your subject -> Have clear how Players can reach their goals: the most important quality of a teacher is, of course, to know what he’s teaching. The most important quality of a good narrative design is to know what the players need to reach their goals.
Praise can do more harm than good -> Giving too many rewards early make the Players skip some important step for learning. Players may feel frustrated later and quit, as well as students that may suppose that the teacher will be good with them.
Instruction matters -> Stories matter: the quality of teaching has impact on the students. The same is valid for a story. Games do not need a story, but games with a story may literally change lives.
Teacher beliefs count -> Designer beliefs count: there is something personal and unique in every teacher and designer. Our way of seeing how to teach or how to create fun influences the outcome. There is no best practice or rulebook, there are beliefs. It’s personal, it’s unique,
Think about student-teacher relationships -> Think about player – designer relationships: the interaction of the teacher with the students have a tremendous impact on the climate of the classroom. In a similar manner, designers especially in small realities have the opportunities to create relationships with students.
Manage behavior -> Manage behavior! Study the characteristics of your students and the data of your players to be more effective.
Imagine this business: you write which furniture you want for your flat. A green sofa for your lounge. A carpet for the studio. A small library for your dorm. You select the image of what you like and, for the price of transportation, you get the furniture.
Imagine you live in a country where robbing apartments is not a felony. And you know that this furniture was stolen from someone. How would you feel? You may think in the short term, you don’t have money. You don’t want to go to IKEA and fight the whole day with your spouse. Plus, it’s no felony so who cares?
Let’s switch context for a while…
We have lots of hints and suggestions redacted by millions of people over the years. Doctors who tried to solve some specific health condition. Programmers helping others to understand how backend development works.
Every time we need this information to solve some problem or face a challenge, we invest our time in finding the right answer. Meanwhile, we learn about other things we didn’t consider. In some cases, being faster can save lives. In other, don’t.
You are running for what?
Let’s take game development. The more you learn, the more things you spot you should consider, and the better your games will be. So, is it interesting to be faster?
Sometimes I am sure it is. Most of the time doesn’t.
LLM services offer a collage that makes you feel you can make art, or writing without having the talent needed to craft it. Like the stolen furniture example I made, they are a deliberate steal. They take things made by others and give them to you.
An interesting feature is that they provide a summary of hints too. You look for how to code something and they give you the code. You can be faster, but you need to understand what the code does. Also, the slow process of looking for solutions can make you discover things you didn’t consider. You have lost that if you surrender to LLMs.
In any case, they consume water and energy. They pay for that, but they pay a market price that I am afraid is not aware of the long-term damage.
Is it worth it? No, it isn’t.
It can be worth in a life-or-death situation. If a machine is better than the human eye to detect a condition, that case is good for LLMs.
In 1998, me and my brother were waiting outside of a video games shop, in Naples. The owner promised us on the telephone that the game would have arrived for the opening, the next day.
The game was “The Legend of Zelda: Ocarina of Time”. Its cost was 120k lire. With the inflation and everything, today would have a cost of 100,52 euros – source
The game was made by a team of more than 200 people and a budget of over $12 million. – source
Today, games with that level of quality have a higher budget and are sold for less money. That’s because of a lot of factors, it’s not simply one reason or another.
Videogames yesterday
In 1998 video games were one of the things that shaped our future as persons. Playing The Legend of Zelda was a life-changing experience. And it was much easier for that Nintendo 64 in our room to catch our attention. We had no smartphones and no socials. We had guitars, a PC with a weak connection, school books, and lots of board games.
The controls of that game were simpler than the controls of the vast majority of AAA games nowadays. The console was offline, you had the game running in less time than today with your PS5. Everything was so simple and so memorable.
Videogames today
Today we have two main challenges, as game creators:
The discoverability of our games. There is no friction anymore in making and releasing a game.
Games are not the super hot thing anymore. Today there are many drivers of culture, influencers and streamers for instance.
I remember when I read about Zelda on Megaconsole, an Italian zine dedicated to Nintendo games. Nowadays, people have no right to focus on a single article without getting spammed by lots of ads and notifications of sorts.
Combat, puzzles, exploration: the promise was unique. Today, I see Zeldas over and over
I remember my eyes popping out of my head when I saw Soul Calibur running on an imported JAP Dreamcast in front of my eyes. The effect is not the same when you watch trailers on YouTube. Games have lost that spark they had when they were pushing the technology and the boundaries.
How to fix that wicked problem?
The future of video games passes by offering Players real life-changing experiences. Players should come out of a game better than they entered. This passes by really curating the content somehow.
At least, that was the promise. Try to sell a game for 100 euros these days, and see what the people will write about your prices. Why? Because of the value they give to the games today, compared to the value we gave them in the past.
Virtual shops should focus on leaving to the influencers the curation of their content. Imagine opening Steam and having tips from the streamers you love. That’s probably the first step. Steam and other shops should never filter people out, but it would be great for everyone to have a reliable curation of content.
But also we, designers and developers, should try to only push out things that matter at least to us. When I meet someone working for a company with a proper contract, too often I see a bored person who is just doing a job.
We have lost that push that differentiate our sector. We need more passionate professionals, preferably with a broader range of skills. We need to build games on top of what can really improve the life of people through fun.
I am not sure that would solve the issue, but if Players are able to find their games and these games will change their lives a little, also with a simple smile, that’s the way to me.
I am playing Elden Ring these days. At start, all I got was lots of frustration, but currently, I am using it to de-stress. I know I will die every few minutes, so who cares? I die and chill, surprisingly. Until I will get bored and move on.
I keep asking myself: how would a f2p Elden Ring work?
First of all, let’s make assumptions about you, the potential players. They like rich lore, beautiful weapons, and big monsters. You decide to play on mobile while watching a Netflix show. Scroll and swipe a mobile game, to get endorphins while doing something passive. You don’t need too much cognitive effort, but you would put the show on pause to make a meaningful choice.
Core loop
The discovery is the most relaxing part of Elden Ring. You can choose the direction you want to go and the map is huge. In case you find a site of grace, you can upgrade your character here.
The combat is too stressful for a mobile F2P game that wants to reach massive audiences. So what if you already know its outcome? You already know that in the next 3 fights, you will beat, beat, and die. Or, beat, random outcome (roll: beat or die), and die
The loot is key because you do not lose your inventory when you die (only your runes)
Death is the catharsis that lets you restart your discovery. You can choose to go retrieve your souls (at your own risk).
The long-term goal is to complete the adventure. The live operations should focus on adding more chapters, on one end. On the other, temporary events and special bosses to loot extra spells and swords.
The puzzle that brings you to return over and over lies in the choice of direction to take to discover and upgrade your Tarnished. You should engage with the community to find the right guidance, or you can decide to discover everything yourself.
Metagame
I like this idea of the Players already knowing that they will die. They can dedicate themselves to relaxing, exploring, and enjoying the combats. Combats should be automatic, the Player can choose the equipment.
The economy of the game should be around enemies, souls, stats, and equipment. You need souls to level up the stats. Stats are useful to use the equipment. The equipment is to beat the enemies. And the enemies give you souls.
Every part of the core loop should be monetizable. Discovery leans on energy systems. Combat has rolls and power-up opportunities. You can multiply the loot. Finally, death can be the occasion to recover the consumables you lost (energies, power-ups, …).
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