Skip to content

Tag: ideas

We need time and silence

The issue of many of us who work with creativity is that we don’t read enough. By “read” I don’t mean just reading texts. I mean reading also other products, playing games critically is a form of reading for example.

We are often too busy working on the “data” we have. We should create things that work, and that are successful. To do that, we need to focus on finding what it works and put it in our creation.

In my case, retention, monetisation, and other weird words came from business jargon. The marketer dominates completely the discourse. And we designers accepted it, in the name of having our job.

A good game designer, instead, should study Scott, Schell, Zimmerman. We should dominate our skills. Not look at numbers on a Tableau dashboard. This is the best way in which companies can prosper thanks to our work. Look at the history of games, look at what made Blizzard games great.

It’s too simple to think that you can create based on benchmarks and breakdowns. We need time for silence and study to create something new. Look out there, look at mobile top charts. It’s always the same game, in the end.

Emergency is the future

The future of games is not made of new venues to cover. With mobile phones, we covered everything. I had my students playing games while I was explaining something important for their future. Who never?

It is not made of new spending habits. Even if the crypto-bros are right, even if the people will pay for games and things to trade in bitcoins (that will never happen), this will not determine a new era. Because the future of games will be related to the gameplay itself.

The future of games will be not putting monitors closer to our eyes hoping for more engagement. VR is causing headaches, people have been trying to sell that thing for 40 years. Steve Jobs would have never produced a dive mask to go on the streets, I am sure.

So where is the future of games? Well, I don’t know. What I do know is that is always an iteration of something we already have. For instance, the f2p mobile games era (which we can say was revolutionary) was built on top of the Java apps for cellphones, promoted by NOKIA in the Nordics, mainly.

If we look at games that are successful right now, they all offer some level of emergent gameplay. Look at FPS, survival, and horror out there. Look at the top games, the ones that make billions. They all permit a certain level of things you can do if we think laterally about the mechanics. And that unleashes a series of videos and things that people enjoy.

When you think of making a game for streamers, think mainly about emergencies. Do the same when you think of a game for TikTokers. It has always been like that: people want to find in video games something different from real life. Something they cannot do. A playful space to explore. That is where the future of games lies, I am sure.

Build a better future company

The network is flooded with bad news and hype around new technologies. Then there is the good news that comes from games like Lethal Company or Palworld. All these games share something: are made by inexperienced people. Juniors, to use the corporate jargon.

I see many experts explaining the possible benefits of blockchain, AI, Apple Vision PRO, and other new things that do not have demonstrated anything to the World. They do this to attract investments or offer their consultancies. I get it, I am a consultant too.

If I ignore the hype, thou, I see some bad trends. Corporations are not experimenting really with gameplay. They are chasing formulas, using old IPs, creating remakes, and also producing new GaaS games that add NOTHING to the market value. Like water, you can have different bottles and brands. Still, it’s always water. We can discuss the minerals inside of that water, but yeah… it’s water!

I really believe that the best way to build the company of the future is to hire more juniors and let them work, not investing in new technologies just because is cool.

Don’t get me wrong: I really appreciate the experience, but experienced people like me are very biased too. Maybe we should focus our efforts on guiding these new energies in a meaningful way. Preparing roadmaps, and supporting their ideas with no bias. And in 5-10 years, I am sure, you will have a very strong company with cool IPs.

A simple technique for clarification

I have this client now who has simple but very effective techniques to clarify things and express his concerns. He opens a Microsoft Paint instance and starts drawing.

He shares the screen with me and, with simple shapes, describes what I presented him, asking questions. Then he passes to express his concerns and makes his change requests.

And then I have another iteration to work on. No need for complex software or subscriptions. MS Paint and simple shapes are more than enough to discuss anything. God bless this simple but effective techniques.

How to evolve chores

Any video game sets up routines for the Players. Certain genres, like RPG and survival, are based on the concept of grinding. Grinding is making certain things over and over to achieve certain results. Often related to power-progression.

The art of game design in this case is being able to anticipate when certain tasks become a chore and make them evolve into something else. Usually, there are two steps:

  1. First, you make them automate something
  2. Then you give them the possibility to evolve the system so that the player becomes something new.

An interesting example of that is the game V-Rising. You are a vampire building an empire. And you have chores to do, collect things, craft other things, and so on.

The game lets you build special floors that boost that part, so that the game becomes a matter of designing your castle, more than building the next thing to improve your crafts.

The problem with the “Microsoft Game Day Commercial”

I am European, so I don’t know if Microsoft made this commercial for the Super Bowl or what:

Many thoughts come into my mind, though. I can define the message as worrisome at the very least. I don’t believe in ghouls but I can see greed. Still, I tend to always find the good part in everything. Let’s go with the plot analysis

The ad starts with young people worried about their professional future. One of them wants to have a business, another wants a degree, and so on. The message focuses on an invisible enemy (“they say I can’t…”). My expectation for the rest of it was a revenge-based narrative. Something like “They say this, I show them I can do that”.

Instead, the protagonists accept what “they say” and start using a powerful AI to do the things they love. “Write me the code for my open-world game…”. My? Are you sure that game is yours? “Generate storyboard images for the dragon scene in my script…” Did you feed an algorithm that stole hundreds of artist’s works with your script? So lame!

The campaign perpetuates society’s renunciation of the growth of their future, young people. MS is saying that they should renounce their dreams and put them in the hands of the corporation. I know that they want to announce their service, but the cake is a lie. LLMs are very limited right now. The fact that they are trying to convince creative people to give up on their creativity drives me nuts.

I am also worried about the environment, how much energy and water are these services using?

Starting from UGC

Imagine you want to create a new team to develop video games. Imagine you have a team of veterans and people with less experience. One of the ways to start is Roblox or UEFN (Unreal Editor for Fortnite).

They are walled gardens but allow you not to worry too much about thinking about the game to develop. Roblox has more players than Playstation and Xbox combined. So there is a solid community of players.

When you start a new project by creating a team of people who don’t know each other, it’s a good idea to start doing smaller tests. So why not try these systems that already have their basis? In my opinion, it is an excellent opportunity to start.

When the junior is your client

When you gain some experience, you happen to work with junior profiles. They are people who need to grow and it takes considerable management and mentoring work. At first, you are inevitably slowed down, but then you see the benefits.

It then happens that you work for clients and your client is the junior. It explains badly, it defines things badly. In that case, you cannot treat him as you would treat a junior in the company, as a subordinate. And that’s great because it helps you understand how to treat people in the best way possible.

I understand a lot of things that I could have handled differently in the past. Considering a subordinate as the expert, which we are forced to do when working with a client, opens the door to many learnings.

Avoid the scarce mentality

Many talented people have been unfairly laid off. You can start thinking: “Hey, there are seniors from Blizzard open to work, they will never hire me. I am completing my engineering grade!”.

Let me tell you this is a fallacy. When we look at job openings we see very few positions for juniors or for people who didn’t work on a TOP game. Still, the possibilities are many.

The games industry is smaller than you think in number of people. But the games market is huge, opportunities are much more than you believe. Companies often don’t have to publish offers because internal employees know reliable people to hire.

You need to build!

Build your network, build your games, build your career. The job market is not meritocratic at all, it’s not the best that gets the job. The job market is a lot about being in the right place at the right time. Instead of spending your whole day doom-scrolling layoff news, build your future!

Skill-based puzzle games

Once there was Bejeweled Blitz! dominating the charts of free puzzle games. But then Candy Crush Saga brought many interesting changes that appealed to a broader audience. And you need that if you want to be profitable and scalable.

Still, when the business people see something that doesn’t work, the game designer sees an opportunity. And to me, there is an opportunity in skill-based puzzle games. Games where the rules impose the norm of not thinking too much. Tetris was maybe the first successful example. And it’s still there.

There is this game pretty popular online called Watermelon Game. It’s very simple and gives lots of space for the Players to think. Maybe a skill-based version of that would work? Like a Bejeweled Blitz! but with a merge mechanic.

I’m writing this in case someone does it and has success. It’s always good to feel “I said it!”.