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Tag: ideas

Game design with mandinga

There is a Brazilian word I learned by practicing Capoeira: mandinga.

Like many words from Brazilian Portuguese, its origin goes up to Africa. The original “mandingueiros” were Muslim literates who compared to other enslaved people knew how to read and write. That’s why they were considered like magicians, almost.

“Mandinga é fazer com pouco, muito!”. Old Capoeira masters speak these words: mandinga is to make a lot with a few things.

This knowledge from the history of our World can be adapted to game design, too:

  • When you have budget 10, it’s better to design a game for budget 3. Your team will thank you later. Explain mandinga to the voices telling you you are not being ambitious enough.
  • When you don’t have access to all the best talents in the World, remember that games like Counter-Strike, League of Legends, and Candy Crush Saga were not created by people with huge tracks.
  • It’s better to do one-two things very well than five-seven average. Remember that the value is in the IPs you create, not in the features you add.

Put a little bit of mandinga in your game design!

Prepare the soil

You can buy a plot of land and start planting crops. You may want to build some structure and make changes on the land. You start a new business. Then you may hire farmers to take care of your land and make it grow.

The same is valid for the game as a service business. Often the people who start a game are not the people who make it grow. Often you need a certain type of people to find something new, a new land. But then you may want expert farmers to make it grow.

It’s not that people cannot do both, it’s a matter of will. Creating a brand-new experience requires the ability to spot opportunities and connect the dots. Maintaining and making a game grow requires analytical skills, instead.

Someone says that one thing is to go 0-to-1, and another 1-to-1000.

If I would start a new games company

You have probably seen something like this:

I cannot say that is an universal rule, but it makes a lot of sense to me. So, if I would start a new games company without investors, I will definitely go for GOOD and CHEAP games.

  • FAST and GOOD are not cheap. So you need high investments for those. And I would prefer not having investors.
  • FAST and CHEAP are not good. And Players are looking for quality, for motivations to play, for the right gameplay case.
  • CHEAP and GOOD games are slow to make. But if you keep the scope controlled (cheap, remember) there is a lot of space for smaller games.

I don’t hate Web3

Every time I hear about web3 I feel mixed sentiments. Some week ago at a local games fair, an executive I know asked me “Why are you against NFTs?“. The fact is that I am not against any technology.

I just have my point of view, probably wrong on many points as every point of view. Today I want to expose the contrast I have.

I will always support creators

First of all, to me attacking any creator is like a mortal sin. There are people really struggling for innovation working hard every day. I admire and respect those people. They have also the luxury of playing with new toys (blockchain, NFTs, and so on). I worked for one client on a project like this and I clearly saw vision and passion. It may work, it may not. But the passion is there.

Nobody should attack the others for their ideas. I blocked very smart professionals who spend their time attacking others (including me). To me, spaces like LinkedIn are to lift others up. So, to any creator out there: go for it!

Web3 is about solving a problem

On the other side, I have my experience and my career. And what I know is that game companies are not tech companies. Tech companies create technologies to solve problems, their business is there. Games companies, instead, are in the entertainment business. In games, we use many technologies to entertain people and also to improve our business operations.

When I read things like “web3 has proven to be the revolution…” honestly I smile. Web3 means nothing for people and gamers. If they want to play a game, they run their console/mobile/PC and play. Someone plays on web browsers. They look for entertainment, not for web3 entertainment. They choose where to play, at a desk, on the sofa. Web3 offers no new places to play. So that it’s not a revolution.

Web3 is a set of technologies that can in the future solve the huge issue of payment systems and platform fees. Everyone dreams of skipping those costs, so I understand why it can be important. But consumer side, there is nothing valuable to me.

When I play a game with a progression system, a strategy, or an RPG, I already have the feeling that I own what I have inside of the game. What I have inside of a game makes sense only inside that magic circle. There is no value in bringing it outside. Some game like Baldur’s Gate 1 lets you export your character for the second chapter. And that’s cool, but you don’t need web3 for that.

As long as I don’t see any new venue to play or a revolutionary form of entertainment for the players, I will never give credit to any web3 storytelling.

Growing business and talent

If you want to create a sustainable games business you need to serve an audience.

But game ideas for new intellectual properties almost never come from that logic. A new idea comes while playing a good game, or connecting things belonging to our personal life. Often we need to leave that idea for a while to make it grow. This process can last months, and this time is unpredictable.

Every time I speak with the founders of some indie games company, they say the same. They are constantly working on new ideas while developing the current game. They need to pitch new concepts all the time to publishers. In this way, they can find the funding for the next project, hopefully before completing the current.

When you find your audience with a title, then, is better to focus your firepower. If you understand how to serve a concrete audience you have more chances of being successful again.

In the long term, though, this can become stressful for the creative people of your team. At the last fair, I met a designer of one of the most successful indie sagas of the last few years. And I felt his frustration, he felt like “it’s always the same”. Sometimes those people end up building their own company. Other times, they just leave for new ventures.

Striking a balance between serving an audience and allowing creative freedom is crucial in the games industry. Both are essential for long-term sustainability.

From one side, you have to grow your business, and serving the audience you found is the smartest move. On the other side, you don’t want to lose the members of your team who bring more value on the table. Let express themselves, maybe in smaller projects.

No more famous designers

When I read the history of games, I think of its present too. Modern game developers will never become legendary like Miyamoto, Kojima, or Iwatani. We will probably never see a David Jaffe again in the future.

The industry is establishing processes and has become less risky and creative. We will probably never have the chance of being famous again.

And that’s actually a good thing.

Game design connected with empathy and culture

I was walking with a friend and we were thinking about why so many f2p games aren’t good, from a design point of view. So excluding bad market research, imprecise budgets, lack of planning, and things like that.

There are games that are enjoyed by players more than other games that are essentially identical. Is it due solely to the firepower of marketing? Or is there something in the design?

For me, there is a great responsibility in game design. Game design intended as the collective effort of the whole team, from the head of product to the junior QA.

On the one hand, there is the problem of copying, without understanding why a certain type of game works. A desk is a dangerous place from which to see the World, John Le Carré said.

At the other extreme we find teams capable of empathizing, but who do not share the typical practices of free-to-play. They never spend a cent on a game downloaded for free, they don’t put themselves in the players’ shoes. Even if they have the ability to empathize, they do not.

Games that fail do so for a thousand different reasons. Those that are successful, however, have always a clear reason behind it: a team that believes in the product. And it does so because empathizes with the Players. There is a cultural discourse that must be taken into consideration.

The company culture is shaped by each person who comes in with their own energy. You can define the values you would like in your team, but people are much more complex. It’s about understanding what people are with you and what you can create with that. The empathy starts with you.

  • Empathy doesn’t mean your child likes the game your company is playing.
  • Empathy does not mean achieving a good D3/D1 ratio.
  • Empathy does not mean that the reviews are positive.

Empathy means putting yourself in a player’s shoes and participating in the event you launched this weekend. Become a player of your game, play your game every day. Be present in playtests where unknown people try your game and also other similar games. If your team connects with people, a social casino game can be very stimulating even for a technical artist who wants to create RPGs.

Three ideas on ads

Ad-based monetization mechanisms have established themselves in the mobile market in recent years. There are many providers and related SDKs that need to be implemented in our games. From a business perspective, they make completely sense. Players get free entertainment and in change they are exposed to promotions.

To date I haven’t met a single game designer who likes ads. Why?

The answer is very simple, ads work against the game itself from a gameplay perspective. You are participating, you are involved in the game and you are offered to see an ad. This advertisement may also take you out of the game to install a new one. Generally, in fact, advertisements in games are for other games.

This is working against your own game, risking losing the players’ attention. In the long term, among other things, they can be really boring and affect people’s retention. Too many announcements, I’m not coming back!

I as a player, and I’m sure I’m not the only one, use ads as breaks. I start the ad to get a benefit, I move away from my cell phone to do other things. The ad is a pause.

But does it have to be this way?

Advertisements are an opportunity for entertainment and television has demonstrated this. The ads could be very funny.

  1. We could show things more related to the universe of the game itself. If we refuse privacy permissions, the advertisements are generic and random.
  2. We could integrate the content with the characters and lore of the game we are playing. Instead of starting a generic video, the characters could give us purchasing advice. With new programs that use machine learning algorithms, this blend is very workable.
  3. You could show ads alongside recommendations for the game we are playing. You play the ad, and a video plays that explains specific things about the game. In the bottom half, the announcement of another game. This way, seeing a video makes sense and we will also show an advertisement.

Shape up your game development!

I am studying Shape Up these days, a new way of working with remote and asynchronous teams created by 37signals. Game development is software development so I believe that Shape Up can be adapted.

Instead of working on a product backlog, that oftentimes becomes huge and gives guilt (a good feature now can be not a good feature in 3 months), you work on giving form to the ideas. In game design, we call them concept documents. In Shape Up they call them pitches.

Your job as the creator should be to develop your taste and motivate the appetite of the team. Shape Up is based on betting on specific pitches. At every iteration, instead of reordering priorities on the product backlog, you sit at a table and decide on which concept document you will bet on.

Your team is composed of adult people, they should be able to self-organize to complete a project in a 4-6 weeks fixed time frame. Maybe this time window may vary with game development, we have a heavy art pipeline.

The constraint here is the time to complete a project. Other processes require the team to be involved in too many meetings and to estimate the time of each task. With Shape Up you don’t need any of that, so you can just focus on bringing value to the table.

Seems to me more agile than agile!

Raw ideas, good ideas

If an idea is a good idea you will see it very often. From your collaborators, community, and critics.

There is no need to store all the ideas on a list.

Instead of doing that, land ideas down preparing concept documents. Spend time on giving values to good ideas, not on storing every idea.

Concept document structure

  1. Problem (Use case) – What motivates this idea
  2. Appetite (Constraints) – How much do you need to spend developing this idea
  3. Solution (Overview) – bullet point list with core elements needed to properly realize the idea
  4. Rabbit Holes (Risks) – Detect all things that are not central to the concept and can slow down the development
  5. No Gos (What is NOT) – Define well what is NOT included in the idea

At every iteration, you sit at the table and review all the concepts. Then you decide with which you proceed. It’s a bet, you need a taste.

Get rid of product backlogs

Product backlogs kill productivity. They are a list of things to do that grows over time. You spend time looking at them, you may also feel guilty.

Get rid of product backlogs! Some raw ideas that seemed interesting 3 months ago probably are not anymore. Your team is designers, artists, and engineers. They need autonomy to work on concrete, well-shaped ideas. They are not ticket-pickers.

What to do instead? Develop your appetite for ideas, and train your taste.

  • What motivates you?
  • How would you define sweet, salty, bitter, sour and umami?

Indie Dev Day recap

This beautiful week was Indie Dev Day. I have seen this fair born and evolve, this year the growth has been astonishing.

Cities like Barcelona allow us to follow our passions. There are many entities that allow people to try and make their way into the industry of their dreams. We have free rights, healthcare is the classic example, so we can try without running too many risks.

What is talent? I did the math. I counted 101 stands with Spanish studios. Let’s say 1 out of 5 (I am being optimistic here) manages to find success.

What is success? As a talk from The Game Kitchen rightfully said: “Success is when you earn 1 euro”. You make the game, a bunch of people during years. Your time has a value, maybe you have salaries. Expenses. Then you start selling the game, and part of the revenues go to the platform and publishers. Eventually, you recoup and maybe you earn the first euro. Profit. 1 single euro. Can you do that? Well, you had success.

Now 76 teams, made out of 5 people on average, will not have success. 76×5 = 380 talents. Why talents? Because they struggled for success, they learned things the hard way. And, my bet, is they will be very grateful and compromise employees for companies. They have been on the other side, making hard choices.

I had the opportunity to try various games presented in more than 80 stands. There are three main trends:

  1. Conceptual games of simple artistic expression. They are presented as an installation rather than something with a commercial release.
  2. Content-based games. A story to complete, levels to pass. Time and energy are invested in content that is only experienced during a moment. You need a great vision.
  3. Games based on repeatable systems. Especially rogue-lite and coach co-op games. Games that invite you to play and repeat, and above all to connect with the community. Online, to understand which are the best builds (rogue-lite). Play with your family and friends at home (coach co-op).

These games I have to say are my favorites. Especially if RPGs, the genre that accompanied me to this profession.

Recommended games to check out: