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Tag: insight

The Action Man fantasy

What I really liked to see yesterday at Microsoft’s XBOX Showcase 2024 was the presentation of the new Call of Duty.

I am never been a COD fan, and I have never played that game too much. But I liked the developers’ interview explaining how they changed a single thing, the fantasy, to innovate meaningfully on the whole game.

The new fantasy of the “action man” led to a whole new set of features and animations. Some of them is designed for new audiences who, like me, are not experts playing that game. Refreshing!

Impressive and you can see how the game design is definitely a role shared among the whole team.

Grinding and working fantasy

One thing games and stories have in common is that, for some weird reason we love when they talk about work.

We love stories of lawyers and we love power-wash simulators. A friend of mine bought a freakin’ airplane cabin for his garden and teaches maneuvers to newbies every night on Il-2 Sturmovik: Battle of Stalingrad.

We also love games with less fidelity, still on work-related stuff. Nintendogs had a tremendous success, for instance. Some DS owner just got that game and that’s it.

One of the best moments of What Remains of Edith Finch (the most memorable, to me) happens while you are cutting and cleaning fish.

These games can tell stories that we relate to deeply, and give us a different sort of escapism.

When we are kids, many of us play actual professions. I was an astronomer, I bought zines and everything: a true expert! I spent my afternoons with maps, numbers, and theories I didn’t understand.

When a game is bad or “grindy” for us we often say “I feel like I am working”, but the working fantasy has a huge narrative potential.

Games and novels can turn mundane experiences into ones that pull on our psychology of reward faster than the real world. There are sparkles, rewards, sounds, and bouncing numbers.

The working metaphor can be easily related to reality, we can feel productive in terms of that particular fantasy. A well-thought work fantasy can also intrinsically motivate players who like to feel productive and valued.

Are you holding or are you hosting?

Game design uses technology to create entertainment. Entertainment is one of the words that have been corrupted in certain contexts.

In the dopamine culture, the dream of many is to attract the attention of the “users” and trap them forever. Entertainment is read as a synonym of “holding”, which is semantically correct.

Entertainment to me has much more in common with hospitality, instead. The act of being friendly and welcoming to guests and visitors.

Also in the Bible, we can read different translations (Hebrews 13:2):

Be not forgetful to entertain strangers: for thereby some have entertained angels unawares.

King James Version

Do not neglect to show hospitality to strangers, for thereby some have entertained angels unawares.

English Standard Version

It’s your call: entertainment as trapping the people’s attention versus entertainment as showing hospitality.

Are you holding or are you hosting?

Mine is always the latter, I create entertainment for human beings (and maybe angels, who know?), not monkeys.

Taxonomy of RPGs

Today I engaged in an interesting discussion on LinkedIn on RPGs and Immersive Sims. Genre names are useful to identify an audience with its expectations and needs. Often, the market creates a term, not the developer.

The container RPG hosts four main genres: CRPGs, Survival, ARPGs, and Immersive Sims.

There are two dimensions to consider. The first is the dimension of structure versus emergence. We design CRPGs around quests and stories. The Player can feel the push to follow, and see how the story ends.

Immersive sims may have great stories, too, but the way of solving them is not always structured around getting all the pieces.

The second dimension is on motivations to play. What makes these genres popular? I have heard that for CRPGs maps are more important than the characters. I think it was the original creator of Final Fantasy who said that. I agree, in part.

The main driver of fun is the discovery of the World, in CRPGs. The same thing is valid for survival games. When the focus is more on the characters we have action RPGs on one side, and Immersive Sims on another.

Content pipelines

When I design a game the tool I use the most is a spreadsheet. I use spreadsheets for predictions, calculations, but also to define the concrete experience step-by-step. And that leads always to tasks for artists and programmers.

The things you have to produce more often have a sequence of steps to be produced. That sequence is called content pipeline. Or at least, I call it like that.

Content pipelines can make or break your game. I think in FC games from EA Sports, they managed to sell cards. Which is great for content pipeline, cards are relatively easy to produce compared with 3D models and animations.

One of my responsibilities as a designer is to find the optimal content pipeline to satisfy the product thesis. It’s a team effort, an interesting problem to solve. But design plays a big part in that, because we are usually more aware of technicalities.

Onboarding and investments

I name the first session of a mobile game, the onboarding. This starts with the tutorial, which is part of the FTPE, first time player experience.

The onboarding is critical to retain Players. Especially in free-to-play games, the currency that Players will invest in a game is always their time. You will pay to get them and you should make them return. Your duty is to give them a good welcome.

This concept is widely used in the industry as a way to attract investments. You need to prove that your game retains the Players if you want to get your project funded. But there is a trap which is very easy to follow.

The trap is to focus too much on the onboarding leaving the real juice of the game aside.

In my experience, the games that retained the better on their first launch where the games where the onboarding wasn’t present at first. The onboarding design and implementation should come later, you need to first find the real essence of your game.

Using tricks to attract investment can be detrimental on the long term. Because you basically put the whole team on a treadmill, not focusing on the core experience.

Do you want to find the best core to retain? Find the core that works great also without FTPE.

The secret of discovery and exploration

The main difference between a game and other forms of entertainment is action and interaction. As I said in the previous post, action is a verb, is to do something. Interaction, instead, means communicate with some system within the game.

It can be a narrative system, it can be a level system. It can also be an exploration system. Interacting with the World of the game means exploring the game. Some game has walking, running, and riding mechanics. Some other game has menus to navigate and figure out what to do and why.

The main reason to explore a game is discovery. Discovery can be very fun when the Players understand subtly one simple secret: you can miss something.

When you read a book you read line by line. When you watch a movie you look at a series of scenes. When you play a game, instead, you decide what to do. And maybe you can miss something out.

That is something in common with social media, nowadays. Which is also why they are partly substituting videogames as entertainment, in my opinion.

Things to consider in Bartle’s Taxonomy of MUD Players

I have been in this profession for many years and still one of the best and most used ways of identifying Players and their needs is Bartle’s Taxonomy of Players.

This was created after surveying players of MUDs, multi-user dungeons. Textual multiplayer RPGs that were played on Telnet. The taxonomy is used also for single-player 2D offline platforms. I have to still understand why. The only explanation that I have is that people are lazy. They don’t want to survey their own players.

Having said that, every game designer knows this graph:

                                  ACTING
                  Killers            |                  Achievers
                                     |
                                     |
                                     |
                                     |
                                     |
          PLAYERS -------------------+------------------- WORLD
                                     |
                                     |
                                     |
                                     |
                                     |
                  Socialisers        |                  Explorers
                                INTERACTING

Then everyone passes to talk about the 4 Player types. There are 2 things very important to consider.

Acting and interacting

The first is the difference between acting and interacting. This is not so immediate. One may think “acting is using a mechanic while interacting is using a feature” for instance. I have heard this thousands of times.

  • Acting is to do, to perform. Is a one way verb.
  • Interacting is communicate with something. Is a two ways verb, being one of these ways stronger (listening).

If you don’t understand the difference between these two verbs, you will never understand why explorers are not achievers.

Dynamics between the types

Mr. Bartle specified in his paper that there is not a Player who always stay firm in one of the four quadrants. Usually, Players move around according to many factors. We can summarize these factors in the word: autonomy. They decide, mostly for intrinsic reasons, to switch.

When you design a game or a feature it’s important to consider the main reasons to switch and how to make that switch interesting. So that the Player who decides to do that will find always something motivating answering to that decision.

Dynamics are hard to predict when you design a game, but you can use this switch as an opportunity to create better playtest cases.

The power of microculture

I am an optimist, and that doesn’t mean that “everything’s gonna be alright”. Being an optimist means having hope that my actions can lead to better results in the future.

In the last few years, I have been perceiving the development of two spaces in the games industry (and also in music and films).

The first is the space of big corporations and companies related to them; it’s the space where serious money flows. Where the top talent works. It’s the space that right now is struggling a lot.

The second are the solo developers, the small teams, and the people who serve the minimum viable audience. This space is the one that is growing right now.

Look at the good news of the last year and a half. More than 80% of them are about some project that seems to come out of the blue. And of course, it’s not the case. It’s just that until then we weren’t part of that small audience that was following the project for months and that creator(s) for years.

I went to Retrobarcelona yesterday, a local fair dedicated to the games that made me. Arcades, pinballs, classic consoles. Craftsmanship dedicated to the IPs that still make my heart beat. People with metal band t-shirts, and a better vocabulary than the average.

I spoke with friends making more money making games for SEGA Mega Drive than they made with Switch and PS4. I met a friend who is a brilliant marketing consultant for small teams with little budget. I assisted in 2 talks of local streamers with a strong, loyal, cultured audience. I purchased books from a guy who closed his retro games store during COVID and now writes short sci-fi stories, runs a podcast, and is making a game for Dreamcast.

These realities have become bigger in the last few years. The tools to grow are there and are free. Today it’s easier for one single guy to make everything needed to run a business.

Was the other side present too? I have met a couple of friends, with exceptional talents. They were working for some of the biggest brands that landed in “sunny Barcelona”. Or they were working for investor-backed startups with huge ambitions. They either lost or left their jobs.

I am aware that my perception can lead me to the wrong reading of things, but that’s my rant for today. There are opportunities for those who are not waiting to be picked. For those who don’t use the playbook.

It’s great to have a fancy title in a corporation that belongs to the macro-culture. I still dream about it on certain days. But belonging to the micro-culture, finding and serving that minimum viable audience, can be profitable. Reddit, Substack, Patreon, Kickstarter…

That can be exciting! Not easier, you have to work a lot on it. But a concrete possibility. Something that gives me hope, that makes me an optimist.

Nuances of play and personalized game design

A game designer thinks in the players, not in the game itself. The game is a medium to deliver a playful experience.

Every game designer has some extra to bring to the players. It can be a narrative quality or a special eye for the game feel. Maybe a good reading of spaces to design levels, or the special capacity to abstract in systems.

The first important thing is to get to know it with time. The second is that in game design everything is a system. The system thinking is critical.

When we design a game, though, we design for archetypes or personas. We design for some common denominator. And then the game arrives to real people, the Players. And everyone has their singularities.

It arrives with controls, interfaces, sounds, colors, perception load, and things that are experienced on a very personal level. Each one of us is different, so nuance makes all the difference.

What fascinates me about the clear trend of technology right now, not only LLMs, is the possibility of having a personal game designer for every player, somehow.

If we focus on the real job (system thinking with a personal extra approach) there is the chance to instruct a machine to deliver a personal experience.

Is the machine capable of changing the nuance to meet every single player’s needs?

Think simply in a level balance: too hard for Peter, too easy for Molly.

What if it can be adapted to offer the right challenge to everyone?

My feeling right now oscillates between negativity and positivity, don’t take me for a blind enthusiast.

When I read how the copyright has been assaulted to train certain models, I wanted to retire on a mountain and make offline indie games using VIM on Linux.

Still, the possibility of being capable of meeting each one of my player’s tastes is definitely exciting. Because, at the end of the day, that’s my duty as a game designer.