When I started my career as a junior, I remember spending a lot of time preparing pitches for my ideas. I arrived at the moment of the presentation, I felt all those vibrations. Most of my proposals were debunked.
I learned a key concept: people coming to a presentation must know pretty much all its content. The presentation is useful for confirming consent, but these must be created first. Part of the wok is political: it is a question of building consensus before the presentation.
In the remote world, all this has changed a lot. Now everything is asynchronous, communicating on Slack/Discord and making decisions faster. It’s also more participatory, it’s not about creating a presentation. It’s about writing and sharing documents that will be read and commented on by the team. This will happen asynchronously, everyone reads when, how much, and how they can.
Whoever raises his voice no longer wins, and you have to be very synthetic. I’d say it’s a big step forward, but it comes with a clear cost. It is necessary to establish processes, otherwise, many ideas will fall into the void.
The structure of the objectives of a game must be clear, but also and above all exciting.
At the time of classic arcade games, players had to pass the level and get the highest score. This was exciting in that context, where one could brag to friends or show off one’s prowess.
The console age built on that, adding storytelling over the years. Also in other contexts, the players could comment on their achievements. I remember phone calls with friends to explain how to beat a Weapon in Final Fantasy VII. Strategy guides and magazines with reviews were popular. And it was like this thanks to this desire to understand and discover new exciting goals to achieve.
Social games have summed up all this past, allowing us to collaborate to achieve goals. The metagame concept has developed, you can reach certain objectives even without playing. The experience allows even casual players to take part in something fun. There was also a cleaning up of objectives that were getting too complex. This is thanks to understanding and profiling players.
As game designers, we must always ask ourselves where they will play and how much time they will want to invest.
Fun fact: the most engaged casual players and those who will spend the most will
I receive messages from companies looking for talent. They find my profile very interesting and that they have a great opportunity to show me.
I say that I work as a freelancer but listen to everything. If an interesting project comes out why not? Every game designer wants to do something great.
We organize a call and they start questioning absolutely everything. Some don’t even read my resume well. The other day: “So you started working as a game designer last year?”
Someone asks me for absurd specializations. “Are you a JIRA specialist?”.
JIRA? JIRA is a tool, not a technique! What the heck does it mean to be a JIRA specialist?
I describe my experience in detail, I am 40 years old and also have some white hair. And some companies give me homework to do as if I were a kid! Unpaid work. 10 days assessments with pitches, feature briefs, configurations, flowcharts, wireframes, asset lists… what? Are you looking for talent or for free work?
And then you see that job offers there forever. They cannot find the right fit. If we start treating people like professionals, not kids, talent will emerge.
Try this instead:
look for interesting profiles and treat them like true experts, not someone to filter out. Start your relationships by giving people an A, the world will change.
make meaningful questions with the purpose to start a professional conversation. In the real work environment, there is interaction, not solutions coming from one single person.
if you find the person convincing, hire the person for a trial period. Only by working together, you will find the right fit.
I am sure you will also save a lot of time and money.
The game is based on one of the fantasies from the Fallout series, but, and this is very important, not the central one. The fantasy of the shelters where people take refuge after the atomic apocalypse. A great idea!
In my humble opinion, the best way to use an AAA game’s IP to create a mobile game is not to transfer the original experience to the closest genre there. That’s the way to infuriate the fanbase, actually.
The best way is to find a marginal but recognizable fantasy. A few examples that come to mind:
Horizon: the fantasy of the tribes with their clothes and their colors. A doll dressing game?
Red Dead Redemption: the fantasy of poor towns with their vices. Maybe a dating sim?
I could go on for hours.
Keep always in mind that free-to-play mobile is essentially entertainment. Don’t think about using IP to make more money, think about expanding it.
Imagine you have to inform programmers about the development of a new feature. For the first iteration, it is always better to think of a single use case.
We game designers think in systems. Some go so far as to say “Game design is system design”. A system means having actors in a relationship, creating a space of possibilities.
For a new feature, it’s best to think of a single path to implement first. Someone talks about MVP, a minimum viable product. I have always preferred the expression “prototype”.
Without losing sight of the vision, respect the steps necessary for its development. The first step is best to be on the direct path.
For the second day of the Gamelab I have carefully chosen two types of conferences. On one hand exponents of the indie world, and on the other people who work in the f2p mobile sector.
I did it with a very specific purpose. I have long been convinced that the two tribes, however distant, have much to learn from each other. This conviction probably made me observe specific elements. In turn, these elements have strengthened it.
The mountain
[This metaphor came to mind thanks to a story a Capoeira master told me years ago about martial arts in general.]
Let’s imagine that we want to reach a mountain’s top. In the case of video games, imagine that at this peak are the most spectacular games in history. Super Mario, but also Candy Crush Saga. There is Clash of Clans and there is Minecraft. Stardew Valley and The Legend of Zelda.
We want to get there.
There are many ways to do this. First, why do we want to do this? What drives us?
Meaning and ambition
In most indie realities there is something internal that moves people. Some experience that you want to explore, some specific fantasy they have from childhood. Emotions, memories. We can talk about meaning, in their case.
When I listen to people in the free-to-play world, there is something external. The possibility of reaching millions of people. To create a business that can grow significantly. Structuring a growth and upgrade plan that you can track using technologies and data. We can talk about ambition, in their case.
Indie companies create their games and find that there is a real market. What they are looking for is financial stability, to continue developing their games. They start with meaning, but when the results arrive, they also discover ambition.
Free-to-play companies most often start with a business opportunity. They discover that the trend is to make puzzle-casual games and look for ways to develop them. When they have years working, they understand that their ambition must be backed up with real meaning. There are millions of players out there looking for
relaxation
stress-relief
connection with other people
In this exact order.
Why are they looking for it? What are the fantasies that lead these people to choose to be loyal to a specific game? What does move you to serve those people, really? The main challenge of all free-to-play actors is to make new games. New ideas. From the initial ambition, one begins to search for meaning.
Indies and F2P can learn from each other
Indies can learn from free-to-play that a noble cause has a lot of risks that can be tackled with a data-informed approach. And I’m not talking about retention, monetization, and all these things that you hear.
I’m talking about concrete UX strategies. For me, it’s not enough to give your game to people, observe them and get feedback as I hear yesterday over and over. It is good, but not enough. You need to create concrete heuristics and turn your assumptions into numbers. Create gyms for your game. Prepare Wizard of Oz tests, and measure the behaviors of your players. Test the symbology and game icons, to understand how people interpret them.
[If you look at the paths of the mountain ahead of you, higher up you will see realities that have made it because they have overcome certain risks. Do you want to reach them? Don’t focus on your desire to walk, look at the obstacles.]
Free-to-play companies must understand that all successful products come from a strong foundation. Games offer a set of fantasies that connect with people. People keep playing these games because they find concrete meaning. This meaning translates into value, and value is what ultimately makes the business grow. If you start by exploring your competitors and seeing their numbers to choose who to follow, you go the other way. Look for the meaning first, for the fantasies that connect with people. Indie gaming has a lot to teach in that sense.
[At the base of the mountain I mentioned earlier, there are people starting paths. If other people are higher now it is because someone has already created a path. But if you want to start directly from higher up, well you have to jump. And jumping you risk rolling down.]
Yesterday I went to Gamelab Barcelona, an event dedicated to the video game industry. This year is a more intimate version and better focused, in my opinion.
Regardless of the type of business, the size of the company, its mission, or its artistic style, one thing is clear to me: the vision remains the most important part.
If you have to present your next indie game, or if you are thinking of being acquired by a big corporation. Whether you work as a consultant or want to land your first job in the industry, it’s all the same. You have to be “like a sniper” (quoting one of the speakers).
The video games industry doesn’t stop growing, more and more products are marketed and more and more different realities enter the scene. The only way to stand out is by getting straight to the point. Your vision must be absolutely clear for everyone.
It applies to the motivation of your team. It applies to the peace of mind of your bosses or your customers. It is to convince investors and publishers. It is used to show your value to a possible employer.
It can be done! The possibilities are many! But you have to clarify yourself and you have to focus all efforts to target exactly the weak point of the Death Star. The keyword is vision.
a person, object, or place selected as the aim of an attack.
quality
the general excellence of standard or level.
(oxford language)
Often times I have a discussion around the concept of game genre and game target audience. Usually, the people involved with the business side change the cards on the table. But game design has its literature and history. This post is to clarify two simple concepts.
The game genre
The easiest way of thinking in the game genre is to look at yourself when you are looking for a game to play.
Do you want to relax? run a puzzle game on your mobile phone
Do you want a great story? You have the new JRPG available for your console
Do you need some challenge? A racing game can do the job.
The genre of a game defines its style or category, not its business model or the time to complete a session.
The game target
Everyone knows that we make games for an audience. The world of marketing and advertisers classifies that audience demographics. As game developers, instead, we focus more on behaviors and needs. One point of touch is the time we expect our Players will have to play the game.
If the players will have very little time, to relax: casual games
If the players want to release some stress for 40-60 minutes, also engage with other people: mid-core games
If the players want to escape reality for a while and focus on a set of challenges: hardcore games
The target of a game defines the motivations and time that the Players should spend in it, not its genre.
The game quality
According to the scope and the context, we can afford to make games of a certain quality standard. The quality of a game is often the point of touch between the industry and its players:
mobile game: they need to be lightweight and very accessible, so they often present pizzazz UI and simple visuals
Indie games: they are an achievement to show to the World. They don’t need super high production, also if visuals are very important for their success
AA games: they come from independent studios that have been backed by a bigger publisher.
AAA games: produced and distributed by major-sized publishers, Players expect very high quality.
The game quality defines from one side the context capability of the development team. On the other side, the standard of excellence that Players have come to expect. Players have concrete expectations of quality and quality is not comparable. You cannot compare indie with AAA, there is nothing to compare. You can compare AAA with AAA and have meaningful conversations. Every quality has its own set of standards.
Conclusion
The top companies I see out there specialize in a single genre and a single target. When they grow, they may want to expand to other qualities.
Your Players will never look for a “hyper casual game”. They will look for “something to play while I am on the bus”.
Players may want to know about the next AAA games coming out. The new Zelda game came out. Oh, but I have no time for such a big game right now.
Players don’t care if the menus of that mobile puzzle game have basic colors. But they can quit if the loading times among levels are too high.
If your AA game has not the right standard, some Player can complain that looks like a mobile game!
This weekend I downloaded and played the new Final Fantasy XVI demo on PS5.
I’m not going to give spoilers or give my opinion, because it’s not interesting. I am a gamer like many others, and working as a game designer I am certainly full of prejudices that limit my vision.
What I have noticed, however, is that the vision for the future of the saga includes:
Combat systems that focus on spectacle over strategy
Less depth in the characters’ stats and more depth in their profiles
Make life much easier for those who want to know more about the game world
Ultimately Final Fantasy has always been this: a rich world in which to immerse yourself. An epic adventure with very distinctive characters. And a lot of not-always-exciting fights.
With the arrival of Genshin Impact and Asian RPGs with massive audiences, in my opinion the creative directors of the saga are wondering how to make the series more modern. I must say that I like these types of experiments, beyond the final result.
It is a path that can lead to new masterpieces in the future, even if it is a difficult and so unpredictable path.
I hear too often “Nobody gives a darn about narrative in games”. Or “no one reads on mobile”.
But every successful game I know has a strong narrative component. Narrative is not the line of text, it is the sequence of events that creates a story together with the players.
use a star -> dialogue -> select decoration -> room upgrade -> dialogue -> new tasks -> new level
This is narrative.
swipe -> match -> explosion -> cascade -> match -> special tile -> … -> TASTY!
Often we stuff a mediocre game with readable content in hopes that players will get hooked “for the story”. In this case, the risks of having an expensive and poorly thought-out product increase. A story should always be seen as the last step of a good game.
Fantasy comes first
Then come the actions that can be performed on the fantasy
Then comes the system of resources, rewards, and the game economy
The world is built on this
Stories can happen in the world.
If we start from the other side, however, it works for visual novels but not for mechanic based games.
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