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Tag: insight

Tips for writing better documents

I joined a list of mentors in the games industry a while ago. I receive messages from all over the World that make me think a lot. Very grateful for receiving those energies from different cultures and people.

One of the most common requests I get is about how to write better design documents. The main issue with documents is the harsh reality that most people don’t want to read. Also if some of them have this duty, I have noticed that oftentimes they keep what you said in a presentation or chat. So, why boring to write a wall of text?

It’s important to write a lot on the game we are making, for ourselves. It is not important, instead, to write a lot for others to read. That is my point. I do like this.

  • I start by writing by hand on paper. Very important to create meaningful connections in my brain. I don’t get the same result when I write on a keyboard.
  • I continue by writing digitally a short resume of what I wrote on paper. Sometimes very short.
  • When something needs more words, I create an image instead. It can be a flowchart, a UX flow, a wireframe, or a sketch.
  • Then I read the document again in a loud voice. This makes me spot things that are hard to read. It has to be aloud. Don’t be shy, don’t be lazy. It doesn’t work if you read in your mind.
  • If I have time, I try to add something fun to spot in the most boring parts. That happens very few times, honestly.

When the boss gets in the middle

Every game designer has experienced at least once in their life the horrible feeling of being deprived of their ownership.

You design a new game mode, a mechanic, a progression, an economy. You spend your attention and energy on it, perhaps for weeks. And the person in charge of the project, a producer or product manager, changes everything without warning.

It’s hard, I’ve even left companies for things like this. But it happens. It’s a huge lack of respect disguised as “sorry, but the project needs this“, “the data speaks clearly!“, “I wasn’t convinced…“.

The reality is that there are very few true creative leaders and changing numbers on a spreadsheet or in-game setups requires no skill. The pressure that some people feel leads them to this disastrous behavior. So what to do?

Seeking an agreement and understanding the problem is the first step. Many people want to be successful, others want the team to be successful. Some think more broadly about the entire company. We need to understand what motivated the choice.

This is a wrong choice, in every sense. A serious mistake. But we do it too, let’s remember this. I therefore recommend staying calm to make the correct decision.

Making games is hard…

Freedom, security and work-life balance

In our career, like in other areas of our life, we play with two main things: security and freedom. The general rule is that the more security less freedom. The more freedom less security.

  • When you go alone as a freelancer, you have more freedom but less security, in theory.
  • When you work for a company, you have more security but less freedom. Also, in theory.

The reality is that often is safer to go as a freelancer. In fact, if you lose one client you have another couple backing you up. And regarding freedom… well, you have the worst possible boss: yourself.

When you work for a company it’s true that you have less freedom of choice, but the security thing… You can see the latest news, companies are firing the people who contributed to making millions. Is that security? I feel more safe as independent, honestly.

It’s about work-life balance

How to deal with security and freedom? Think about your work-life balance. And with that term, I don’t mean the same that everyone means. I don’t mean the time you spend at work versus the time you spend with the rest of your life. That is not the way I see it.

To me, work is part of life and not a separate thing to balance against life.

  1. Where do I want to live?
  2. Why am I doing this?
  3. Who are the people I am dealing with every day?
  4. What are the challenges I am facing right now?
  5. How will I solve the problems I have?

In this order, in my case. Work-life balance to me is about working on the balance of work-related things in my life.

Right now I am a freelancer with great clients. Tomorrow I will be leading a team in a big company. Or tomorrow I will run my own agency. It doesn’t really matter.

The important thing is to focus on the present because that influences this very moment. It’s a matter of security and freedom, looking at them with the lens of discernment. Work-life balance it’s not about what it could be. It’s about what it is.

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?

Find the right partners

My grandfather told me once: Stay with those who are better than you. He intended humanly better, of course, not to those who have more futile stuff.

Understanding who is humanly better than us is an art and often we make mistakes. The important is to strive to stay with the best that we meet on our road.

Partners are the most valuable predictor of success. This is valid in all areas of life. Want a better career? Find the right partner. Starting a business? Find the right partners. Looking for a job? Find the right partners. Launching a new game? Find the right partners.

When you hire a freelancer, you are the client of a 1-person business. At the start, we have to test each other from both sides.

  • Will this person be the right one to delegate this job?
  • Will this new client pay me on time?

Oftentimes, after a couple of weeks, we may become partners. The company found someone to produce faster. And the freelancer found a business from which to learn to spot and solve more problems. This helps us to be faster with future clients, too. In fact, we see every week different kinds of situations and challenges. Many sources of data and very different readings of those. Wide picture.

Treat freelas like partners!

My suggestion then, is to treat your freelancers not simply like service providers. The best clients I have ask me “How are you doing?” “How do you feel?”. Speak to us also of other struggles you have, maybe we can help. This creates bounds. This fosters a partnership. This creates value.

Maybe you do not need our service anymore at some point. Our job is done. We can still be a partner, though. You can recommend us to other businesses, for instance. Write to us the updates on your product. “Hey, I am coming to this conference next month, what about you?”.

Be a good partner first, and you will find the right partners. Gigs, businesses, and jobs come and go. What the people think of us stays for a long time.

Perception, reality and imagination

Our perception shapes the reality that is presented to us. This is a double-edged sword, and any person working with creativity knows it.

We get the information using our cognitive system and we form meaningful patterns. Perception is the system that holds those patterns. On the one side, we have fewer things to store in the memory. On the other, our cognitive system doesn’t have to understand everything. It can reuse those patterns quickly!

Challenges

Working every day as game designers, our perception of games forms lots of patterns. And so does the reality we think we know about the Players in our games. And we are players too, maybe in other kind of games.

We work almost always from a desk, too. And a desk is a dangerous place from which to see the World, as John le Carré said in a novel.

To mitigate the risks of perception:

  1. Be aligned with the business, understand how the system works. Listen to your producers. How can our design be impactful?
  2. Be aware of the context and processes that will deliver the final piece of software. Understand the code architecture, and how art pipelines work. Something that seems like “a little change” can turn into weeks of work.
  3. Get in the players’ shoes and empathize with them. Understand what they do in our game and why. Be informed on what they will be looking for.

Nowadays we have a lot of information available! When I start a new project or the design of a feature, I start by researching the solutions already adopted. Be aware of the business. I use Liquid&Grit which offers reports and has a db full of captures and videos. In that way I speed up my work, every design takes me 20% less than before.

Then I switch to YouTube, looking for gameplays to watch and take notes. Many games nowadays have a Reddit page and a Discord server, too. It is not that hard to put ourselves in the Player’s shoes. I need to really get their jargon, and understand what they look for. I need to form new patterns with which to read reality.

Advantages

Perception helps our memory system. We form patterns we can reuse in a different context. And this helps our imagination as creators. For instance, when we have to create the plot for a story. 

The image below is a joke, it’s Friday! I am a lover of fantasy and was a heavy D&D player. Because of that, I have already many patterns formed.

  • The left side is a quick overpaint I made with GIMP on a very popular photo of one of the lowest moments in the history of sport.
  • The right part was generated with Midjourney using the prompt: “a dungeons and dragons scene where a mind flayer has taken the head of a female ranger in his head to attack her”

Support their autonomy

Working on player retention is always a challenge. You must be careful with all the levers you touch. By concentrating on one you can inadvertently change another.

As a general rule, I always recommend thinking in the long term. Very often to improve player retention on the first days, we offer just external motivators. Daily bonus, shop bonus, special offer, weekly tournament.

Anything that controls players’ autonomy is to the detriment of their intrinsic motivation.

  • “Come in every day for 7 days and you’ll get this”,
  • “Hey, check the shop now”
  • “Watch this ad, double your coins”

Especially that part of Players that enjoys our game, can see their internal motivation shrink. This translates into lower long-term retention (60, 90 days).

There are games with low short-term retention compared to the average. Those manage to retain players in the long term because those who stay motivated.

Why do match-3s work well in the long term?

  1. They offer a very intuitive mechanic: combine 3 or more elements of the same type in line to match
  2. Every match counts because it can unlock a cascade
  3. Players can create power-ups: special tiles that help them towards their goals.

Feeling that you can create power-ups with your ability is great for intrinsic motivation. There are many elements that support the autonomy of Players.

If we add rewards and bonuses for playing a match-3, we will see that D1 retention increases. But the intrinsic motivation of our PRO Players, true fans, can decrease.

If we add mechanics to support and encourage player autonomy, in the short term things can get complicated. This can mean lower D1-D3 retention. But in the long term, we could have a more stable curve.

It is much easier to think about rewards, deadlines (tournaments), and bonuses. But the art of game design is a Swiss army knife that offers many tools. If you see that in your pipeline there are only new bonuses and tournaments to develop, ask yourself: “how will that affect the long term retention?”.

I love balancing

I’m here working for a good client balancing the resources of the game I’m helping design. A great way of closing my week!

Balancing offers a very interesting challenge to my mind. It’s about establishing intentions and predicting player behavior.

Balancing is not putting everything in balance. If everything is flat and there are no cliffs, everything also becomes monotonous. It’s about understanding and working on players’ intrinsic motivation to perform certain activities. Balancing does this through strategic introduction, gating, and withdrawal of game resources.

It’s a practical and concrete activity. Sometimes I have to change numbers on a spreadsheet. Other times I have to tweak numbers in the game engine.

Balancing is putting the game at play together with the Players. They use the mechanics as levers to create gameplay. We use numbers, flags, and other metrics. It’s very cool if you do it empathetic.

About storytelling

When we use the word storytelling, very often we mean “telling a story”.

Storytelling is the process of communicating through a story. The goal is to give emotion, to persuade, and also to sell something inside of the game.

Game design offers many tools to build the story to reach this goal:

  • Gameplay (or UX) design helps leaving to mechanics some story outcome. We saw the other day the critical success/failure
  • System design identifies resources, rewards, and balances to give proper meaning to each action
  • Narrative design offers concept, worldbuilding, characters, dialogues, cutscenes
  • Level design enables the learning of core concepts (skill atoms) and arranges the environment.

The storytelling process:

– starts from concrete goals to achieve

– identifies what is measurable and how*

– creates and implements the story to excite, persuade, and sell.

When your game is silent, still offers a narrative. Still tells a story. Dozens of games are published every day. The way of communicating through the story is one of the keys for the Players to choose us.

* Not everything should be measurable, that is a common misconception. Not everything that cannot be measured should stay out of the equation. But that’s another post.

Remote or face-to-face?

Large corporations and Venture Capital investors are returning back to face-to-face or hybrid. Very often there are also interests in real estate investments that lead to that choice.

Other companies see remote working as an advantage. They can:

  • find qualified people in wider geographical areas
  • offer to employees quality of life.

The two positions do not need to be in conflict. Too often I read sentences about one or the other position that make me smile. There are common points on which to work:

  • It’s good for everyone to know that there is a place, an office to go to. It offers professionalism and an optimized space for work, which not everyone has. It is mentally reassuring. I believe it also improves loyalty, somehow.
  • We all know the problem of climate change and we know that a significant part is due to transport. Being able to reduce contaminant transport is one of the measures we must take, as humanity. There are people who deny this problem, and I respect it even if I don’t share it.
  • We are social beings whose evolution has been built on cooperation. Human contact is necessary in any case. There are people who are more or less introverted, in different situations. In all cases, it is good to think about how to improve the environment within the company, and its culture.
  • We all need time to take care of our private life, our family, and the people and animals we love.
  • We all want the companies we work for, or clients, to be successful. In this way, our work and salary will benefit. The problem arises when there are abnormal growths that cause a lot of stress to employees. Those aren’t healthy, and I’m convinced that big investors don’t like them either.

More issues

Having talent from large geographic areas means access to very distinct salary ranges. This can become good or bad depending on how you use it.

  • It can be beneficial for smaller companies, or in areas where there is no developed ecosystem.
  • It can be great for some professionals who would otherwise have a hard time finding work.
  • Employees in areas of higher density, where rents and expenses are high, may feel in danger.

My take

Neither face-to-face nor remote work is dead. On the hybrid solution, I reserve my doubts, since I don’t have enough data and I have never worked like that.

We need to shift focus to the betterment of our society. Working to build companies that add value from an ethical and human point of view. It is not a matter of remote/face-to-face, it is a matter of vision. How can you create value and make this World better? That is the question.