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Tag: insight

The future of AAA

AAA is a marketing term. And what happens with marketing terms is that they are repeated so many times that they end up infecting also development. Expectations on AAA games are very high, in revenue and design terms.

To me, AAA means games with push-the-boundaries-high quality, extremely good game feel, and long duration. Two messages are spreading fast these days:

  1. 61% of PC/Console players choose 6+ years old games
  2. AAA development is too expensive and we need smaller games

Both messages are true, I guess. But you can read them also in a dangerous way. It’s a matter of “taste” somehow.

Small games are great. If I were to start a new company I would choose something small and grow from there. But video games are mediums not just to convey a story/experience. They are born to push the boundaries and show the technical capabilities of computers. For instance, I own a PS5 and I have zero games that are showing off its potential. Zero, probably the best game I have technically speaking is Horizon Forbidden West, and it was the first game I got with the console. I didn’t purchase a PS5 to play a JRPG made with RPG Maker, sorry about that.

People still buys high quality games

High-quality games have a market, players love games made with details and authorship. The issue lies more in our productivity as game makers since the overall software world is declining.

You should see this!

We should fight for more quality and more productivity, not less ambition. We should start from simpler abstractions because much knowledge is getting lost in the name of being “faster”. Faster doesn’t mean more productive, generally speaking.

  1. Players choose classics because of many factors. I identify 3 of them:
  2. Classics are highly available thanks to 2nd hand, massive discounts and subscription services
  3. Classics tend to have higher quality (in terms of software quality, less bugs) than new releases
  4. Also the game design slowed down in innovation, so that <GameTitle>7 is not that novel compared with <GameTitle>6. So, if <GameTitle>6 costs 10 euros and chapter 7 costs 70, guess what I’ll play?
  5. Over time, the familiarity with titles grows. We like something the more we see it.
  6. Improvements on technology have slowed down. A new title for PS5 is not that different from PS4 as it were between PS and SNES.
  7. The more games Players will have, the bigger chances to play old ones
  8. Game production has been affected by the post-COVID effect

I am positive, I believe we have all the tools to come out from the limbo. But we have to work on it, and maybe this crisis we are living in will bring good opportunities in this sense.

Useful innovations come from actual needs

Back in the days, balancing levels for a match-3 game worked, more or less, like this:

  1. you and 2-3 colleagues played like 10 times the same level writing down the number of movements
  2. at the end you had a spreadsheet containing something like “10% of times with 9”, “20% with 13”, …, “90% with 32”
  3. According to the difficulty curve, you put that number in. For example, you had an easy level, you wanted 90% of people to beat it, and you put 32 movements.
  4. the level was out, you received the actual data and made the right fixes integrated with the iteration on the progression curve (to adjust the churn).

Later in the years, this system has evolved with technology. So within the engine, you already had a tool that tracked the gameplay automatically and reported everything in the spreadsheet.

Nowadays, things are more advanced than that. Probably companies that have lots of data are capable, with machine learning, of predicting the curves in real-time while the level designer builds the game. I don’t know it, just speculating.

The same discourse is valid for game engines, if we look at the history of the most successful ones they were born to make concrete games. Today there are solutions to make any game.

What I want to say is that if we’re going to see some evolution in other technologies, for instance, dialogue systems for NPCs, these will come out of actual needs and creativity. It’s hard to design a revolutionary tech for a part of a game without having deep knowledge and a true necessity (apart from building and selling a business) behind it.

Tending your garden

The secret is not chasing butterflies. It’s tending the garden so that they come to you.

Mário Quintana

I read this quote in a newsletter and it made me think a lot about when I work to improve the sales of virtual goods in games. Marketers know that there are 3 steps behind every buy: trust, value, and pricing. Game design helps with the three when we are allowed to do so.

A game that sells virtual goods is like a garden or amusement park. People arrive, and some of them go away. Someone decides to pose on a flower, someone to someone decides to line up for an attraction. Game design helps serve all those people.

Trust > Value > Pricing

Trust means that Players believe in what your game (and your company) is. If they don’t believe you, they won’t listen to you. You build trust through consistency and honesty. First of all, game design helps identify the segments of Players. Then we help the Players understand the game mechanics, setting clear expectations.

Township was a pioneer in introducing the same minigames that the Players saw in the ads in the game itself. Massive success. Why? Because of trust.

Behind the value, there is time, which is the real currency Players invest in a game. Marketing is in the middle of a radical transformation. Advertising on social media and search engines is costly and ineffective. Game design will show who you are to the Players and what your game represents. The value of a virtual good comes from the reasons and emotions it evokes in Players.

I buy extra movements in a match-3 because I need just another swipe to beat the level (reason). I don’t want to restart, because maybe on the next try, I will perform worse (fear, emotion).

Pricing is something decided by other departments. By using design research we provide an analysis of the pricing of our competitors.

I explain this very briefly:

We start by identifying which elements of the game are related to time (remember? Time is the currency). Then find the resources derived from those. Study the Shop to find and calculate the price of everything. For some elements, you cannot calculate the direct value. Make estimations based on assumptions. Imagine you are a Player who wants to buy everything and calculate the spend depth of your game.

That’s how you care for your garden!

Job in games royal rumble

My LinkedIn feed is filled with people that lost their jobs and are asking for new opportunities. I am talking about, mostly, experienced people. People who worked on games I only dream at night. People much more experienced than the average.

All of these people will send resumes. Eventually, they will be contacted for a first screening. Then they will receive a technical test. Maybe they will have another interview with the hiring manager. And then the team. Sometimes, the CEO herself.

The next months will be a royal rumble and the best talents will face the odds. I feel that is smarter to think laterally, and avoid the battle completely.

The artistic science of game design

Yesterday I had an online discussion with a fellow designer that is following a trend. The trend is to think in game design as a mere science. Like you can be able to exactly structure and predict everything by using the right approach right from the start.

I listen to everyone and I respect this colleague, but to me great games are never made like this. Game design is not science, also if it uses a pseudo-scientist approach for some of its activities. Make an hypothesis and run experiments. But then, the theory (of fun) you get is constantly challenged by innovations.

To me, instead of make prediction, the best way to fix retention is to see back. To see what you did. You do this by:

  • Playtesting your game every day on your own, every week with your team, and at least every milestone with common people
  • Measure your results and work to improve them, without worrying too much about estimation
  • Learning from your mistakes, you will make a lot of them

This is how I educated myself as a game designer. Game design has also something in common with art, in the sense that you need to develop your taste, your craft and most importantly, your process.

Happy Easter, everybody!

Zombie Lane: my initiation to free-to-play

These days I feel nostalgic. I was thinking about which game caught my interest for f2p games. In my case, it was a game called Zombie Lane for Facebook.

It was the early times of free-to-play, and the success of Farmville was already there. I was receiving everyday notifications to help my friends with their crops. This game looked like a satire of that fashion, in my eyes. I discovered it thanks to Marc, a colleague from Zitro. And the irony is that a few times later I ended up working for the company that developed that game, Digital Chocolate.

The core loop is quite simple:

  • You get a set of tasks to complete to advance throughout the story
  • Completing a task means using energies to perform certain actions which include: harvesting, building, crafting, and zombie elimination.
  • Every time you use energy to perform some action, you get XP to level up. Leveling up grants improving your maximum energies to be able to perform more and more.
  • When you complete a task, you unlock 1+ extra tasks and characters

The long-term goal is to complete the storyline, which is organized into tasks. You also have to design and maintain your place, as a mid-term goal. You need defending it from the zombies. When you are out of the game, zombies can destroy things.

The adventure-farm genre is really interesting because it involves economy and systems but also an intense dose of narrative. Zombie Lane had barks, dialogues, stories, animations, and enemies with meaning. It was a simple game, and I have a tremendous respect for that game.

Maybe now that Discord launched activities: the possibility of making games for its vocal, it would be cool to recreate a game like zombie-lane. Many Discord users of today were the Zombie Lane players of yesterday.

Fun fact, the game already had many mechanics (especially resources) that are still widely used today in video games. Another innovation could be to thing in other kind of currencies.

Image taken from here.

Four alternatives to job interviews

The other day I made a post on my LinkedIn right after posting about the same thing here on my blog. Happens many times that the second post is better than the first one. Reactions are good and I had interesting conversations with people because of that.

If you are looking for a job and you ask any expert, the things they would say you will include:

  • Apply to job offers and get interviews
  • Become a specialist in a field
  • Show up, show up, show up!

This is the playbook, the standard thing. This process will put you in the game of people looking for the “top talent”. The best of the best. I was reading a post boasting that a job they were offering had already more than 300 applications from veterans from top companies. Horrible thing, what are you waiting for? Is that a selection process or a battle royale?

Today I want to propose 4 alternative ways of getting yourself through. No one of them is easy, or evident.

  1. Offer something unique. Something you know that only you and a few people like you can offer. To do that, you should work a lot on understanding what you can offer.
  2. Have people that follow your steps. People that when you are there they are beside you. Start a community around something.
  3. Be famous for something. This is probably the least easy solution.
  4. The easier: become everything you miss to make the job you want to do. Do you want to be a game designer? Become a producer, a marketer, and a programmer too. Make your things become an entire company (with very small projects) and put them out there.

Either of these four things is better than spending hours every week making interviews and assignments that, believe me, rarely bring you to land a job.

Be a gatekeeper

Back in the days, when video games starting to be a business, gatekeepers were physical locations (the arcades). You reached your friends there and you played what was present based on the distribution in that area.

Then the console era started, and the shops became the gatekeepers. They decided to put a game more or less visible on the shelves.

Today is extremely easy to develop and put a game out there, there is no friction for that. Also, it’s getting harder and harder to get the attention of the people. The friction imposed by technological limitations was helpful for the few brave enough to decide making video games.

Today, everyone can be a game developer. Also modding has become easier and you can earn solid money with that. Look at the last news from Epic on UEFN, for instance. There is no friction anymore, so where is the secret of going forward?

Tech today lets us become gatekeepers of our own content. We need to find ways of finding and serving very well our audience. It can be small, but it should be happy and engaged. That’s where the secret lies for the companies of the future.

First Playtest for The Dark Zone

After a couple of days working on my first map and getting confidence with UEFN, I have a first version of The Dark Zone, a classic Quake deathmatch map to test.

I want to test specifically three things:

  • The dimensions: I had to scale the map up because of many reasons. Usually, in Fortnite, there are more players. Also, I want to express a sense of reverence towards the classics of the genre. Plus, the metrics of Fortnite permit the Players to move more agile across a map. Players can slide, run, crouch, and many things more.
  • The lights: the standard lighting system for Fortnite is very plain, but also better in terms of contrast. Still, I want to represent the darkness of these classics but at the same time make the visuals always readable.
  • Weapons: Fortnite has too many mechanics and weapons, and I have to convert somehow the weapons from Quake to a Fortnite counterpart. That can lead to a lot of balancing issues. I need to test it.

Talent and Effort

Talent is something that you have or you don’t. You can cultivate it or ignore it. You can also never discover your talent in your whole life. You can work on something, play with something, or make something without any talent. If you do anything with talent, everyone notices it.

Effort is a choice. If you don’t put effort into something it’s because you don’t want to. The context can influence the effort you put into something. You can also measure the effort and its results.

Four scenarios:

  1. You have talent and you choose to put effort into something. Best case scenario, you are the Nick Cave of what you do. Or the Maradona. Whatever you prefer.
  2. You have a talent for something, but you don’t put effort into it. You will never discover what you’re capable of. You can live with that, no worries.
  3. You don’t have talent but you want to do something. You put the effort in. The majority of successful professionals are like that. The important thing is to be aware of that and stay humble. Also, respect (and steal) talents when you spot them, which is not always easy.
  4. You don’t have talent and you don’t want to put any effort. This is a significant portion of people living in this World, as far as I perceive. In the case of creativity (art, writing, design, engineering, science, faith) an impressive business is building for them: generative AI.