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Tag: myself

Hypercasual is dying long live the Hypercasual

News of past week, AppLovin made some genius operations on the stock market and announced they will probably sell their app business. Which include games. AppLovin is the owner of Lion Studios, a hypercasual games publisher.

Hypercasual games present a simple and very readable innovative mechanic. I worked on them for more than a year and I have to say that I see a similar approach to prototyping only in game jams and indie game development.

The business is not scalable anymore

Hypercasual games are part of the free-to-play business model, but heavily based on ads. The player acquisition cost has to be inferior to the ad revenue for the game to work. Then, a successful game has to scale and grow. That translates in moving a large number of people from game to game, optimizing the acquisition costs. Apple completely destroyed this concept with new privacy policies. So that hypercasual seems not to be a viable business model anymore.

Snackability, YouTubability and other important abilities

Working on hypercasual games, a game designer really understands the importance of the fundamentals. A good hypercasual game is understandable also from a single screenshot of the game. I was always fascinated by this concept, it’s like a jump into the past where the games were simple and colorful. People chose them just walking in a mall or in an arcade room giving a fast hint.

We often forget the importance of the readability of game mechanics. Mobile phones are in the pockets of a huge variety of people. If we want to broad our audience and include everyone, we should focus on delivering a fun experience without loading too much the cognitive systems of our players.

Successful hypercasual games are parodies of real life. I spent hours on social media taking inspiration for new crazy mechanics. I found this awesome. In the industry, in fact, we have the tendency in thinking in games in old terms: dragons, magic, warriors, jumping Italian plumbers and so on.

Hypercasual opened a whole new World to me!

Working on hypercasual, finally, helped me understand a lot of secrets of Unity3D engine. It is great, since the work is very technical. I don’t have to prepare too many docs and presentation, just focus on the game feel of a single concept.

I will always be thankful! This is a game I helped creating, one of the (few) hits we had:

Level Up Runner (iOS and Android)

Working on my vision of making games

During my career years I have realised that I cannot predict exactly where my path will lead me. Anyway, I can speculate, dream and plan.

If I continued in the world of free-to-play , I would like to be able to work on a vision that I have been forming over the years at some point. A vision on a positive way of creating free-to-play games.

This type of game needs a huge number of people to play, as normally 2% of them decide to invest money and help you sustain the business. Here’s why we see fake ads, intrusive pop-ups that block gameplay, dark patterns, and so on. On the one hand, the number of instals will be increased by improving the chances of finding players. On the other hand, we try to improve conversion to payers.

If we carefully analyse the market we see that there are games capable of generating enormous benefits in a short time. There are also other games that generate less benefits in the short term, but that last much longer over the years.

Think of the case of hyper casual games, games that when they are successful last very little (at most a few months). Think now of free-to-play web games like Drakensang Online, which have been on the market for 16 years.

These days I will talk about this vision that I have developed and how I would apply it. Maybe I can move some interesting energy!

Streamers and Survival

I belong to a generation formed before the advent of content streamers. However, as a game designer, I find the phenomenon really interesting. I personally don’t have the patience to follow a streamer for more than 10 minutes. I prefer the short cuts they make to their videos and I understand why they are so much fun. Some people are a television studio summed up in one person!

When I have to concentrate on practical tasks, for example when I have to design levels in Unity, I like to put a streamer in the background. I choose streamers who do the same thing I do: develop games. It relaxes me a lot, stimulates me and makes me focus on my task.

Maybe it’s survival instinct. Perhaps my subconscious thinks “this person is working and will be more likely to find food and reproduce than you”, so I too get to work more willingly. Assumptions, of course.

Sometimes I think: “why not do it too?”. I believe that one of the great evils that afflicts game designers is the overriding of the ego. This public display inevitably ranks against. This same blog also works a little in this direction.

For the moment I prefer writing. I think writing is more difficult, especially in English which is not my native language. But writing opens more doors and reaches people who are really interested.

I don’t like to exclude anything, but I don’t think streaming is for me. Maybe I would if I was working on my indie game. To get feedback and attention, to create a small community to launch with. To aim for the first 10 positive reviews on Steam.

Last post on crypto games

After many months studying and deepening these technologies in detail, I have come to an important conclusion. The video game industry deserves to broaden the audience and encourage access to more people. We don’t have to shrink if we want to grow.

Crypto technology was developed with the sole objective of evading controls of banks and states on the circulation of value.

There is an attempt to force these technologies into video games, as video games have demonstrated their ability to attract people’s attention.

These technologies are not necessary in video games. The video games are necessary for these technologies!

All implementations are solutions designed for nonexistent problems. We don’t need this bullcrap in our industry.

I understand that there are a lot of investments. We are facing another fever for the novelty. But we are because people, especially those who move money, do not delve into the history of the video game. All significant revolutions have resulted in a broader audience and a significant improvement in accessibility.

These crypto-bullshits, on the other hand, unnecessarily complicate things to create pyramid schemes designed for people who get drawn into these traps!

When the market goes wild

Today’s news of the acquisition by Embracer Group, combined with other news of crazy investments in new products that have not yet proved anything in the world, led me today to make a fairly radical reflection on my personal LinkedIn. Radical and certainly full of bias.

We tend to evaluate successes and failures in the video games industry in terms of cash flow. The impact of a game on the world is evaluated by stock market experts, who focus on business performance and growth opportunities.

Why then does this news bother me? To understand this it is necessary to understand why I do this job. I study and work as a game designer every day. I do it because I find the idea of ​​having people in the world who spend moments of fun thanks to the fruit of my work truly fascinating.

That’s all.

Does anyone get rich thanks to the fruit of my work? I am very happy for this person.

But that’s not my life goal. My job is to create experiences that are able to marry the fantasies of some people looking for happy moments. The rest is a consequence.

When I see disproportionate valuations for “nice to have” features such as transportable avatars to other games and then see deals made with the creators of epic intellectual properties such as Final Fantasy and Tomb Raider, my head is short-circuited!

I know very well which thing has the most value for the players, between a feature and an epic story. It’s not being able to use a 3D model in more than one game to make a difference in gaming experiences.

Superbiased rant on NFT Devs

Digital goods are taking on a great importance in our lives. My LinkedIn profile has value to me. This blog is a digital good. Scarcity and authenticity are two values ​​that can be found in some digital goods. Guilds in video games are composed by a limited number of Players and this scarcity generates a market. On Twitter many want the blue symbol of verified profile, authenticity. Scarcity and authenticity of digital assets are the real potential of NFTs.

Three types of people are making NFT video games: newbies, f2p explorers and the old guard.

Newbies

Newbies are groups of people who have never made a video game and want to start on the hardest part. Some of them worked in e-sports, so that they have experience in community management. They include game mechanics that bring Players to purchase NFTs. There are huge technological challenges, aside from the normal struggles of making a great game for the right people. 

F2p Explorers

They have spent a period of their lives in the f2p industry. Both SaaS professionals and AAA veterans have joined the movement of free games as a service. They have explored the importance of connecting people in order to create services that can last for years. In NFTs they see the possibility of creating groups of people that stick in a game to be part of the elite. People who, in exchange for a hefty investment, will connect with other wealthy people like themselves. The main value added to the market with the disruption of free-to-play was democratisation of gaming experiences. So that they are most willing to look for the right balance between the two philosophies. 

The Old Guard

Well-respected names, successful game makers. These folks seem to be absolutely fascinated by the potential of NFTs and are using their way of making games to experiment with this new toy. Of the three groups, they are perhaps the ones who have the most chance of getting something interesting out of it. Something that will probably be copied and improved and people after them will get the real economic benefits. Not a problem for them, those people are already wealthy!

Conclusion

NFT are a solution in search of a problem to be solved. I came to this personal conclusion after a careful analysis lasting a few months. Maybe in 10 years we will see something interesting coming out. 

What the sector needs right now, urgently, is to speak the language of Players. All the content I see and hear out there is speaking the language of traders. This is attracting the attention of people interested in an easy way to make money. We should put our focus on goals, experiences, rewards, entertainment, competition, self-expression. Our aim should be the people looking for “gamename tips for doingthat” and not “how to make money with gamename”.

This is my superbiased rant, hope you liked it!

A game is a language

A few days ago I said to a student “a game is, after all, a language to deliver a story”. He objected: “Not all games have a story!”. The student was right, but his objection is due to the semantic context of the term “story”.

A story can be a component of a game, generally expressed through its contents. By interacting with the game mechanics, players create a narrative. There are many games without a story, but the sequence of actions and events always creates a narrative. That piece you were waiting for finally appears and saves your game of Tetris. You were losing, now you have been saved by fate. If someone told the story of your match, this event would be part of it.

A story is also the path that brought your game to where it is. Your live game is constantly updated and this creates a story. The core of your player community will know your story through the various updates.

A story can also arrive absolutely asynchronously. A few years ago I discovered what was behind titles like Super Mario and Zelda. The creator of these games brought his personal childhood story to the players.

A story can also be created on other platforms thanks to your game. Some people use whole games, or parts of them, to create entertainment for other people.

Player’s Advocate

The other day I was talking to a colleague. He tells me “you don’t have to worry about the decisions that come up, just think about doing your job. What they tell you to do. “. This for me is the best way to have mediocre products, designed for mediocre people with something to spend. Do your job right, just do what they tell you to do.

Game designers very often are exactly like that. True game design includes, instead, keeping promises to players. Game designers connect with players’ fantasies and offer them the experience they are looking for.

Game designers understand that a “daily bonus” is not gameplay, but simply a feature. They understand this and struggle to pass this concept on to those above as well. If your game as a service has been releasing only features and not gameplay for months, guess what: you have a problem!

If you are this type of designer, you quickly realize that the most important thing in your job is to make sure you create great products and services. Because a game is a language to tell a story. And this story must be true.

Your job is to get people to work on publishing a great game. Not garbage. No shortcuts.

If you are not the Player’s Advocate who will be?

Some reflections on good professionalism

Lately for personal reasons I have been working at a much slower pace and I am asking myself many questions. Since work is a very important part of my life, I think it is necessary to ask the question “what does it mean for me to be a good professional?”.

Everyone says “be humble”. Humbleness, to me, does not only mean having a humble spirit, it also means having the humility to share the little that is known. It also means having the humility to try to inform ourselves as much as possible about what we disagree with. Humble basically means allowing knowledge to arrive.

Second, have the urge to study new techniques and areas that you don’t know. The video game sector and all technological sectors need constant training. Very often in a programming language course you can’t imagine you discover ways to save a lot of time! Give it a go!

Golden rule of the good professional: there is no free job. Work is always paid. I’ll give you an example: 3 months ago I started a personal project where I am training young people in the art of game design. I only decide to continue or cancel a project. I try to give these projects an exit. My greatest mission is to pass on my knowledge to people involved. I do not claim to generate benefits.

Should I pay or not? Shouldn’t they be paying me to pass on this precious knowledge to them? No. I expect weekly deliveries, updates and meetings from them. This is work and the work must be paid.

What I see in the Supercell’s CEO message

I read the last message left by the CEO of Supercell on their official website. I really liked three things:

  1. The CEO recognizes that luck is part of the equation, when we look for the reason of success of certain games
  2. The CEO recognizes publicly his mistakes, being a true leader and also a shield for his teams
  3. The CEO still has the mentality of “be bold, take risks” needed to start a project. Also if experts say that, at some point, you should go conservative.

I don’t know this guy, I have only met him once in a fair here in Barcelona years ago. I remind a simple person. That doesn’t make a complete judgement, but messages like this I believe that improve the industry.

Experts may say that Supercell YoY growth has been seriously going down in the last 3 years, but from the other side: the industry needs boldness, the industry needs humbleness and the industry needs honesty.