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Tag: professional

Three ideas on ads

Ad-based monetization mechanisms have established themselves in the mobile market in recent years. There are many providers and related SDKs that need to be implemented in our games. From a business perspective, they make completely sense. Players get free entertainment and in change they are exposed to promotions.

To date I haven’t met a single game designer who likes ads. Why?

The answer is very simple, ads work against the game itself from a gameplay perspective. You are participating, you are involved in the game and you are offered to see an ad. This advertisement may also take you out of the game to install a new one. Generally, in fact, advertisements in games are for other games.

This is working against your own game, risking losing the players’ attention. In the long term, among other things, they can be really boring and affect people’s retention. Too many announcements, I’m not coming back!

I as a player, and I’m sure I’m not the only one, use ads as breaks. I start the ad to get a benefit, I move away from my cell phone to do other things. The ad is a pause.

But does it have to be this way?

Advertisements are an opportunity for entertainment and television has demonstrated this. The ads could be very funny.

  1. We could show things more related to the universe of the game itself. If we refuse privacy permissions, the advertisements are generic and random.
  2. We could integrate the content with the characters and lore of the game we are playing. Instead of starting a generic video, the characters could give us purchasing advice. With new programs that use machine learning algorithms, this blend is very workable.
  3. You could show ads alongside recommendations for the game we are playing. You play the ad, and a video plays that explains specific things about the game. In the bottom half, the announcement of another game. This way, seeing a video makes sense and we will also show an advertisement.

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.

We will live more!

Any technology and platform, like all human things, has a beginning, a development, and an end.

Some of the technologies we use today to make games, and the platforms we distribute them on, will be gone in 3-5 years. It’s hard to keep up with time, which is why so many video game creators from the past no longer deal with it.

If our intention is to try to last longer in the industry, we must develop a true love for the profession and also try to avoid situations that can restrict our potential.

  • I’m not a mobile level designer, I’m a game designer
  • I’m not a Unity developer, I’m a game developer
  • I’m not a realistic-style concept artist, I’m a game artist

Specializations are great at the beginning of a career to find your first job. If your personal brand says “casual games economy designer” and it works, that’s fine.

But inside, in our moments of study and passion, we cannot and must not limit ourselves. Trend passes and the company that develops that particular technology doesn’t survive. If we love the main branch of our work, the generalist thing, there is no problem.

We will be able to see the practical benefits even in a completely different environment. We will live more!

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.

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?”.

Designing tools

We always talk about target audiences, game loops, and meta mechanics. Much of a game designer’s job is to help design the tools needed to generate content. Be they the levels, dialogues, cutscenes, source-sink systems, etc.

The first piece of advice is that the work speeds up a lot for the first versions of a feature if we think of a single path. Too many variables to control slow down the development of the first iteration. Better to go direct with a concrete version with concrete numbers.

The second piece of advice is to prepare tools that serve the game you are creating. Thinking too far ahead, perhaps about future games, makes you lose the main focus. The focus must be on creating the best game possible. Leave the vision of the big picture to the product managers, and focus on the design of the game in question.

The last tip is to think modularly. A useful tool must be designed so that it can be unplugged whenever you want and inserted into other projects that could use it. Communicate with the engineers this intention and design a versatile and modular tool.

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.

My creative drive these days

I am reading this classic book on game design, called Rules of Play. Katie Salen and Eric Zimmerman. The book manages to join thoughtfulness with a practical breakdown of things.

In chapter 12 there is a note about what drives a game designer. It can be:

  • The will to change some rule
  • Explore storytelling
  • Visual aesthetics
  • Social interaction
  • Explore new technologies.

In my case, the context influences my drive. All those points are interesting to me, I have to feel there is a clear vision to help close up land down. I love to connect the dots, more than strive for a revolution.

There are “the Kojimas”, that come and shape the future with their vision and personality. But those are like unicorns, the majority of us are good to serve and deliver.

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.