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Tag: professional

The important moves

It always makes me smile when a team member says in a meeting “I don’t know what to do right now…”

I think about the luxury that underlies this expression. A farmer or a factory worker could never say something like that!

One thing I communicate is the importance of being professional. Game design is about identifying the systems and timing to make certain moves.

Systems, timing, moves.

The moves can go well or badly, it doesn’t matter. I mean, of course, it does, but even if they go badly, it is important to do them on the one hand and learn on the other. A client last year told me: “Look, I accept bad news. What I don’t like are surprises”.

Examples of moves we can make when we don’t know what to do:

  • plan
  • look for player insights
  • try to understand the why of certain systems and define the problem
  • understand and outline business goals
  • measure what has already been released
  • share insights with the team
  • plan experiments and playtests

It’s up to you to identify the systems and the timing, and now I hope you have something to do!

Improve your communication

A programmer introduces bugs into the code. An artist creates assets that perhaps go a little outside the visual style of the game. A game designer explains himself poorly.

Communication is where we make the most mistakes in our work as designers.

So don’t say:

  1. this is not my job
  2. it’s in the GDD
  3. No, you don’t understand
  4. Players don’t want this

Even when you’re asked for something that is outside your duties. You’re sure you wrote it in the GDD. Even when your colleague doesn’t seem to understand. You’ve been in contact with players and you know for sure that they don’t want it.

Communication, unlike bugs and visuals, can create friendships and enmities. Every misunderstanding is an opportunity to strengthen a creative vision.

Do this:

  • Open paint/gimp/… and use simple shapes to explain live how things work (recording a video and sending it counts)
  • Record yourself miming certain situations, even if it seems ridiculous
  • create one-page briefs where necessary.

Interior chaos, dancing stars

I read with interest the reflections of some journalists, because of the release of Jason Schreier’s new book on the Blizzard company. The attention is focused, as it should be, on the projects and budgets.

Interesting details about failed attempts and canceled projects appear here and there. Some conclude that internally the situation at Blizzard seems chaotic.

Well, I’ve been working in the industry since 2007. I’ve never worked at Blizzard, but I’ve worked on projects that have had a fair amount of success in their small way: the internal situation is always chaotic. I’ve never seen, in my career, a single project/team where absolute chaos doesn’t reign.

Only from internal chaos can a dancing star be born“, wrote the teenage girl in her diary when I was a teenager. There, that.

Strong niche

There is something in common among Minecraft, Fortnite, Baldur’s Gate 3, and Helldivers 2. They all started from a strong niche.

  • Minecraft was a solo project of a developer willing to make something alone. Notch then found his niche thanks to YouTube.
  • Fortnite started like a PvE project in an internal game jam. Something small that found the first formula with the niche that liked both games like Minecraft and shooters.
  • Baldur’s Gate 3 is the 3rd episode of a game created by a company founded by 2 doctors, willing to make something for the niche of D&D role players.
  • Helldivers 2 is the second episode of Helldivers, a shooter with few mechanics very popular among a small niche.

Finding a strong niche is the first step to massive success. Always. That’s also why publishers are investing so heavily in remakes. Remakes are reworks on something that found a niche, they are more probably be interesting for a wider audience.

How do you know if you found a strong niche? There are many ways, in F2P you should measure the % of regulars, people that come play the game every single day. That’s the best indicator that the niche you found is truly interested in the game.

They should give the game for free

Wicked problems have nuances. How to get people’s attention and understand their motivation to play a certain game.

The market is oversaturated“, yet I don’t have new games that I am hyped for right now… So the market is saturated for who, specifically?

Creating good free-to-play games means having a game with the biggest spend depth possible. Or that the game is so massive that sustains itself on (truly) micro-transactions. You either make a Witheout Survival or a Candy Crush Saga.

The latter is complicated nowadays because people learn and the market evolves. What had value before is not the same as today. People discovering casual games on a Facebook invitation are not the same as people who decide to install a game after watching a YouTube interstitial today.

That is why modern casual games (that work) rely a lot on ads. Their business is with ad networks, more than players’ wallets. And that is a complicated and also shady business, are you sure that your team is ready for that?

As I said, on the other end we have games with a big spend depth. These games are much more deep and complicated. They manage to create a gamified society, by pushing for regulars: players that play every single day. That’s the single most important KPI of all, if you ask me. In that case, and only in that case, the wealthier cohorts decide to spend high. And that makes your business grow for real.

Making free-to-play games is like making luxury goods. You should aim to the rich, if you want to have more chances. And to do that, you need a strong service.

When we give something for free, time becomes the currency with which people decide. It’s not just “give them for free, otherwise, they will not come“. If you are already thinking like that, you are on the wrong track: you are not believing in your own game.

You need to build something that makes you think “This is an incredibly amazing game, people will play this every day!“. And then, if you’re lucky, you will have a TOP Grossing game with high concurrency.

Market shifts when we move, not when we pay for it to move

I am an avid listener and consumer of information on the business I love. I like to hear about market trends, data, and insight. It’s not a matter of knowing which trend to follow. I like to learn more about how the market reacts to our craft.

The issue with that is that majority of this content comes from consultants and managers. They pretend to quantify everything, and it doesn’t work like that.

Market trends influence the industry and investments because those act when informed on this data. But data cannot measure intangible things such as cognition and emotion.

Creativity evades quantification. Business people want certainty: I put X and then I will get Y.

It’s what we put out there that shapes the market. We design games for an audience, and we shouldn’t decide to read the previous spending choices for that audience. We should instead focus on what they were looking for, in exchange for their money. Our job is to read something intangible, but existent.

  • If millions of players play daily a specific game in a genre it doesn’t mean there is an actual market around that genre. They will most likely continue to play that game in that area. And they are looking for another kind of experience to complement the one they get from that game.
  • Also, mobile games have shifted in the last decade from the first long-term minded business based on brand (Rovio, King, Supercell) to the last short-term performance marketing companies (MiHoYo, Voodoo, Playrix). And the results are out there, few winners of the race to the bottom.

That’s where the art of game design truly helps. Too many times our business is led by people who prefer to make something bad but controllable instead of something good but not controllable.

And to make something spectacular, you should focus on making something good in first place.

On success and failure

I posted a question on my LinkedIn, and most of the answers misinterpreted it. It’s part of the deal of posting thoughts on something so noisy as a social network.

Someone claimed that you should work on something trend-setting when you work on a game. You shouldn’t follow trends. I do agree, but let’s be real: that rarely happens.

If you have the luxury to work on a videogame, you will probably work on a game that never ships. And if it ships, the probability that nobody will play it is high. And if people play it, they will very likely find it a boring or average game. And if instead, it is a good game, the odds are that it will be not great…

What’s the point of my rant? I prefer to focus on the beauty of my craft, intended to my progress within it, and the people I work with. Because making games to be rich and famous can be too much delusional for someone like me.

Why do you make games?

You will likely work on a project that will not ship when you work for a company. If it ships, the odds say that the game will fail. If you and your team manage to get over the odds, it’s a little miracle.

The same thing is valid when you are on your own. You control the vision of your creation, but the numbers are there.

Are you working in games to be successful or are you doing it for the craft?

Podcasts and analysis paralysis

I am an avid podcast consumer. I love them, they are a bridge to knowledge that is hard to get otherwise. Through podcasts, I can listen the words of true experts. And for FREE.

As with everything in life, it comes with a cost. When I work on a project, I have clear references to consider. Often, those are words from experts that I got through a podcast. And, most of the time, those are words that stop some creative impulse.

It’s because podcasts are about things that already exist. Often, things that failed and why they failed. Sometimes, experts are not actual doers, but just analysts.

Discernment is a great quality to have for your creativity.