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Tag: research

Nexflix will close the games department in 3 years maximum

At long last, I am ready to talk about what I’m doing next: I am working on driving a “once in a generation” inflection point for game development and player experiences using C++. This transformational technology will accelerate the velocity of development and unlock truly novel game experiences that will surprise, delight, and inspire players.  

I am focused on a creator-first vision for C++, one that puts creative talent at the center, with C++ being a catalyst and an accelerant. C++ will enable big game teams to move much faster, and will also put an almost unimaginable collection of new capabilities in the hands of developers in smaller game teams.

Sounds like weird, right? Well, someone wrote the same stuff, but instead of C++, he spoke about genAI. That guy earns more money than me, you, and everyone who will read this post altogether.

The difference is that in my version of the statement I named a technology that actually helped lots of people make fantastic games. This is not the case with genAI, which is a theft created to destroy jobs.

Game making is a creative activity, which means that there are a lot of micro-decisions that we have to make every day. It involves conscience. And conscience is not the result of a set of electric signals, it’s something higher that comes from above. The most powerful processor, or GPU, can create many signals and solve complex operations faster than our brain, but it can never have conscience.

Netflix will shut down its games operations in a maximum of 3 years. If you want to have a more secure/safe job do not work for a company that will fail.

Blue and red Oceans

For me, game genres are not markets. For example, there is no “merge games market”. There are “merge games” in the “mobile market”.

Every time I see a team created like this:

  • someone believes that a genre has formed a market (on the last sad news you can find a lot of “hero shooters”)
  • hires talents who already work in that “market”, also if they would enjoy better another kind of game, in some case
  • the offer is attractive and the project is new, easy to convince the bored employee

in 3-5-7 years everything gets shut down without results. Surprise, there was no market at all.

When do I see that things work?

  • a group of enthusiasts of a genre get together to explore it
  • the team (including marketers) engages for real with the players
  • concrete and measurable experiments are done to define a vision well
  • after years of effort, they publish the game.

In this case, the probability of success increases. Even if the timing is somewhat unpredictable (never seen a success in less than 7-10 years, in mobile f2p).

Games please our entertainment needs uniquely.

  • People play Royal Match to relax, brain train, tournaments, curiosity… Not because they want to “play a match-3 game”.
  • millions are playing Metaphor: ReFantazio because of the story, map revealing, and challenge with combat… not because it’s a modern JRPG.

The fact that a specific game gets massive doesn’t mean we have a new market around its genre.

This means it has found its audience in the market, which is different!

For a brighter future for games

The YouTube channel of popular game director Masahiro Sakurai has come to an end.

This will remain an outstanding document that hopefully will teach basics to generations to come. Thank you Masahiro San!

Regarding this last video above, I am impressed with the work ethic and discipline. I couldn’t never have this level of mastery because I have a different background and life. Still, there are something to learn not just on video production, but on content design in general:

  • Everything was planned right from the start: outline, scripts, footages. Everything.
  • Focus on 1 task at the time and cover the entire content length
  • Keep everything extremely organized in folders and find name conventions for easier queries
  • Collab with external partners only when everything is well defined, because you will have management overload
  • Use the email with bullet points for feedback and general comms.

Masahiro San says that he invested around $630k and got $0 as revenue. He did this just for the improvement of our beloved industry. I would like to see more Masahiros around here…

Every game for itself

Reading the terrible news about a company that is praised in the industry, I think we are approaching one of the worst moments in the industry. I am talking about Roblox, of course.

The feeling I have is the domino effect, which will spread especially in businesses that are supported by attention.

We have all played that game that makes us think “but how can this game be so successful?

Well, often it is because the numbers are rigged and the players are not real people, but machines. New technologies only make this situation worse. I am afraid that many CEOs are playing the wrong game here. Faking the numbers, looking for the short term, that is the result.

It’s sad, but it’s good for the future of the industry in my opinion. We need some people out.

Lemme show how AI can… STOP IT!

Yesterday a guy in a Slack channel sent the link to his post, shilling that he was showing the true potential of generative AI. The post is this one. Let’s break it down as a simple example of why all this hype is damaging the collective mind and how easy is to trick a brain using the right wording.

Preparation

Claim: “15min with just using GPT-4o and GPT-1o to create a complete game idea & concept

This guy is looking for something quick and fast, not just getting ideas. He wants a complete concept. I consider myself a fast professional, I like quick and dirty things more than slow and perfect stuff. But 15 minutes is ultra-fast. Creating a complete game concept takes a huge portion of my mind, especially my conscience. How can a chipset have a conscience? Come on.

Prompt: “I want you be my my Lead Game Designer who knows all about mobile gaming, all genres, all mechanics, market trends etc I want you to come up with a compelling idea with USPs. I want you to pick the genre and sub-genre for me based on market data, some where that has high potential and is sorta blue ocean and high chance of success. The idea should be mobile friendly with simple mechanics and at the same time good depth so at first players can easily pass and progress but soon they have improve their skills/characters or whatever in order to progress further

This man’s role to the machine is “his” lead game designer. This is a pretty common fetiche among game leaders. “My game designer”, “my programmer”. Some people believe that teammates are like pets or something.

The expectation is that this virtual pet knows all about mobile gaming too. That’s the dream, really! You take a selection process anywhere and you can feel that. Now, the good thing is that the machine is connected to the internet so it has access to lots of data. But, does that mean that the machine “knows”? Can the machine actually understand what it’s reading? I don’t think so.

The task given is not well defined, and too generic too. Lots of “sorta” and “whatever”. This happens also in real life, that’s one of the challenges of my profession. And don’t misinterpret me, I love it! It’s part of the beauty of my job to understand what people actually want.

Game concept and generated ideas

Title: Eden Rising: Rebuild & Survive
Genre: Hybrid-Casual City Builder with Survival Elements
Setting: A post-apocalyptic world where players lead a group of survivors to rebuild society

Mechanics Overview
Resource Management: Start by collecting basic resources (wood, stone, food) through simple taps. As the game progresses, automate resource collection and manage supply chains.
Building and Upgrading: Construct homes, farms, workshops, and defenses. Upgrading buildings unlocks new functionalities and improves efficiency.
– Survivor Management: Assign survivors to roles based on their skills. Manage their well-being by providing shelter, food, and security.
Dynamic Events: Random events like storms, raids, or resource booms that require quick decision-making and adaptation.
Exploration Missions: Send teams to explore ruins, forests, or other settlements. These missions can yield rare resources, new survivors, or story developments.

Why This Game Will Succeed
High Engagement Potential: The blend of simple mechanics with deep strategy caters to a broad audience, encouraging both casual and dedicated play.
Market Gap: The unique combination of genres fills a niche with little direct competition, positioning the game for standout success.
Scalability: Regular updates with new content, events, and features will keep the game fresh and retain players over time.
Social Integration: Community-building features enhance player retention through social engagement.

I don’t know where to start, honestly. If you read this and think that is good I suggest you to start studying game design for real, because you have no idea of what you’re talking about.

Game design is NOT this, at all. Game design is engaging with an audience and a team, understanding a market, and making micro-choices according to a set of problems to solve. As a game designer, you are invited to lead a process of discovery:

  • You may want to give a role to your players and see what happens
  • You can explore a mechanic or a set of mechanics
  • You may want to discover a new World that you and your team are building
  • You maybe want to set up a relationship with your players, thing that happens in live games
  • You may want to deliver a concrete experience
Miyamoto built his whole career on the concept of miniature garden

A lead game designer is a game designer who leads a team of game designers. So a lead game designer would tackle this issue very differently from the words soup you can see above.

The moodboard

Not happy with the shameful result, our friend added 4 unrelated images:

The first image is a generic and boring village in the middle of a north-European wood. You can see there is no central structure, nothing to drive the eye of the players. Just a generic composition.

The second image is a supposed sequence of upgrades of a building. In this case, it looks like a barrack that becomes a wooden house. The evolution makes the roof change orientation and each evolution is unrelated to the ones before.

The third image is a set of character concepts. Explorers from a utopic past or a dystopic future, I don’t know. Some of them have arrows but no bow, and some others just a bow. There are cool details, probably stolen from some Artstation page. Nothing special, nothing that tells a story about the game itself.

What is most important, these visuals are NOT hybrid-casual style like stated in first place by the machine.

Last but not least, The Last of Us. What does this mean in the game? Can you “conquer” this zone or explore it? And why? It’s just to remind us of TLOU, right?

Conclusions

I am tired of this shit, frankly. Look how many reactions and comments this guy had! Look at the position he covers. And you will understand why the state of games, especially mobile games, is desperate.

My doubts on current leaders

The ex-president of SONY Computer Entertainment Europe, Chris Deering declared on a podcast that “if money isn’t coming in from consumers on the last game, it’s going to be hard justifying spending money for the next.”

And I agree with that. But after watching the presentation of PS5 PRO yesterday, featuring games as old as The Last of Us 2 (2020, 4 years old) to show the power of a brand new thing I have serious doubts about this kind of leadership.

Yeah, ok, he WAS a president. Still, he has influence somehow.

A team’s ability to create hit games improves over time. The more a team works together, the higher the chances they will make something better. I have 2 questions:

  • If you hire and fire that easily, how can you hope to get better games over time?
  • If you have worse games how will you sell more expensive consoles?

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.

Inspired work to earn trust

Reading and watching the latest releases in video games I arrive to a thought.

You need inspiration to make a good game, no matter the level of experience you have in this sense. If you want to earn the players’ trust, you have to deliver something novel. Not something new, but a product that works and has unexpected elements that surprise people.

People are great at understanding the personality of what we deliver. They understand when there is a derivative choice or something that comes from the truth of our craft. In some platforms, they can decide to close an eye.

  • Whales of f2p mobile games know that the game is designed to grab their cash, and they decide that it’s fine.
https://www.youtube.com/watch?v=gHtNcTA8t6A
  • People playing Helldivers 2 understand when a new upgrade on weapons is made to sell them a season pass.

On compromise and experience

“I sit here
drunk now.
I am
a series of
small victories
and large defeats
and I am as
amazed
as any other
that
I have gotten
from there to
here
without committing murder
or being
murdered;
without
having ended up in the
madhouse.

as I drink alone
again tonight
my soul despite all the past
agony
thanks all the gods
who were not
there
for me
then.”


― Charles Bukowski, The People Look Like Flowers at Last

The Concord game is out and it looks like a failure. People have worked for 8 years to something that will be shut down in the next few months. 8 years ago, the Overwatch fever brought many companies to invest in this new genre. We are seeing new games with Marvel and Star Wars IPs coming out these days.

The developers have accumulated experience and developed a compromise towards their colleagues over the past 8 years. They made something beautiful. The game is great, but its personality is not in line with the market right now. You can still see beauty, experience, and design.

Can we consider that their job has gone down the drain? It depends on how you see your work. If you are in the “American dream” of making lots of money and success in a few time, maybe yes. Maybe you just lost your time with a failure.

They have worked for 8 years together with other experts. They are more savvy now. Next projects will be benefit from all this. Maybe someone will go and build something different, something new.

The time we invest into our craft is never lost.

Lessons from Black Myth Wukong

Everyone is talking about the monkey, a breath of fresh air during those challenging times. I am watching the game intro over and over, it is probably one of the best I have ever seen.

  • Character: he’s brave, he’s not humble, he is imperfect. He is relatable with Goku also for non-Asian audiences. That cloud flight scene is pure genius.
  • Combat: it starts from the best thing of the game, fighting bosses. You cannot lose here, and you have everything unlocked it’s on you to discover.
  • System: it shows you a possible evolution of your character
  • Promise: the theme is well set at the end of the prologue. It’s about rising again.

But wait, why did the semi-god fall off? It’s not clear and I am not the only one that wants to know why…

Regarding the development, the team had experience in live service games and they decided to steer off completely learning Unreal Engine from scratch.

Great things happen when you have motivation and true experience but in lateral sectors! Black Myth Wukong is another proof of this.