Yesterday I discovered this channel and this specific video by Gavin Eisenbeisz, the creator of the successful horror game Choo-choo Charles.
The man shared useful information about creating a game for streamers. It contains something I have been thinking a lot these days, and implementing in my indie game Pawtners Case.
There is something that PC/Console games should learn from mobile games: you run the game, you are in the game. It is good to welcome the Player into the experience, but often, it gets slow and overwhelming with more than three steps to arrive at the gameplay.
The video features a document containing all the information, in case you are more of a reading person. Enjoy!
I read that gamers spend more hours watching others play than playing videogames on their own.
This inevitably leads to the creation of games that are more fun to show to others. Games that are too complicated to understand or with many fail conditions are penalized. Games are designed not only for players but also for streamers, which are an important driver of sales.
A streamer wants to entertain but also show that he is good. Spending two hours thinking or losing miserably because you made bad strategic choices at the beginning is not the best. This is probably why puzzle games are not so popular on Steam. This is also why RTS games are not trendy anymore, probably.
Streamability depends not just on the genre, but on two factors:
the readability of the mechanics, having something that can be understood from a 5-second video is key
the permissiveness of the rules, the black box is better if it allows epic wins even at the last moment.
Netflix has many games that you can download and play offline for FREE if you are subscribed to their service. I have completed yesterday Monument Valley 2.
I purchased the first chapter of this saga years ago on my iPad 2. The essence of the first chapter is still there, actually, the art style is the same and the core gameplay is almost identical. This second chapter adds an interesting narrative layer, and the theme is the relationship between a mother and her daughter.
Probably I was missing some little monsters and the patterns that are typical in Escher’s work. I think I would have appreciated something like that, representing better the dangers. The only things that break the order are buildings that collapse when the characters touch a trigger (sequence) and a new mechanic with a plant that you grow and shrink. I feel that more things could have been done there.
Monument Valley 2 is a little gem, a pleasure for your senses, a little box full of life. It’s based on Escher’s art and absurd geometries, but it adds color and animated characters to it. It is the kind of game that shows the potential of mobile in telling stories. It features a narrative full of metaphors and few texts, and I am not smart enough to have understood any detail. But it doesn’t matter, in the end. It’s the aesthetic experience that matters.
Consumption habits have changed a lot in the last few years. Nowadays that is a significant number of people that buy a console to play a single game. Usually, that game is Fortnite.
Games are not underground like before, now they are mainstream. This brings a lot of challenges to distribution. They are cool, they are the normal thing one does. Before it wasn’t like that.
How to face this challenge? Phil Spencer said “less Excel” yesterday, and maybe he is right. It’s not about using a budget to push the thing out, but more about trying to have a conversation with the right crowd.
Elden Ring: Shadow of the Erdtree DLC is a candidate for “best game of the year” at The Game Awards. But it’s not a game, is it?
It would be wonderful if these events kept up with the times. We are clearly in the era of games no longer as artifacts but as entertainment. Living games, updated to keep the public’s attention for many months.
It is absurd to reward only the new, when an update or a DLC, as is the case of Elden Ring, receives so much admiration from the public. The Game Awards should start considering awards such as “Best DLC”, “best live event”, etc. The market moves on completely different perspectives than 10 years ago when these awards were created.
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.
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!
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…
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.
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
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.
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