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Tag: research

Hypercasual was R&D with glamour

Now that the “hypercasual” word is not cool anymore, let’s talk about the benefits of R&D (which is a term for dinos, at this point).

Research and development in video games leads to the discovery of new technologies, mechanics, dynamics, and narratives. It is an activity that is hard to integrate within a business, especially in high-competitive environments.

I helped a couple of years a developer of hypercasual games and, in the end, to me, that was a little miracle. Why? Because for the first time in my career, I saw the fruit of R&D becoming an actual, shippable product. The CEO was happy, the developer was happy, and the marketer was happy.

Proposals were coming directly from publishers following trends, there were syntheses of popular indie and AAA gameplays. There was also heavy research on social/viral trends. I felt a volcano of ideas, that was a good period professionally speaking.

And it was because of the collision of 3 hacks: the CEO could save money thanks to the Unity Asset Store, developers could save time and the marketer could use concrete techniques to reach the hypercasual audience.

Many Players of hypercasual games were tech-savvy and very smart. They loved to find the flaws in these prototypes and they had fun in discovering how to become a “hacker”. They went very deep into the rules (which were the only elements well thought out) and they found a way of cracking them.

A breath of fresh air in a context where timers, special offers, and artificial scarcity were playing with their compulsivity!

Today the business model is gone, because it is not possible anymore to target directly these people with ads. It’s much more expensive to reach them so the little you make with ad monetization doesn’t cover the costs.

But these Players are still there, waiting for super innovative mechanics to break. Shipping “R&D games” every 2 weeks is still an available choice.

Happy World Book Day

Someone is claiming that AAA is dead when in fact is quite the opposite. AAA games are still driving the vast majority of revenue.

AAA development is struggling, though. I have never had the pleasure of working on a AAA game. That’s because every time I applied to an AAA company the answer was that my resume didn’t show AAA experience.

One of the good things about mobile free-to-play, instead, was the inclusion of professionals also from outside of the games industry. I had personally the pleasure of working with marketers, product managers, and UX designers coming from the world of apps, fintech, and so on. That created an explosive new opportunity where also AAA professionals come to work.

Endogamy creates struggles. Specialization is good also because it opens the opportunity for generalists, people with broader knowledge, to enter into the “game” and create disruption. Why are we often closing those new windows?

AAA development is struggling with endogamy, in my humble opinion. And mobile f2p is starting to follow the trend, too. When you have markets with high risks and high possible returns, often experience can be a setback. We need more opportunities for people with different backgrounds.

We need frogs that go deep, hedgehogs that go straight forward, but we also need birds that can see the horizon, and foxes who can spot different patterns in the forest.

A great book that demonstrates this thesis is “Range: How Generalists Triumph in a Specialized World”, by David Epstein.

Let’s talk about generative AI

Imagine this business: you write which furniture you want for your flat. A green sofa for your lounge. A carpet for the studio. A small library for your dorm. You select the image of what you like and, for the price of transportation, you get the furniture.

Imagine you live in a country where robbing apartments is not a felony. And you know that this furniture was stolen from someone. How would you feel? You may think in the short term, you don’t have money. You don’t want to go to IKEA and fight the whole day with your spouse. Plus, it’s no felony so who cares?

Let’s switch context for a while…

We have lots of hints and suggestions redacted by millions of people over the years. Doctors who tried to solve some specific health condition. Programmers helping others to understand how backend development works.

Every time we need this information to solve some problem or face a challenge, we invest our time in finding the right answer. Meanwhile, we learn about other things we didn’t consider. In some cases, being faster can save lives. In other, don’t.

You are running for what?

Let’s take game development. The more you learn, the more things you spot you should consider, and the better your games will be. So, is it interesting to be faster?

Sometimes I am sure it is. Most of the time doesn’t.

LLM services offer a collage that makes you feel you can make art, or writing without having the talent needed to craft it. Like the stolen furniture example I made, they are a deliberate steal. They take things made by others and give them to you.

An interesting feature is that they provide a summary of hints too. You look for how to code something and they give you the code. You can be faster, but you need to understand what the code does. Also, the slow process of looking for solutions can make you discover things you didn’t consider. You have lost that if you surrender to LLMs.

In any case, they consume water and energy. They pay for that, but they pay a market price that I am afraid is not aware of the long-term damage.

Is it worth it? No, it isn’t.

It can be worth in a life-or-death situation. If a machine is better than the human eye to detect a condition, that case is good for LLMs.

Progress and difficulty

I am reading a paper on personalized difficulty in games and I see this graph:

The graph shows clearly that the probability of playing tomorrow depends on how many levels (amount of progress) you beat today.

At GDC24 one of the talks showed this graph:

Kills in 10 matches of a FPS will influence the probability of playing again.

What can we learn from here?

  • Theory of Flow is always valid
  • It’s about the Player: the player of your game should feel good enough and progressing enough. It’s about them, not you!
  • You need to deeply understand the elements of friction, goals and mechanics that shape up the difficulty of your game.

Hyper-casual is still an opportunity

The hyper-casual business model is dead, but I believe that hyper-casual games are still very attractive. The real challenge is to find a suitable model for these games with little friction and complexity.

During the golden years of hyper-casual, the gold rush pushed many people to forget the basics of game design. With a couple of clients, I have seen in first person the sloppiness of businesses in making games.

One game per week was the mantra. Just do it! Test the CPI. D1 retention is too low: out! Next one!

This is not how good games are made, of course. I believe that hyper-casual games met the need of lots of Players but then they didn’t understood them. The business model is dead because of this lack of empathy. This in the name of fast earnings.

False promises

The promise of hyper-casual was to have an instantly playable lightweight games. A snackable, high engaging experience based in low perception effort. This translates into a high retention at the start.

But then the games are filled with ads with no specific connection with the game itself. At the same time, the experience is not refined after the first days. The result is a drop in players. Imagine, you spent actual money to make the people install your game. And they go after a while.

Companies started to make everything to lower the acquisition cost and increase the ads seen per player. That was the first, and wrong, solution to the problem. The good approach, instead, would have been starting from understanding how to serve better the Players.

The second issue with hyper-casual games have been that they were very easy to clone. The mechanics were so simple to copy. Probably, a competitive advantage would have been to focus on mechanical friction hard to imitate. To make an example, souls-like games are hard to make. The same is valid for good match-3 games.

When a game is boring is because the mechanic has no deepness, or that its deepness has not been explored enough. This causes to the game to be repetitive, and so Players will quit.

The solution to this challenge is to start from the passion for games and social engagement that part of the hyper-casual players had. Look at this data:

You can see that Players are also playing more complex and online games. This is indicative that something can be done to properly serve them without treating them like ad-watchers, clockwork orange style.

Starting from where they love, the games they play and simplify them. Try to find the essence of battle royale, arcade, role playing games. That would have been a success.

  • Is it necessary to have a different character for every silly minigame? Maybe the Player can have a chosen group of avatars represented in different behaviors and mechanics.
  • Which mechanics from hardcore games can be synthesized in a simple game?
  • The game can open in more complex mechanics based on different frictions: start from the mechanical, but then add informational or strategic.

I used two old reports from Facebook and Pangle+Newzoo to make my reflections. Images are taken from there.

If Elden Ring was mobile f2p

I am playing Elden Ring these days. At start, all I got was lots of frustration, but currently, I am using it to de-stress. I know I will die every few minutes, so who cares? I die and chill, surprisingly. Until I will get bored and move on.

I keep asking myself: how would a f2p Elden Ring work?

First of all, let’s make assumptions about you, the potential players. They like rich lore, beautiful weapons, and big monsters. You decide to play on mobile while watching a Netflix show. Scroll and swipe a mobile game, to get endorphins while doing something passive. You don’t need too much cognitive effort, but you would put the show on pause to make a meaningful choice.

Core loop

  • The discovery is the most relaxing part of Elden Ring. You can choose the direction you want to go and the map is huge. In case you find a site of grace, you can upgrade your character here.
  • The combat is too stressful for a mobile F2P game that wants to reach massive audiences. So what if you already know its outcome? You already know that in the next 3 fights, you will beat, beat, and die. Or, beat, random outcome (roll: beat or die), and die
  • The loot is key because you do not lose your inventory when you die (only your runes)
  • Death is the catharsis that lets you restart your discovery. You can choose to go retrieve your souls (at your own risk).

The long-term goal is to complete the adventure. The live operations should focus on adding more chapters, on one end. On the other, temporary events and special bosses to loot extra spells and swords.

The puzzle that brings you to return over and over lies in the choice of direction to take to discover and upgrade your Tarnished. You should engage with the community to find the right guidance, or you can decide to discover everything yourself.

Metagame

I like this idea of the Players already knowing that they will die. They can dedicate themselves to relaxing, exploring, and enjoying the combats. Combats should be automatic, the Player can choose the equipment.

The economy of the game should be around enemies, souls, stats, and equipment. You need souls to level up the stats. Stats are useful to use the equipment. The equipment is to beat the enemies. And the enemies give you souls.

Every part of the core loop should be monetizable. Discovery leans on energy systems. Combat has rolls and power-up opportunities. You can multiply the loot. Finally, death can be the occasion to recover the consumables you lost (energies, power-ups, …).

Zombie Lane: my initiation to free-to-play

These days I feel nostalgic. I was thinking about which game caught my interest for f2p games. In my case, it was a game called Zombie Lane for Facebook.

It was the early times of free-to-play, and the success of Farmville was already there. I was receiving everyday notifications to help my friends with their crops. This game looked like a satire of that fashion, in my eyes. I discovered it thanks to Marc, a colleague from Zitro. And the irony is that a few times later I ended up working for the company that developed that game, Digital Chocolate.

The core loop is quite simple:

  • You get a set of tasks to complete to advance throughout the story
  • Completing a task means using energies to perform certain actions which include: harvesting, building, crafting, and zombie elimination.
  • Every time you use energy to perform some action, you get XP to level up. Leveling up grants improving your maximum energies to be able to perform more and more.
  • When you complete a task, you unlock 1+ extra tasks and characters

The long-term goal is to complete the storyline, which is organized into tasks. You also have to design and maintain your place, as a mid-term goal. You need defending it from the zombies. When you are out of the game, zombies can destroy things.

The adventure-farm genre is really interesting because it involves economy and systems but also an intense dose of narrative. Zombie Lane had barks, dialogues, stories, animations, and enemies with meaning. It was a simple game, and I have a tremendous respect for that game.

Maybe now that Discord launched activities: the possibility of making games for its vocal, it would be cool to recreate a game like zombie-lane. Many Discord users of today were the Zombie Lane players of yesterday.

Fun fact, the game already had many mechanics (especially resources) that are still widely used today in video games. Another innovation could be to thing in other kind of currencies.

Image taken from here.

An idea for a future RPG

I would start a new RPG development by creating the World and its rules. Then I would start from the smallest possible system to see if the people is actually interested in it. Only then I would proceed. To me make a game without knowing anything is too risky.

Another reflection is that I don’t own Baldur’s Gate 3, but I see some of its characters all over the place. And I can just look at that beautiful piece of art from the outside. As a follower, I cannot influence anything of the World of BG3. In 2024 is absurd, considering that I can interact with the president of a foreign country from my smartphone. Do I have to buy BG3 to interact with its World?

I am currently playing Elden Ring. When I have time, since I have a baby to care. As any RPG there are chores to do. Why can’t I do these chores from my mobile phone? I don’t have anything to interact with the world of Elden Ring when my PS5 is off. In 2024, that is absurd to me.

An idea for the future is to build an RPG like a separate entity, a proper virtual world. And that world can be accessible by multiple sources. A mobile game, a console game, a PC game. But also a TikTok account, a Discord server. Technology is there, you can make donations and send gifts via lots of platforms to the creators. So why don’t we use it to create a fully interactable world?

The future of mobile games

Mobile phones are nowadays in everyone’s hands. Kids are playing mostly from mobile devices (tablets are a big player, they are used also in many schools). Still, when I listen to people talking about the future of mobile games, the discussion is always going around two things:

  1. effective way of stealing ideas (playbooks)
  2. how to hack the marketing machine and get people to install your game more cheaply (performance marketing).

Well, this can be a tactic for the short term, sure. But for the long one, we need to look at things with a critical perspective: mobile games are always the freaking same. We don’t see nowadays the kind of innovation we saw when Supercell, Rovio, and King arrived on the scene. We are still repeating (and improving) formulas, that’s all. And it’s very boring. The most interesting novelties are coming from UGC experiences inside of Roblox, from one side. From the other, we see an exasperation of FOMO, dark patterns, and grinding for the addicts. We are not going too far like this.

We need more game design, more research, and more risk betting on something novel. Of course, the discourse around distribution is very important, but we are distributing always the same and listening to people who are not building interesting games. That’s a huge problem for our industry.

Generative AI will never improve profit margins for companies, AI design and art are just scams. We need to return to the basics, at the drawing board, thinking really in finding interesting formulas for people looking for fun.

Is the games industry even a thing?

Over the past six months or so, the very concept of “making a career in the video game industry” has completely evaporated from my mind.

There is no industry, because there are no guarantees or responsibilities. Whoever breaks it (for example by bargaining much more than you should) doesn’t pay. Indeed, the annual bonus is guaranteed by adjusting numbers on an Excel. Most often, numbers represent people.

The famous “industry” is nothing more than a mass of people who don’t even play video games and who create companies essentially to sell them. In the renowned “industry”, video games are almost an accident, they are not the important thing.

People who dream of video games, who study, who work their asses off, are tossed left and right like cattle. In the illusion of being able to create experiences that make other people dream. I understood this many years ago, thank God.

But it’s just an illusion, it doesn’t exist. The best thing is to do it in your small way and create your opportunities. Much safer, even if it doesn’t seem like it at first glance.