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Tag: research

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.

Start with WHY

Experts always say you should start your projects with WHY.

Sinek, love him or hate him. I like him!

Others say you should have a philosophical base on everything you start. I don’t know if that’s a universal rule, but I am sure it helps to write down why I am tackling this new UEFN project.

There are two sides to the medal. One is a personal improvement side, and the other is a practical business side. I have identified opposites on these two sides. I love it when everything comes together in a meaningful way. Maybe a little obsessive, dunno.

  • FUN <-> REVENUE: First of all, I am motivated and engaged in doing that. I prefer to invest 40% of my time doing that than playing video games, for a while. And of course, the ROI is higher in this case.
  • SKILL <-> GROWTH: I see opportunities to build a team, meet new people, and teach what I discover in the future. I love to teach.
  • IMPROVEMENT <-> PURPOSE: I am also playing lots of Fortnite to study my new competitors. I see that most of these experiences have no progression, and no storytelling, there is just chaos. Most of them look like a bunch of incomplete experiences. My will is to silently teach the history of good old FRAG deathmatch to the new audiences that are playing Fortnite today.

Emergency is the future

The future of games is not made of new venues to cover. With mobile phones, we covered everything. I had my students playing games while I was explaining something important for their future. Who never?

It is not made of new spending habits. Even if the crypto-bros are right, even if the people will pay for games and things to trade in bitcoins (that will never happen), this will not determine a new era. Because the future of games will be related to the gameplay itself.

The future of games will be not putting monitors closer to our eyes hoping for more engagement. VR is causing headaches, people have been trying to sell that thing for 40 years. Steve Jobs would have never produced a dive mask to go on the streets, I am sure.

So where is the future of games? Well, I don’t know. What I do know is that is always an iteration of something we already have. For instance, the f2p mobile games era (which we can say was revolutionary) was built on top of the Java apps for cellphones, promoted by NOKIA in the Nordics, mainly.

If we look at games that are successful right now, they all offer some level of emergent gameplay. Look at FPS, survival, and horror out there. Look at the top games, the ones that make billions. They all permit a certain level of things you can do if we think laterally about the mechanics. And that unleashes a series of videos and things that people enjoy.

When you think of making a game for streamers, think mainly about emergencies. Do the same when you think of a game for TikTokers. It has always been like that: people want to find in video games something different from real life. Something they cannot do. A playful space to explore. That is where the future of games lies, I am sure.

The adjacency of marketing

There are designers and marketers, creative and tricky/boring stuff to do. One thing is always there: both are absolutely necessary for the success of a game. And so, for the success of a company.

A game company is run by business people, but games are made by developers and creative. Sometimes business people are very creative, sometimes developers are very aware of the business of making games.

In 2024, having marketing knowledge will be a boost for professional game designers. If you want to create your games like an artist, you have the opportunity to create your IPs and eventually get rich. But if you, like me, are here to serve other people and businesses you should aim to learn marketing.

Marketing, just like writing and art, is an adjacent space to explore and study. Very important to be aware of it and very few people are. It’s boring as heck, but it’s part of the craft to me.

Please, stop it

People are complaining on a platform owned by Microsoft about the bad decisions that Microsoft made in many people’s lives. This is SO 2024, right?

We need to evolve as a collective. I don’t know the solution, but I think we should first state the problem well. It’s not a black-and-white situation. There are lots of nuances, posting a quote from Satoru Iwata doesn’t reveal the real problem.

The problem is not just greed. There is a whole situation to consider, we spent the last 3 decades experiencing dramatic shifts. It’s easy to lose the big picture. Easier to point the finger.

We need to evolve and think of new forms of collaboration, and different ways of financing projects. We need to improve our way of treating others like we are still doing.

The first step is to stop complaining, feeding the algorithms belonging to the same people that we are criticizing. That’s ridiculous, we are looking like the Pals! A clone of something already seen, now repurposed to serve as milking cows. Stop doing that!

UI driven skinner boxes

Skinner boxes are artifacts where the user taps a button in the hope of getting something. In the original ones, the user was a lab rat willing for food. In Monopoly GO! the user is a Player looking for dopamine rushes.

Skinner boxes work very well, because of two factors. The first is the variable ratio variable schedule rewards. It means that the user doesn’t know if and when the reward will arrive. The other factor is that they are simple to use. That means that also a lab rat can do that.

There are many ethical questions around Skinner boxes, but humans can choose to play a game or not. The lab rats, instead, have no choice. Of course, we can consider the addiction to dopamine a form of slavery, there are no easy answers.

In games, Skinner boxes are often associated with a series of tasks to perform. Usually, the UI leads the Players on what to do next, so they don’t have to worry. They can continue to follow the series on their television set or the class while playing the game. Their dopamine system will stay stimulated and it will feel pleasing.

We need a simple controller

Games should be simple to play, for everyone. They can also be difficult, and offer a challenge. But the play itself should be a very accessible act.

A gamepad with over 20 buttons is not simple. We need some courage and go back to the origins. With adaptation to the novelties.

8 buttons for NES pad were more than enough, but the shape was not optimal.

Oculus controller solves the ergonomic problem, but has too many buttons. I would save just the trigger and add a touchpad on top

The touchpads of Steam Deck are a good reference for the top part.

Can you imagine that?

  • Connect it with any device, smartphone, PC or console
  • comes with a dongle to stream on any screen
  • takes gestures too

Play Forms

If you want to learn how to play like a game designer and you don’t know how to start, the Play Forms framework is a good starting point. It is based on a classic book about play, called “Man, Play and Games“. I have never read it, but there is a lot of material out there if you know how to search.

The framework is based on the conception that play has 4 basic forms:

  • Agon means competition, it can be against the game itself, against virtual enemies or against other Players
  • Alea means chance, the random factor that the Player is not able to control
  • Mimicry means the imitation of something belonging to other contexts, such as real life or fantasy worlds or abstract concepts
  • Ilinx means the vertigo, the senses brought to their limits

Ask yourself these questions while you are playing:

  • Am I competing against someone or something?
  • Does my outcome depend on randomness at some level?
  • Am I interpreting some role or adapting to metaphors that I have already seen in other mediums?
  • Do I feel some of the moments are extremely exaggerated and exciting?

My GOTY

Data speaks clearly. In 2023, the game that I absolutely played the most was Vampire Survivors.

Small team, simple idea, true indie gem. Simplicity at its finest. Nothing more to add, this was my personal GOTY.

Happy New Year everybody!