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Tag: research

Clash of Clans notes on tutorial

Read the first part of the analysis here.

In this second part I want to write on what I experienced personally during the tutorial experience. It is very important to write down notes for a game designer.

If you have no time for that, you have no time to learn.

The game welcomes you with the main view of the Village. Here the Player can already decide “this is my kind of game” or quit. The welcome is given by the Villager, one of the two characters introduced in the tutorial. The girl has changed visually:

Her expressivity has become more exaggerated and her proportions are nearest to the beauty standards. I preferred the old one, since she reminded me more of a tough and rude viking. But I get why this one was selected: especially on a small screen you need to emphasize gestures and expressions.

The first mechanic is introduced. The tutorial makes you build a cannon to defend from a goblins’ raid. The sequence is pretty memorable. The goblin is fun and informal, but uses sophisticated words and spells correctly. The animation after the build, which is an idle mechanic with its rewards per se in the game. The defense mechanic is not completely introduced to the Players. Players will learn it alone later simply by playing and discovering they can tap on graves to earn some extra elixirs. Which is pretty smart!

Just after, the Player learns the attack feature and all of its mechanics. A group of 5 wizards join your village and you can use them to get revenge with the goblins. First of all, I believe that wizards are chosen because they are narratively meaningful. In fact the Villager has explained that your village is built on a Ley Line, so that your buildings will auto-repair. Magic is on the air. Second, wizards are pretty fast destroying buildings which is great to keep the tutorial shorter. Last, wizards are a kind of troops that a Player can unlock later in the game. So that the Players can get a hint of future unlocks and test two troops during the tutorial (later, they will use the barbarians).

The third part of the tutorial puts its focus on the importance of building and improving your village. I believe that the Developers, after giving an hint on the possible thrills and best moments, considered proper for the Players to really learn the core loop deeply. The Player builds 5 important resources, completing the core loop five times. It is more than enough to learn the basics of the game. 

The tone of the Villager is very formal, and that is when I want to work for personal exercise the next few days. I believe that this part hasn’t aged well and I would like to improve it as an exercise. Many clones of this fantastic game popped out and also many evolutions are at the door. The next successful game can be possibly based on this masterpiece. Especially for new players, I believe that the Villager is a character which should have a more relatable personality. Messy, complicated and interesting. Just like people in real life!

The 2022 tutorial ends with one of the newest features of the game: challenges and rewards. The overview is too fast and based on skipping dialogues, more than actually learning something meaningful like in the first part. Which makes the tutorial experience ending with many questions. This can be interesting for newbie Players, especially for the most hardcore part of the audience that can perceive suddenly that this game is not linear but deep.

When the Players return into the SHOP section, they will find the first offer which is the third builder. No pop-up, no constant prompts looking for no-brain conversions. The value is there. During the tutorial you entered the SHOP enough times and now you know that the SHOP is critical to the experience. You will find the offer and, if you want, you will convert. That is what I call: treating Players with respect.

Clash of Clans tutorial anatomy

This weekend I want to do an experiment, the first series of articles. This one is dedicated to one of my favorite games of all the times: Clash of Clans. The purpose of this post is to share my way of breaking down the tutorials of the games I play.

Being scrappy is OK

There is a simple process you can follow, it takes a work day more or less:

  • Play the game recording the session
  • Create the brickfile for the Tutorial
  • Use a spreadsheet to dissect everything

The result is something like this

You can see the google sheet here and make your copy if you want.

  • The first two columns are the report of every dialogue step by step
  • Then I detail the feature (or mechanic) the game wants to teach every step and the action needed to pass to the next step
  • I take notes on narrative. The character speaking and the word count are important for the translation budget. The dimension of every script, in fact, depends directly on the number of characters speaking and the locations used. You can check out this masterclass on short stories.
  • Finally, I put my bias into commenting on the narrative, assigning an intensity score to every beat and focusing on the tone. For reference, I left the list of tones in a separate tab. The list is taken from this article.

Intensity score goes from 1 to 5, and:

  1. Already seen, not exciting
  2. New thing on screen, still not exciting
  3. Interesting
  4. Cool surprise
  5. Thrill

It is just a personal valuation useful to me to see where I would like to improve the things!

Look mama: I’m in the metaverse!

I am looking to move the first step on the concept of metaverse. So that I:

  • Created an avatar on Ready Player Me. It is a new standard proposal for open avatars. Pretty cool!
  • Downloaded on Steam the application Animaze
  • Imported the Ready Player Me avatar into Animaze
  • Used OBS Studio to put the Animaze avatar with green screen on the final video
  • Recorded a 4 minutes video with my early exploration in CYBR

Here it is the result:

How to deconstruct a game

One of the skills that make a game designer instantly hireable is the deconstruction of games. It is no easy task to complete, since the first instinct is to end the job once we have identified the core loop, the secondary loop and maybe some unique feature.

I have seen too many times teams copying from here and there after a quick deconstruction and the result is something like

Not cool huh?

A good deconstruction looks for the audiences of some game and wants to really empathize. Having a document with the core features is nice, but having empathy maps, customer journeys and personas at the end of it is key for the success of a project.

  • Play the game for the right amount of time
  • Look for its update logs: you need to know where developers put the highest efforts
  • Read reviews and study them
  • Look for streamers, those are free playtests
  • Join Discord channels and Reddits to spot the interesting and pain points
  • Run playtests of your competitorsTry to interview core Players

With all those insights, build your Player. Forget demographics, focus on behaviors and needs!

I played: Merge Animals 3D

The thing I like the most about the hypercasual trend is that I really cannot deeply understand why all of this works. My professional mind has collected a lot of assumptions regarding game design theories. So that I am constantly challenged when I see millions of people playing silly games. Fascinating!

Merge Animals 3D FTUE

This weekend I tried out Merge Animals 3D that is performing well on mobile phones. The concept is pretty cool. The game is about trying out different combinations of animal traits on a runner and see how they do perform on the track. The main character is a human anonymous mannequin. He is competing against two mannekins more, also them with random configurations. The camera is top-right and impedes having a clear view of what is coming, so that some reflexes are needed to overcome obstacles. Then you unlock a new animal trait which will permit to overcome other kind of obstacles.

There are five kind of possible traits to dominate with an animal prothesis: strength, water, climb, fly and run. I haven’t found much more. It is impossible to arrive the last, I have tried everything. If you don’t end the race first no worries: you will still pass to the next levels! No lose condition at all.

The colors and textures are completely plain, that suggests that the game works with the part of our thinking system which looks for immediacy. No complex thoughts involved at all. Classic for the hypercasual games!

The game monetises with ads. I am afraid there is too few challenge right now. Maybe developers are trying out the core loop and then they will iterate on that.

Merge Animals 3D Core Loop

After a while I found pretty frustrating having to choose manually the mutations I wanted to face the next “challenge”. A UX improvement would be in that sense.

There is nothing suggesting to the Player why is doing all of that. A narrative design improvement would probably include a level sequence or images unlock. You discovered a new animal trait? tell me something about that animal.

Levels have basically no challenge. In order to maintain that philosophy, a Level Design improvement would probably be including some bonus level where the Player could collect letters or other elements useful to unlock new mannequin skins, for instance.

The game system is super simple. For the System Design part I would probably try to find some idle mechanic for the levels. Leves are a rewarding moment and not a challenging one, as mentioned before. Probably the Players who stay more than 2 days would find fun having some automatic system where they can grind other elements related with experiments and merging.

You will find the brickfile on github, as usual.

How to create a repository of the games we play

I learned a technique that I use a lot from a YouTube video of an industry expert. The technique is called brickfile and is an excellent tool to research and internalize some aspects of a game that we are studying and analyzing.


When I play a new title, I always record game sessions and upload them to my YouTube channel. In the case of mobile games, I wait for a session on day 3 and try to record at least 40 minutes of play by going through all possible screens.
Save snapshots of the gameplay video, watching it again. I use VLC for this operation which allows you to save snapshots using the SHIFT + S combination

vlc snapshots
Take all the snaps and pass them to the PureRef program, which is free and allows you to view them in the form of a grid.

PureRef
Brickfile is the name of this format, and is very useful for future reference. You can easily check the various features of a game and use each snapshot for wireframes, too. In fact, from PureRef you can easily copy and paste into other programs such as Inkscape!


I have created a public repository on GitHub where I will upload my brickfiles. It would be great if it were a collaborative project!