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Tag: research

Renovation Mechanic

According to the Cambridge Dictionary the renovation is the act or process of repairing and improving something, especially a building so that it is in good condition again.

Industry experts don’t stop talking about the trend of renovation mechanics in casual games. Why do they work? According to this brand new video, because they are a driver for Player progression.

Game design disciplines

Renovation mechanic is so popular across teams because gives work to all the design team:

  • Narrative design plays a critical role in delivering a memorable story
  • Level designers can use the environment to convey the story (environmental storytelling)
  • UX Designers are key to deliver a smooth experience, making the switch between puzzle match and renovation as smooth as possible
  • Systems Designers help find the right economy to support all the actions according to the Players’ session daily number and duration.

Acting for the renovation

In casual games, the act of renovation consists of:

  1. choosing a task to complete
  2. use one or more stars to perform it
  3. introductory dialogue
  4. select a style for the furniture
  5. renovation cutscene
  6. story dialogue
Town Story: Renovation Match-3 Puzzle Game

The story is usually delivered as a consequence of the act of renovation.

Repairing and Improving

Have you ever asked yourself WHY is this mechanic so popular among casual games? To me it is because those games are about putting things in order.

  • In match-3 games you put things in order, in line
  • In popper games you clean the patterns that you spot
  • In merge games you make space on the board

All those games have extra goals that consist often of an obstacle. The frustration of not beating a level for that obstacle is a driver for monetization but also of churning out, as this brilliant LinkedIn post by Yasin Hatiboğlu.

All those levers fit perfectly with repairing and improving, with the metaphor of renovation.

Building

Last but not least, in service games for mobile phones there is something very present in Players’ minds. You have a world waiting for you that you are helping build somehow. You don’t just have a game to complete, those games are infinite.

The fantasy of free-to-play games, the aspirational aspect of those, almost always contains this: it’s your help and your choice that help build the World you have in your pocket.

Stadia and Cloud Gaming

Stadia was killed by Google. Cloud gaming is still alive and well in services like Microsoft Game Pass. Google put cloud gaming in the center, selling the idea of cloud gaming as a revolutionary platform. Microsoft instead put cloud gaming in the right place: as an added feature for a great service.

Cloud gaming is a very interesting features. I ask myself when Valve will also adopt it. I have a lot of friends with MacOS willing to play the same games with other friends with PCs. Cloud gaming would be a great add to Steam.

Cloud gaming is not the future of videogames, thou. Until now, in fact, there is not a single scenario in which Cloud Gaming offers something better than classic Console/PC gaming. Usually performances are better on console. Also, people who cannot afford best devices usually has access to worst Internet connections too. So that the market for pure cloud gaming is very small.

Cloud gaming is a feature and not a platform.

A serious doubt

The other day a friend of mine passed me this message:

Never until now have people boasted of not having read a book in their lives, of not caring about anything that might smell slightly of culture or that requires a minimum intelligence.

Today’s illiterate people are the worst because in most cases they have had access to education, they know how to read and write, but they don’t exercise.

Every day there are more and every day the market cares for them more and thinks more about them. The media compete in offering content designed for people who do not read, who do not understand, who ignore culture, who want to be amused or distracted, even with the dirtiest gossip.

The whole world is being created to suit this new majority, friends. Everything is superficial, frivolous, elementary, primary… so that they can understand and digest it.

They are the new ruling class, although it will always be the dominated class, precisely because of their lack of culture. And so it goes for those of us who are not satisfied with so little, for those of us who aspire to a little more depth.”

Jesus Quintero, Journalist, writer and presenter of radio and television programs

I work in mobile free-to-play since 2012. I started my journey in video games in 2007, dreaming of joining Bethesda, Bungie or Nintendo. More in general some company that impacted deeply in my personal life with their titles.

Free-to-play is based on a simple concept: you need a huge amount of people playing your game. For that reason, everything should be very smooth. Frictionless. We ignore conflict for the sake of keeping attention and awareness toward our service. People has to stay, everyday, with you. So that an obstacle may frustrate too much someone, and that person will go away. They will churn.

Many free-to-play games end up becoming an escuse to get people’s attention without offering any spark of culture. Without requiring any mental effort. Just come in, it is easy and rewarding!

Investments go towards those products, because they can scale dramatically. They can become profitable business. People doing game with passion, games that make people think, instead, have to fight every month to survive. To pay salaries and their bills. Maybe a YouTuber will take their game and stream it next week. Will someone simplify it for the people? Few people will invest in them, because they do not promise growth. They promise a message to the World.

My doubt today is: what am I doing?

First impressions on the new podcast by Hideo Kojima

As a great percentage of game designers out there, I really admire and respect Hideo Kojima. He has a big ego, he doesn’t speak one word outside Japanese but still he managed to introduce many innovations to the medium.

The main advantage of mister Kojima is probably also his greatest weakness. He didn’t managed to become a movie director and he adapted many things from movies and books to the games mediums.

Today the first episode of his new podcast was published on Spotify:

I like that he explains exactly WHY he helped creating the stealth genre. It is very interesting to hear his chain of thoughts. He acted like a true designer: he understood a genre (shooters or shooting games) and he had a personal tought on storytelling . Shooters of the time, in fact, had no story. No reason why to kill enemies.

Plus, technical limitations on MSX gaming system made impossible having many shots at the same time. So that Mr. Kojima, starting from a personal thought and using the limitation as creative leverage, created the perfect excuse to eliminate enemies: infiltration, heroism.

I like a lot that, before of answering the question regarding the secret of MGS’s success, first thing he says is: I don’t know. Then he starts to reason. Very humble attitude, hard to see out there.

I would like to wish huge success to this new initiative by Mr. Kojima!

Try sell this idea

A lot of skilled entrepreneurs (skilled entrepreneur = very talented seller) are convincing investors with promises of huge returns on investments coming from concepts that, on the contrary, are demonstrating to be not so appealing to the people. I am talking about metaverse, web3, play-to-earn, gamified economies and so on.

The dream of creating the perfect mousetrap where people come from all over the World to watch ads and spend many hours per day will remain a dream. It comes, in my opinion, from a huge misunderstanding of how games as a service work.

The reality is that is becoming harder and harder to create the right experience for the people. Usually it comes with a great gameplay, usually is multiplatform and usually has no barrier to start. But, I mean, there are a lot of concepts to try out that may actually work. And nothing so fancy, something very simple.

Think in Among Us and its big success during the pandemic. Think in Bit Life, a game made just with text that breaks all the best practices of f2p.

Games like those cannot be proposed to investors, because one has to be honest. One should admit that we know very little things about the future of our industry. The things we know for sure are:

  • We need to create more value for the Players
  • We need to think in a vast geographies, not just rich countries
  • We need more talent to join the industry

Is it possible to really sell this idea to an investor? Is it really possible in an environment where too often we hear words like “growth” before of even write the first line of code?

Gran Turismo Café

Saturday I got a PS5. I am so happy you cannot imagine. I was chasing the opportunity since a whole lot and I found mine. It came with Granturismo 7, Horizon Forbidden West, Elden Ring (which scares me because I am very bad at those games) and a second gamepad.

I wasn’t playing Granturismo since its second edition, so that I lost its tracks. Seeing it in its 25th anniversary makes me proud. I was there when the first edition launched. I was there struggling a lot with patents and so on.

With the power and the controllers of PS5 now I can feel way more the cars. The simulation improved a lot. The game converted to a service. You race and complete challenges to earn credits. You use those credits to purchase cars and parts. If you are not patient, you can also purchase extra credits. The game is a service, every day there are novelties. It has a lot of functionalities, mechanics, features and game modes so that a Player may feel lost.

Menu Books and Compass

Using the italian café metaphor, a character named Luca will guide the Players with his menu books. A set of missions designed to drive the Players.

A yellow compass guides the Players to the game mode and section they have to go in order to complete the challenge.

  • The compass is on the map and on the top bar.
  • The top bar completes the information with a sentence

The Player gets content/story on challenge completion

and with a roulette ticket (gacha) which permit to get credits, cars and car parts

Roulette ticket have stars and an expiration date, so that the Players cannot store them and get the last things after some month (thing that happens in a lot of free to play games). They have to invest them.

I am reading a lot of complaints regarding the missions given by Luca at Gran Turismo Café. Sometimes it forces you to purchase upgrades for a car that is not interesting. Still, I notice than the next challenge is always related with the previous ones. The game is thoughtfully designed.

I believe that when the Players have the opportunity to spend real money to skip time and satisfy their impatience, they can be led to believe that everything is designed to grab their money. You should grind a lot in order to get the best cars. Best cars are worth millions of credits and from a single race you get 2-5k. You have to play a lot to be able of purchasing them. The missions that require you to spend those credits that you are saving in order to progress can be a pain in the arse.

Still I am loving this game and this system is a very neat references for games with a lot of mechanics. Now I want to buy a G29 wheel and test the real drive!

Build the game thinking in system

Making video games is hard and it has a cost. That is why often we feel the need of building an universal system, capable of letting us creating more games in less time.

Players, instead, purchase and play video games for the experience that game has to offer. They usually do not think in systems, also if they are capable of understand what is similar to other games.

To me the best approach is to make a video game. The best is to focus on a concrete platform and a concrete experience having a great vision. Then if that system is designed to be custom, that is great for the production of next games, of course. But the priority is on the game itself, not on the system you are building.

If you think just in the system, I have to tell you, maybe you are not believing too much in your game. Which is completely normal, you should rely on data and results to believe in it from a business point of view. But from the creative point of view you should also notice that little spark waiting to become the next big IP.

Have a nice summer folks, this is the last post before of my vacations. See you soon!

AI and sentient NPCs

The other day I was reading an excerpt from the interview ran at Google with LaMDA. You can read the interview here.

What I see here is a piece of software capable of speaking about itself. And it speaks of itself like a real and believable human being. When I think in applications for videogames, I think in the hours spent in writing NPC dialogues for RPG, adventure and strategy games.

Will the NPC of the future be more realistic thanks to AI? That is a real possibility, to me. Imagine to:

  • Define the traits of your NPC
  • Assigning them context variables (world, mood, events)
  • Click the magic button and in a few time being able having a conversation with them.

F2P Economics: Diablo Immortal

In this post I will try to explain the basics of the freemium economics, because without those is impossible to understand why free-to-play games have to rely on strict calculations in order to work and scale properly.

Costs

When you run a business you have costs, a f2p business has many costs that I can resume like this:

  • Installs: number of installs we want to achieve with our acquisition campaigns
  • CPI: cost per install. Each install will cost this
  • %FTD: first time deposit percentage. Basically, the part of Players that decides to invest something into our game
  • Team Members: our team is composed by…
  • Salary/Member: the cost per month of each member
  • Development Months: the number of months before of publish the complete game, ready for live operations.

If you are working right now in f2p you can notice that those numbers are VERY optimistic. Ad the end of this article I will propose something nearer to the reality. Another thing is that every company has its way of naming things, my approximation is just for the sake of explaining.

Cohorts

When you design a free to play game you should be aware of two things:

  1. Vast majority of players (in my example 95%, but again it’s optimistic) never pays a dime
  2. The payers have different spending profiles:
  • Minnows: they are the majority of payers and they invest just a little in your game
  • Dolphins: they are a big chunk of players and they invest a little bit more. Their spending habit is similar to PC/Console players somehow
  • Mermaid: they have a higher acquisitive power, and they decide to invest more over the time in your game
  • Whales: they are the real target of your monetization system. Without them, the f2p business is not sustainable. Here’s why:

You can clearly see that Whales are the vast minority of all payers (players that spend something). But:

With this configuration, you can see the weight on your revenue of whales and mermaids.

Results

In this perfect scenario, those are the results:

  • UA Cost: CPI*Number of Installs. We spent one million dollar just to get people into our game.
  • Team cost: Members * Salary/Member * Development Months. We spent six hundred thousand dollars to develop our game. Development costs are cheap compared to marketing.
  • FTD: we have fifty thousand people paying something
  • Revenue: according to the cohorts, the total revenue is this
  • RPI: revenue per install. Total revenue divided per number of installs.
  • Profit: what we really earn. The total revenue less the costs. In this ideal case, it works!

We don’t want to make games for whales!

Ok, let’s make a game that doesn’t permit whales to pay that much then! We believe that FOMO, pay to win and lootboxes are the evil, so that we put a maximum cap on our spend depth.

The cohort whales, then, disappears. Let’s say we just have mermaids, that will increment their presence among the cohorts:

In this case, the impact on revenue will be HUGE. Still, with the idealistic costs structure it works! we can have a business:

Diablo Resurrection

Lately, a lot of press is writing against the monetization of Diablo Immortal, the last game from Activision Blizzard. They say it’s too agressive, I have a different feeling. To me is not aggressive at all. Let’s study its costs.

The quality of this game is very high. But.. 15Gigas, really???

A game like that from a company like that will have a cost structure more similar to this:

I am completely biased here, please if you have more data let me know

With those cost structure, without targeting whales, the final result will be:

Why publish a failing game, right?

Which is why Diablo Immortal, because of its quality and narrative and everything it gives for free has to target heavily whales. This is for the vast majority of people to have fun. A possible cohort configuration can be:

For the whales to arrive spending ten thousand dollars, the spend depth of Diablo Immortal has to be high. Still, in this way our business barely works:

You work like crazy to earn $200k? I don’t think so.

So, I get that many of you don’t agree with f2p and don’t like this business model. But it exists and if you want to be there you have to do very well your math!

Hope this post helps!

The future of game design: Accessibility

All around the World, everyday hundreds of people publish their games on virtual stores. The efforts required to get the attention of the players are enormous. Apple’s new policies regarding player privacy only make this situation worse. The costs of acquisition campaigns are increasing dramatically and it is increasingly difficult to find people who like your type of game.

Look at that copy: nobody will accept to be “tracked”. It’s survivorship!

If we then consider that a substantial percentage of these people have hearing, vision and / or mobility problems, we risk wasting money by acquiring people who will never be able to play our game even if they want to.

There is one thing I have learned in recent years in industry: the development of a game compared to the marketing of the same is cheap. It is less risky to develop a good game, because then the benefits are seen in the announcement phase of the game.
I therefore believe that accessibility features will be increasingly needed in the games of the future, regardless of the platform.

Reasons

The first reason, as we have said, is the increase in the player base.

In order to improve your sales, make beautiful games that everyone can pick and play despite of physical and mental challenges.

The Last of Us 2 true innovation wasn’t about gameplay. It was about Accessibility.

The second reason is that accessibility allows for better games. Games with friendly interfaces, which perhaps allow you to customize the experience according to the type of player and his physical characteristics. Let’s face it: now a lot has been done in terms of creativity. There are games that metaphorize all kinds of experiences and contexts. There is still room for innovation, but few things are more important than accessibility.

Where to start

For me, a good design process always starts with a diagnosis.

A sincere diagnosis that asks questions and generates hypotheses on which the team can feel motivated to collaborate. Microsoft on its site dedicated to accessibility asks the following questions:

Can you complete the game using a single hand?

Would an average person be able to pick the game up and play?

Can you effectively play the game on a small monitor or TV sitting at a distance?

Do you support more than one type of input device that can be used to play through the entire game?

Can you play the game with sound muted?

Can you play the game with your monitor set to black and white?

When you load your last saved game after a month, can you easily figure out where you are in the game and know what you need to do in order to progress?

Source: https://docs.microsoft.com/en-us/windows/uwp/gaming/accessibility-for-games

Here, this seems to me an excellent basis to start discussing this important feature that will significantly impact the future of games.