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Paolo's Blog Posts

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.

We need time and silence

The issue of many of us who work with creativity is that we don’t read enough. By “read” I don’t mean just reading texts. I mean reading also other products, playing games critically is a form of reading for example.

We are often too busy working on the “data” we have. We should create things that work, and that are successful. To do that, we need to focus on finding what it works and put it in our creation.

In my case, retention, monetisation, and other weird words came from business jargon. The marketer dominates completely the discourse. And we designers accepted it, in the name of having our job.

A good game designer, instead, should study Scott, Schell, Zimmerman. We should dominate our skills. Not look at numbers on a Tableau dashboard. This is the best way in which companies can prosper thanks to our work. Look at the history of games, look at what made Blizzard games great.

It’s too simple to think that you can create based on benchmarks and breakdowns. We need time for silence and study to create something new. Look out there, look at mobile top charts. It’s always the same game, in the end.

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.

Build a better future company

The network is flooded with bad news and hype around new technologies. Then there is the good news that comes from games like Lethal Company or Palworld. All these games share something: are made by inexperienced people. Juniors, to use the corporate jargon.

I see many experts explaining the possible benefits of blockchain, AI, Apple Vision PRO, and other new things that do not have demonstrated anything to the World. They do this to attract investments or offer their consultancies. I get it, I am a consultant too.

If I ignore the hype, thou, I see some bad trends. Corporations are not experimenting really with gameplay. They are chasing formulas, using old IPs, creating remakes, and also producing new GaaS games that add NOTHING to the market value. Like water, you can have different bottles and brands. Still, it’s always water. We can discuss the minerals inside of that water, but yeah… it’s water!

I really believe that the best way to build the company of the future is to hire more juniors and let them work, not investing in new technologies just because is cool.

Don’t get me wrong: I really appreciate the experience, but experienced people like me are very biased too. Maybe we should focus our efforts on guiding these new energies in a meaningful way. Preparing roadmaps, and supporting their ideas with no bias. And in 5-10 years, I am sure, you will have a very strong company with cool IPs.

A simple technique for clarification

I have this client now who has simple but very effective techniques to clarify things and express his concerns. He opens a Microsoft Paint instance and starts drawing.

He shares the screen with me and, with simple shapes, describes what I presented him, asking questions. Then he passes to express his concerns and makes his change requests.

And then I have another iteration to work on. No need for complex software or subscriptions. MS Paint and simple shapes are more than enough to discuss anything. God bless this simple but effective techniques.

Mobile f2p 4x starter

One of the most beloved genres of mobile games is 4X. In case you don’t know, the genre was born on PC. 4X means eXplore, eXpand, eXploit, and eXterminate. 

I watched this beautiful deconstruction of a popular title these days. Deconstructor of Fun is deconstructing the fun again, I have to say!

It is an expensive genre to develop especially if you are giving it for free, for example using the free-to-play business model, it is better to think well in designing each part scalable and monetizable.

The game loop

In the following diagram, I resume the typical game loop for mobile f2p 4X games and detail the three typical metagame loops associated with:

The economy of these games is generally based on:

  • Resources: usually represented with raw materials such as wood, iron, and so on. The basic building block for everything.
  • Buildings: you need to build to grow your empire, useful to eXploit the land
  • Crafts: the technology you can use to craft
    • Craft rate: the speed of crafting using buildings
    • Craft options: the kind of things you can craft
  • Troops: a consumable used to eXplore and eXpand
  • Heroes: characters that lead the troops, useful to eXplore and eXterminate
    • Hero XP: often represented with shards, useful to level up the heroes
    • Hero gear: useful to power up the heroes
    • Hero Level: the level of the hero

Monetization

“Monetize or die”, says someone. And I cannot agree more with that statement. Remember you are giving a sophisticated piece of software for free. You need to think that a very small part of the audience will pay for that. To do that, you should have a very deep spend depth in your game. Here are some classic methods:

  • Build: the build loop uses resources to build new structures after waiting time
    • Resources can be monetized
    • Time (speed up) can be monetized
    • Builders (building slots) can be monetized. They are often part of the starter pack, the succulent first euro you are supposed to spend into the game. Very valuable.
  • Upgrade: to upgrade your building you use the same things as for building.
    • You can add a layer of ADs for freemium players to watch and speed things up, especially when they have little time remaining.
  • Train: you need troops to attack others, and those are created using time and slots
    • You can monetize the time to speed up
    • You can make the players purchase extra slots. This can be also part of some high-conversion item
  • Level-up Heroes: heroes are key for certain missions and special features, like social features or battle modes
    • You can monetize heroes directly (not recommended), but you can offer them in loot boxes/gachas
    • You can add them in a season pass, some subscription service that unlocks heroes with progress
    • You can sell special gear from them
    • You can have specific shards for hero level-up or get special shards
  • 4X: this is the real goal of the game and permits to have more opportunities to monetize all the rest
    • How many buildings do you have?
      • How many levels can you upgrade them?
    • How many heroes do you have?
      • What are the chances to get those heroes?
    • How many troops do you need to attack?
      • What is the cost in time to get them?
    • And so on…

Conclusion

I hope you liked this brief introduction, my intention is to communicate that you should stay aware of these concepts:

  • The Game Loop: the sequence of features that the Players should engage with over and over in order to progress through the game
  • The Meta Loops: the things that make your players think about your game where they are not playing.
  • The spend depth: every member of the game loop has to be monetized! 

Monetization is not a bad thing, it is what keeps your Players engaged!

New project: UEFN Good Ol’ FRAG

Starting today I want to explore more the world of UEFN. I played a little with the experiences you have available on Fortnite right now and… oh my goodness, they are complete disasters from a level design perspective. What are we feeding our kids??? what?? *dramatic*

So I had this idea: recreate the most beloved maps from classic FRAG multiplayers within Fortnite. I need of course to tweak for 3rd person these maps, but my vision is pretty much this: to recreate classics in Fortnite. Because I want the kids to grow with serious stuff! (and if I can generate some income meanwhile, better)

I started by going on Copilot to look for data:

You are the lead game designer of a new project that involves Fortnite. Using UEFN, the project is to recreate the best maps that belong to classics of frag games (quake, unreal, and so on) in Fortnite. Converting them into modern versions. Make a table with the most enjoyed maps. On one column put the map name, on the second one a map image, third one the game, fourth column put the year and last column put notes on how to give them a modern touch

Prompt for Copilot

And I got a whole spreadsheet with a couple of tweaks:

I added some metadata and screenshots for the maps. So I am ready to start exploring classics!

How to evolve chores

Any video game sets up routines for the Players. Certain genres, like RPG and survival, are based on the concept of grinding. Grinding is making certain things over and over to achieve certain results. Often related to power-progression.

The art of game design in this case is being able to anticipate when certain tasks become a chore and make them evolve into something else. Usually, there are two steps:

  1. First, you make them automate something
  2. Then you give them the possibility to evolve the system so that the player becomes something new.

An interesting example of that is the game V-Rising. You are a vampire building an empire. And you have chores to do, collect things, craft other things, and so on.

The game lets you build special floors that boost that part, so that the game becomes a matter of designing your castle, more than building the next thing to improve your crafts.

The problem with the “Microsoft Game Day Commercial”

I am European, so I don’t know if Microsoft made this commercial for the Super Bowl or what:

Many thoughts come into my mind, though. I can define the message as worrisome at the very least. I don’t believe in ghouls but I can see greed. Still, I tend to always find the good part in everything. Let’s go with the plot analysis

The ad starts with young people worried about their professional future. One of them wants to have a business, another wants a degree, and so on. The message focuses on an invisible enemy (“they say I can’t…”). My expectation for the rest of it was a revenge-based narrative. Something like “They say this, I show them I can do that”.

Instead, the protagonists accept what “they say” and start using a powerful AI to do the things they love. “Write me the code for my open-world game…”. My? Are you sure that game is yours? “Generate storyboard images for the dragon scene in my script…” Did you feed an algorithm that stole hundreds of artist’s works with your script? So lame!

The campaign perpetuates society’s renunciation of the growth of their future, young people. MS is saying that they should renounce their dreams and put them in the hands of the corporation. I know that they want to announce their service, but the cake is a lie. LLMs are very limited right now. The fact that they are trying to convince creative people to give up on their creativity drives me nuts.

I am also worried about the environment, how much energy and water are these services using?

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.