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Paolo's Blog Posts

The games I finished

Yesterday I went to the ending ceremony of a master on game development, here in Barcelona. One of the teacher told the students: you finished a game. And that is a lot. Lot of people that sell themselves as experts cannot say the same thing.

Well, that sentence struck my hearth. I immediately thought about the games I finished. All of them were games made by companies. Games that I liked to work on, but games that I don’t care about. Every single game was not successful.

First I finished Lucky Turkey, an arcade 2.5D shooter.

Then I moved to Barcelona and I worked for Zitro. I worked on a couple of games, the one I remember better was Taco Mania.

Then I was hired by Digital Chocolate where I worked on a GaaS called Blackjack Buzz up to the first playable (demo). I have to say that the final game was a polished version of that. And it didn’t worked on the market.

Another game I worked on and completed was Hovercabs, an endless runner. The company closed right after release, so I had no time to work on liveops for that.

After that I worked basically on a bunch of uncompleted projects. Also personal ones, I had no luck nor the strength to bring ideas until the end.

This has to change. Now or never.

The silent contract between the players and the designers

When we play games for work we often misunderstand the real motivations for the true fans to play that game.

Maybe we are working on a social casino game but we don’t really like this kind of games, as players. So that we study that game from a cold perspective. And we can also think that it would be easy to replicate mechanics and dynamics. Social casino games have really simple interactions, right?

Then the degeneration of that discourse leads to something worse. We start believe that a machine can build this in series. Today everyone is talking about AI, but also before of that there were kinds of fun experiments.

one of the best GDC talk ever!

But then we notice that these kind of experiences are hardly successful out there. Best social casino games have teams of more than 50 people working hard and passionately every day to deliver the best experience.

To me there is a silent contract between the Player and the Designer. For designer I mean the whole team, also. That silent contract states that there is a creator from one side that propose a challenge to another person on the other side. The motivation to play (or fun, if you prefer) comes mainly from this contract.

You decide to play a game. You know that the game has been made by someone. Part of the challenge is to beat that someone’s mind. If you read reviews of games you will notice that many comments go in the directions of creators.

What happens if the Player know that a machine created that game? Will they give these games the same value? People are smarter (and dumber) than we think.

The work I do

To me all the design disciplines (systems, gameplay, UX, level, narrative) have two facets. One is the vision and the other the content.

The vision is always what interests me the most. I believe that games are a synthesis of certain fantasies. They have their structure in terms of mechanics, gameplay, win/lose conditions, and so on. But this structure serves the purpose of delivering a vision.

The content is fun to produce. Creating levels or scripts puts me in a flow state, I can spend hours without even noticing it. Especially certain tools make everything so much fun. The content serves the vision above and should be always checked under that lens.

I think that the work I do is juggling with these concepts every day, every week, every month.

Generalists are the concierge of the industry

I hear this sentence from a content creator on TikTok. Somehow, it makes me sad. Part of that is true, though. The industry needs for specialized talents, normally.

But many of us are generalists, not specialists. I don’t know if I prefer systems, gameplay, level or narrative. I like game design in general and I believe I am pretty good at it. Am I useful for the core industry? Maybe that content creator is right, maybe I am not good to stay in a big company.

Or maybe is completely wrong. We can see that many experts consider the generalists like me a great asset in a team. Maybe we are not good to finish the definitive job, but we moves easily across departments.

In the end is a matter of ego. If you are a generalist and you want to make everything alone, I have bad news for you. You need to work on it or go solodev (which is something I always consider, not for this reason). If you are capable of working with others, you can make a great generalist!

The future of games

This weekend I was scrolling the infinite feed of LinkedIn and reading updates from many experts. I have to say that lately from one side there are lots of challenges. Many layoffs across the whole IT sector and people looking desperate. From the other, lots of experts are sharing their knowledge online. This is absolutely a good thing.

One of the main topic is about the future of games. Right now, it seems that everyone can make and publish a PC game very easily. But the cost of AAA games production is rising and the value perceived by the players is going down.

There is a demand/offer problem, too many games and it’s hard that the people notices you. To me, the solution should come by adopting a different perspective. Unless you have a strong IP, like Call of Duty, you cannot just make a game and sell it. You cannot afford to assume that people will come buy it. Nowadays, you should first get in touch with people, make them notice you. Then the people will eventually buy your things.

There is a trend among content creators, especially tech ones. They use Patreon to arrive to their audience. They build little by little. Play-to-earn crypto games were scam, but they were making something good: making contact with people super early. Of course, the focus there was money which is never something good to relate with entertainment. Still, I liked this very fact.

The key to me is in being able to create a strategy to go towards the people, the Players. Not the other way around. If you are making a game and then you will invest your money in marketing to spread the word, it’s very possible you join the rest of noise. It’s better to start build your player base right now, instead.

On finishing games

Every game creator I know, every company I worked for, always wants a thing: that the Players stay with them until the end of content.

On f2p games the more the game stays in the market the more this is hard to reach. For premium games, games with an ending, it can happen. Still, in most cases it doesn’t. The vast majority of people do not complete the games they purchase. And the trend is going worse as we have so many great games published every month.

The question I have is: is that important? One may think that if the Players complete a game then maybe they will buy its sequel. Another can say that if the Players stay until the end it’s because they loved the game.

Well, I think of me and it’s not always the case honestly. There are games I loved and that gave me tremendous emotions that I have never completed. The reason is not important here.

That’s why in game design we like to talk about the moment-to-moment. The important thing is that the Players enjoy stay in our game while they stay. It doesn’t really matter if they don’t complete the game. If we provided them enjoyment, engagement, challenge and motivation during that time that is where the real value of games is.

The Player is YOU

There is something I love in tabletop games rulebooks: they refers to YOU, not to the Players in general.

I think that documentation should adapt a similar method in order to the readers to empathize with the Players. You introduce who are the Players and their traits, behaviors and needs. And then you invite the reader to be one of them.

Using you instead than third persons can really improve with simplicity the effectiveness of your docs.

On analysis and deconstructions

In the last decade lots of satellite businesses built around the games. I have to say, especially since the boom of free-to-play, late 2012. One of them is analysis and break downs.

There are lots of services that offer data and screenshots of existing games, successful or not. A company or a private may pay a subscription to get access to those and save time in theory. Make better forecasts.

I have learned over the years that business managers hate uncertainty. Also if it is almost impossible in games to predict a success, economists and marketers hate what we game designers love the most: getting lost into a forest of creativity. Iterate, until the game is perfect. Business people prefer instead to rely on data from other companies, other contexts, other teams and follow their lead. If you want to work as a game designer for the industry, you have to deal with this bs.

I believe instead that every context is a different context. That our life is short, like very short (probably you will have around 40 summers left, think about it). It’s better to create something unique and maybe fail. Than create something that somehow already exists… and then fail!

It’s interesting to read break downs and analysis, but do not forget: those games we love are made by other people in other countries with other budgets and history. Never forget this and focus on put your own voice out. Own your thing.

Be a professional

There was a time when companies decided if you were apt to join the games industry or not. That time is well gone.

I see a lot of messages on social networks, especially LinkedIn, by people looking for the next gig in a company. Someone is looking for the first job. Which is normal and good, LinkedIn was created exactly for that reason.

But, you cannot permit to stay at the border of the river waiting for your opportunity to pass. You have to be what you want to be first. Don’t just look for a job, do the job.

Many years ago it was impossible or very hard to do something without working for a company. Companies acted like a filter, they decided somehow you were worth or not. That is not the case anymore. You have all the material to do what you like to do. In case you have to pay the bills, there are nowadays alternatives to do that.

Be a professional first, then companies will look for you! It’s not the other way around anymore.

How to design for 1M people

Every gaming business founder wants to reach that milestone. 1M players and counting. So, how do you design for 1M?

You simply don’t. You design for 3-7 people instead. Be prepared for the growth, of course. But good design is a personal thing. Is for someone!

Who’s that someone? When you work for a company, that someone is first of all your manager. You don’t design for players, you design with players in mind. But your client is your manager.

You should first convince her!