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Paolo's Blog Posts

Games with soul

I’ve been giving From Software games a quick spin lately. Dark Souls, Bloodborne, Sekiro. Late to the party, I know.

In this age of big announcements of new tools that save time and money, these games are a breath of fresh air for me. The genius of these titles lies in the fact that they have found a system. That design is for a very specific type of audience that buys and plays good games.

I don’t see huge technological feats, they have found a way to reuse graphic assets meaningfully. The studio owns in-house level design patterns that they reuse and adapt to every game. In this way, the development is dramatically simplified.

These games exude pure passion and great design techniques. Good design is not creating super innovative mechanics. It is understanding the players and designing also with costs and time optimization in mind. Is doing that without having to give up human creativity.

I don’t think it’s possible to create games of this type working with a clock in hand to check the time of going home. Inquiring on the net, I found information about the team. Passionate people who work a lot more than normal without bothering to define this as “crunch”.

This type of development is not for everyone, but we can all learn from this. Don’t trust technologies that promise to replace human creativity. With the right process, we ourselves are able to find the best ways to optimize time and costs.

The unpolished trend

In the last couple of years, my LinkedIn is filled with claims regarding community-driven / community-led games. The search for new business models to give more fresh air to one of the most fresh businesses in the World and attract investments often leads to something unusual.

It seems at first sight like an interesting path to take, because everything is fast. If you are lucky, you may get millions of downloads. This without having to face all the challenges that people that make real games struggle to deal with every day.

Yesterday I was watching a video with the new Supercell game, Floodrush.

I believe that Supercell is trying out the new features from Google. Their new beta program provides lots of tools for building up a community early. Please, look at the game.

Floodrush is an unpolished game, it’s too early to launch it. The goals aren’t exciting, the camera has issues, the controls aren’t intuitive and the portrait doesn’t feel like the right layout for a game based on curiosity and discovery. Supercell has probably fallen into the trap of launching something too early and seeing how it goes. To me, it is not the right strategy.

If something goes more or less well, your competitors will surely catch up with better solutions early. You are revealing the result of your research. If I look at the last Supercell releases it is clear that discovery and exploration are the next thing for them.

Game design is also a form of art

And as artists, we cannot put the audience first. The audience is the most important part of our job, and for that, they deserve something great, something final, something polished. If you try to do what they want you end up doing something average and mediocre.

As game designers, we have lots of tools to spot the weakest parts of our craft and improve them. But we need a clear vision and we need to deliver it in the best quality in order to find success.

Is the next trend just throwing things at people? I have seen this in hyper-casual gaming, I see this in hybrid-casual. I didn’t expect to see this from the masters of free-to-play.

Internal and external storytelling

Everything tells us a story. Human beings have natural connections that make them very sensitive to narratives.

We create internal ones and receive external ones. The internal ones are personal to each one and depend on a whole series of factors. External ones arrive massively in recent times.

When I was 12 and in my little room playing with my Game Gear, the only external narrative was “orders from above”.

speaking of which, do you remember this game?

Today, when I’m relaxed playing on my smartphone, I’m constantly being stimulated by other narratives. Notifications, messages, calls.

As you can imagine, this impacts the storytelling of the gameplay experience I receive.

Some of my favorite games take 10 seconds to start. They show me the main screen and, while I check the things to do, a series of messages and offers appear. I have to close windows to continue with what I want to do.

In some cases, there is interesting news, no doubt. But everything contributes to creating narratives. It’s not the same as placing a pop-up in front of me or seeing a bird fluttering over the city I’m building and deciding to capture it to discover that it contains a message…

Especially if, at the same time, my wife is reminding me that I have to buy bread and I get an important email from a client.

External narratives are getting complicated and that makes my job more interesting.

Flowcharts and UX flows

The difference between a flowchart and a UX flow is that the first is drawn from the point of view of the game, while the second is from the point of view of the players.

After writing a brief for a new mechanic or feature, specifying everything in a flowchart helps resolve edge cases. Useful before going on to detail the configurations necessary to unlock the programmers.

After designing UI wireframes, a UX flow helps to find missing pieces. Very useful for going on to detail the graphic assets needed to unlock the artists.

If we don’t have time and we need to be quick, the flowchart is the least essential of the two.

On quality and passion

Over the last couple of weeks, I’ve invested a lot of time listening to industry podcasts. Normally I do it while I’m cooking, before talking to my parents (as a proud Italian I talk to my parents everyday xD).

Listening to the experts, their judgments, and their concerns it seems that there is no point in doing mobile free-to-play if you do not:

– you find ways to have cheap installations

– create a pay-to-win game

– you save a lot on artistic production to ensure a high frequency of new content

Added to all this is the obsession of investors with numbers. If certain numbers don’t add up, it’s not worth investing.

One thing to be clear: I agree in general, even if my artistic side suffers. It’s true that a large part of my job is to ensure a design that allows for flexibility and scalability.

Quality and passion

In my experience, however, I have seen that there are some things that are constant in all games that we could define as quality:

– A game’s startup time is key to its success

– loading times in the game mark the difference in metrics

– game crashes are directly proportional to making people come back more times

– the number of steps needed to get to what you want makes all the difference. It’s not the same to tap PLAY and start playing as it is to tap PLAY and navigate a couple more screens.

Another thing that is not said enough is the importance of having a team that likes the game they are doing. We don’t make games for us, we are professionals and we make them for the players. But we feel clearly when we have a nice product ahead, even if it’s not for us.

It would be great to find a way to convert quality metrics and this sort of sensitivity into numbers on a spreadsheet. But I am afraid is very hard. Maybe it would convince more business people to take the right decisions.

Have a nice week everyone!

Writing always

The best way to approach any task is for me to sit down and do it.

In the case of design, it is very often a question of starting from writing.

Whatever you have to do, write first. Write everything, do not look around for tutorials and books on how to do the thing.

Structure your task by writing, and only after do your research. It’s better if you write with your hands.

We need to write to do the best job. It is perhaps the most important quality of a professional.

Let’s be honest about talent

Talent in a certain specialty is something difficult to measure. It depends on a person’s natural aptitudes, but also and above all on the context in which they can be expressed.

Very often I read job offers to find “talent”. I am convinced that in most of them there is something empty behind them. Each of us has its own characteristics and abilities. As we face new challenges in new environments, these characteristics are sought and we learn new skills. If we are in the right place and have enough maturity, we could shine. Contribute a great deal to the task, project or mission that has been entrusted to us.

This does not mean that transported to a new context we will have the same performance. I have seen countless times people considered champions of a sports team fail to achieve the same results on a new team.

Is it perhaps that that person has no talent? Is it possible to forget the talent?

Certainly some characteristics can be compromised over time. Elite players will hardly be able to surprise fans beyond a certain age. In a new context, however, they will be able to offer other qualities.

It would be more intellectually honest to announce that we are looking for the person who knows how to move in contexts like ours. Making the effort of defining well that context, first. That way, no one can feel like they’re not talented, which is generally never the case.

Escape from vanity metrics

I was in a conversation, one of these groups where tons of people are discussing game development. The founder of a local company says he opened his game as a beta. He invited some streamers to let them try the title. These streamers then left a vote. He stated that it was a success, the game had a high rating.

To me, it all led back to a single characteristic of the speaker: vanity. When you have a product in development, you have to challenge your assumptions. Especially if you want this product to be a real success. There’s no point in inviting people, putting them at ease, and asking them if they liked it. Probably some bias you have will be confirmed, some others will not. The more inexperienced part of the team will feel satisfied, the team will be treated well in the next few days. The boss is happy, everyone is happy.

Then comes the weight of reality, law of gravity. They don’t play your game, even for free. You can not recover the investment. You may need to make some staff cuts. You will still declare “yet we tested the game a thousand times and they said it was a good game”.

How to avoid falling into the ego trap?

By asking the right questions. Believing in a product and betting on its success is very positive. However, it must be done with caution.

  • You have to ask specific questions
  • You have to make hypothesis beforehand. These must be quantifiable and real: “Login time to a game is less than 30 seconds,” is a guess. “Love the game” is not a guess.
  • You need to put your designers to observe people playing without interruptions. They must develop the intellectual honesty necessary to create objective reports.
  • Then you have to work first to improve the strong points, then to solve the critical issues.

This is my advice. Escape from vanity metrics.

The mission of Sentendo

My mission.

This is day two since the big decision. Yesterday I published a banner. Today I have another claim better suited to online communication.

I want to tell you a little about my vision. When analyzing the target audience of a game, first of all we have to find the right fantasy to meet. Fantasy is the aspirational aspect of the game. Being a juggler, traveling the whole world, traveling through space. Some fantasy can be abstract. Think of Candy Crush Saga, which offers the fantasy of ordering an open box of sweets. Or Clash Royale where the fantasy is to dominate the opponent.

It’s about understanding people’s dreams and desires to resonate with them on a deep level. And it’s not something abstract. I have developed a very practical method to do it. My secret sauce that makes me have happy customers all over the world.

A compelling fantasy helps create more engaging experiences. And this translates into concrete numbers. Two KPIs that measure the result of a good strategy of this type:

  1. Average session time: you know those games that make you forget what time it is?
  2. Average number of sessions per day: you have a free moment, you decide to open the game again to be able to disconnect. The number of times you open the game is a clear sign of interest.

It is a question of carrying out a qualitative research of the gaming market aimed at:

  • analysis of existing games in this light
  • engagement with their communities
  • competitors playtest to structure the whole design of the game or feature (in case of live operations)

The process takes the form of deliverables that vary from a simple power-point to playable prototypes. Passing through spreadsheets, which are the most used tool by game designers. I design concrete levels in Unity and craft narratives using the most common tools.

I truly believe in this vision and I am pleased to share it with you readers. Wish me luck!

Sentendo.agency

From today the domain sentendo.agency redirects to this blog. From today, I have decided that I will stop freelancing while also looking for a position in companies. I believe that company selection processes discard people like me. I will not leave that door opened anymore. Too much time wasted in false hopes of finding the best project ever. The best project ever in my case is myself.

Sentendo was the name of my first startup that failed to get the right results. Now I have more experience and another vision. Today I work with clients all over the world and I have found my balance.

In Italian, Sentendo means at the same time hearing and feeling. I really like this expression, I always have. I abandoned the project years ago, but after seeing that it still resonates I decided to go back on my steps.

My added value is that I put a lot of focus on fantasy and storytelling, the foundations of any great video game to me. In the sector where I work the most, which is games as a service, this fundamental perspective is very often lost. I have developed a method and tools over the years that allow me to effectively shift focus to these key steps. With real and measurable results.

I also intend to help educated people to enter the industry as juniors. I had an idea that I presented to a couple of realities and it seems that I can activate. At the moment I’m dedicating myself to making a 10-minute video game that won’t be sold anywhere. I hope to tell you more soon.