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Paolo's Blog Posts

Designer VS Author

A game designer is the facilitator of the act of game design among a team. Everyone in a team participates actively to the design of the game. From the producer to the junior QA, everyone is making the effort of delivering a great experience to the Players. Which is to design a videogame.

A friend of mine made me this question today: what if you make a game alone? Are you still a game designer?

I answered him: no, you are not a game designer. In that case you are an author, which is different.

He insisted: but you are designing a game, right?

Yes you are. Making a game alone is game design, too. In that case, all the work is on you. You are not facilitating the act of game design among a team.

To be a professional game designer ready to work for companies you need a completely different set of skills. You should be able to:

  • Understand the business goals translating concepts like scope, budget, KPIs to the gameplay
  • Being able to inspire your team analyzing and breaking down other games and by preparing specific proposals
  • Create and maintain well written documentation so that the vision will be the less ambiguous as possible
  • Run playtests and undestand the pain points of your game. Being able to translate that insight to all stakeholders.
  • Be present in a lot of meetings often facilitating creative workshops.

All of those things are different when you are making a game alone. Which is why I differentiate a game designer from an author. An author is a game designer, but can be a bad teammate. A game designer is a facilitator, but can have not the right talent to make a game alone.

If you want to work for a company as a generalist game designer prove your ability to work in a team. You will unlock a lot more possibilities!

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.

For juniors, with love

If you are Picasso, you can share just two lines on a blank page and the people will feel the meaning of your art. I ask you: are you like Picasso?

I write this because junior game designers willing to join the industry often do this: they share uncompleted things or just some capture with a game engine opened and two blocks in the Scene. This is NOT how you show your talent to the World out there. This is noise, ego and insecurity.

I know you are struggling because it is very hard to get a job as junior. Believe me, I lived the same years ago. You want to get noticed by recruiters and maybe managers and CEOs. Sharing the first draft of a level means that you opened the engine and you put blocks in a scene. Just this.

  • What’s your reasoning behind that level?
  • The beat sequence?
  • What are the design goals?
  • The mechanics involved?

I can see nothing interesting in those posts.

The worst happens when social challenges like Blocktober appear. I am completely in favor of those challenges! I took those challenges in the past and I will probably take them in the next future who knows. But the results of those challenges are not something worth sharing on a professional network nor on your portfolio. Those are for you to improve, not for the others to see. If you are junior you should work hard everyday on your talent. Do not complete tasks just for the sake of showing off.

I did the same, years ago. It meant nothing. Believe me.

With true love,

Paolo

People like us

I hear at almost any meeting and occasion to speak about game design people’s personal opinion. To me this is not clear. I like when I do this and that happens. When I see something like this I feel angry. And so on.

That is because we naturally relate with people like us. Fact is that people like us are a myth. A utopy. Each one of us is unique and we have our tastes and behaviors. Which makes our job as designer so interesting.

Instead of referring to people like us it is better to think in missions, journeys and more in general activities that those people like to do. People who like to run with their dogs. People who play chess with friends on thursday afternoon. People who only eat vegetables.

That is where the most interesting things are considered.

Games and stories

I am taking a course on game writing and learning the hard way how a game can live and be successful without a story. Games do not need stories.

When gameplay and story marry well the story can boost the experience for it be remarkable and memorable. This is because play is a problem-solving activity, useful to improve some of the skills useful to survive. Stories instead help us understand better people and how to relate with them. Games are about things, stories are about people. This is why is so hard to link a game with a good story.

Point of touch among design and writing is that designers look for fun. And fun is a feeling. Writers look for feelings. You can easily spot there is an interesting overlap.

How to analyse any game

When you work as game designer for companies you will invest a lot of time studying other games. The best thing you can do is to prepare and evolve a personal framework to optimize this job. This post is to detail what I would focus my efforts on.

Specializations

Game design is a huge word, the word for a container. Jesse Schell writes that game design is “the act of deciding how a game should be”. As you can read, everyone practices that. We, game designers, are facilitators of that act.

To me, game design has four main specializations:

  1. Level design
  2. Narrative/Content design
  3. Gameplay/UX design
  4. Systems design

If you work as a generalist, you should focus on all four. If you are a specialist, it is still good having clear the relationships and overlaps with the others

The Experience

The most important thing for a game designer is NOT the game. Really, it isn’t. The game is a medium to an end. And that end is called: EXPERIENCE.

We can write a book only on this term, but for the sake of the article it is important to mention that we game designers should be able to understand the experience of other games under two lenses:

  1. what is the intention behind them
  2. what does them say actually

Understanding the intention is a matter of dealing with lots of analysis, but nowadays developers publish a lot of content. My suggestion is to watch videos and read articles and hear podcasts to try to spot all that’s possible. Playing the game completes everything, and it is very important to play it deeply. For example, if you are really analysing a free-to-play game you should also buy something to understand how it feels.

In order to really understand what the experience says, the best way is to take notes on everything related with your specialties. And when I say everything I mean absolutely everything.

  • Record all game sessions and take screens
  • Copy all texts, level maps and try to empathize with those designers
  • Create documentation and be detailed.

Practices and frameworks

I discovered recently a great article on how to think in the first steps of the design for a new game. I can’t wait of facilitating some workshop based on this framework.

How to use any framework

  • First you test it with a workshop facilitation. In this way you can understand how the framework you consider is really useful inside of a team. You will see other people interacting with it, which is great.
  • Then you use the framework in question to breakdown and deconstruct existing games, especially competitors.
  • Finally you take notes of all of your learning and create a new framework starting from it. It is almost never a good idea to use a framework in the same way it is. Remember: a specific context and a group of people created that framework, you cannot adapt it to your reality without changes.

Very often we hear about best practices like things we should apply religiously without questioning. That is almost never the case, also because when a practice becomes a best practice, usually it becomes also an old one.

Has “put genre here” died?

Online discourse regarding the gaming industry is very often monopolized by marketing and business people. Which is normal, since they are “selling” ideas and spreading new and old trends.

What makes me smile often is when I read that a specific genre has died. It is like “hey, everyone! Stop doing this because now people don’t want to play this kind of game anymore.”.

As a designer, anyway, I know that Players look for experiences capable of satisfying fantasies. This has nothing to do with a specific genre. Good games start with an assumption on fantasy. “Be a cat” can be a fantasy (STRAY, an indie game). “Win big at Casino” can be another one (SlotoMania, free to play mobile game). “Dominate your opponent mind” (Chess, classic game).

Starting from fantasy, then you build your actions and mechanics on top. And then you design your economy starting from goals structure. You can eventually add up a setting/world and, finally, the story.

During the process of defining your actions and economy, you should study the market and its trends of course. But I would like to invite you not falling into the trap of riding a trend for the sake of it OR rejecting ideas just because there are not much success cases.

When the market is emptying of a specific genre there are usually a series of reasons. Something that doesn’t work for the most can be a huge opportunity for your reality. Don’t be a follower, write your own story.

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!