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.
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