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@askagamedev / askagamedev.tumblr.com

I make games for a living and can answer your questions.
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Anonymous asked:

Shouldn't Overwatch also have the same problem then in regards to visual clarity? I'm sure if you were to give people Juno and Brigitte people would struggle telling what their role is probably confusing Brigitte as a Tank given she has a shield just like Reinhardt. Only Baptiste has said cross on his outfit which if he didn't people might confuse him from DPS since he carries a healing grenade launcher. Yet the only character design problem ive seen people talk about is Venture.

While this is true, it's a very different situation. Overwatch is an old game, it's been running for eight years now. When Overwatch launched, there wasn't anywhere near the kind of well-established competition that there is today. When Overwatch launched, there was no Apex Legends, Paladins, Deadlock, Quake Champions, or Valorant. Further, Overwatch's launch cast was designed with incredible visual clarity - nearly every character had a silhouette and visual design that both made them distinct and conveyed their style of gameplay. There's a pair of business terms for this kind of thing - Blue Ocean vs Red Ocean.

A Blue Ocean is mostly unexplored and pristine - you're entering a market that's mostly untouched and there isn't much competition. This favors the first-mover advantage - the first ones there have more time to experiment, set things up, and learn from their mistakes. The customers/players in that market don't have anywhere else to go if they want their gameplay, so you can afford to make mistakes, iterate, and improve. Since there aren't many other games to switch to, the players will likely stick with what they are already familiar with.

A Red Ocean is a saturated market, where the waters have been dyed red with the blood of all of the dead or dying competition. There's already a lot of competition, meaning that any new product must stand out significantly from its peers or it will soon die from lack of audience. In a Red Ocean, the initial launch is much more important because you never get a second chance at that first impression. Further, audience retention is also super important because of how much competition there is - a new product might be able to draw some attention just from the novelty, but novelty wears off quick and most of the players already know the genre and the other games available. If the new game doesn't serve their needs immediately, the players won't give it the time to improve - they'll just go to one of the competitors that already does serve their needs.

We can't really compare the two games in a vacuum, we must compare the full environment that the games launched in. Overwatch had the added benefit of significantly less competition in its Blue Ocean, meaning that the playerbase really didn't have anywhere else to go while they waited for Overwatch to improve things. Concord was unable to grab attention immediately in a Red Ocean, meaning any potential audience quickly dispersed themselves among the large number of competitors already out there.

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Anonymous asked:

Thoughts on the Concord situation? Sony just announced refunds at that the game is getting delisted. What do you think went wrong?

I think that the core issue with Concord was just that it doesn't do enough to stand out from its competitors like Overwatch, Valorant, R6 Siege, or Apex Legends. I can briefly comment on the purported eight year dev cycle - no game really has a real dev cycle that long, that's longer than an entire console generation. Most games with long dev times spend the last 2-3 years in actual development and the first block spinning their wheels or restarting from scratch. The main issue also wasn't the diversity of its cast - every hero shooter has a diverse cast of characters.

The core issue I see is just that they don't do any one thing super differently. Without a major defining element to stand out from the rest of the pack - a gameplay mechanic, a license, a visual style - there isn't anything to draw an audience for your game. This is usually the result of choices made by the upper team leadership. Perhaps the director's vision just wasn't what players are interested in today. Perhaps the game was designed by committee. Perhaps there were other major issues that cropped up during development. Perhaps some core team members left during development and they were unable to recover. Regardless of what it is, the game itself is perfectly serviceable in all of the ways I saw, and that just isn't enough to grab an audience. Being ok at everything doesn't grab attention.

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Anonymous asked:

How to decide for resource limits when developing games for pc? Like memory usage limit

If we're developing a cross-platform game, we aim for the best performance we can squeeze out of our lead platform. If we're targeting PS5 as our lead SKU, that's 16 gigs of RAM, 8 cores at 3.5 GHz, and so on. We aim the majority of our dev time for that first and then we adjust up/down for the other platforms we're building for to stay within reasonable performance specs.

If the game is targeting PC exclusively or as the lead platform, I've seen two different general approaches. The first of these is the "enthusiast" approach where the team is purposely aiming for high visual fidelity and high spec machines as a selling point. Crysis is probably the ur-example of this approach, though it has somewhat fallen out of favor recently. This approach usually aims for near the top of the line when we're finishing up pre-production, which usually means it'll be targeting hardware specs about a year older than the latest by the time we launch. We can't really keep moving those goalposts because top of the line is always a moving target. Instead, we need a target set during production where we're doing the majority of asset creation, so we generally lock in our goal around the time pre-production ends and stick to it.

The second approach is the "broadest possible audience" approach where the target spec is good performance on the common spec at PC cafes in Asia, because that is the largest number of potential players. Blizzard was pretty famous for adopting this approach to their PC game development. By making the game able to run well on potato settings, we remove barriers to entry for as many players as we can. This generally means we can't put in as many pretty effects and visuals, but it also means we have a broader target audience.

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There was a popular video a few years back (What games are like for someone who doesn't play games). It struck me as a gamer because of how much unwritten "gamer intuition" that we just learned over time and tutorials sometimes seem to take this for granted (ie Day9's criticism of Tears of the Kingdom). What do gamedevs keep in mind when crafting a tutorial for gamers but also for newcomers to gaming or the genre of the game?

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Most game dev teams have a strong idea of who our game's target audience is, and that includes the kind of context they should already have. If we're building a big budget AAA first person shooter, we can expect that our representative player recognizes and likes first person shooters and is likely already familiar with the basics of how to play them. It is unlikely we will need to teach them the very basics like how to move about the map and aim or what strafing is. If we're building a casual mobile game where we expect our representative player is new to games and lacks the context needed to play, we'll need to spend more effort to teach them that context.

The need for tutorialization is especially high in two major cases:

  1. When introducing new kinds of gameplay for which there the player doesn't have much or any existing context from other games or real life. Players have no context for the new gameplay, so they need to be taught much more carefully so they can learn. If you've ever seen a player play Dance Dance Revolution for the first time, you'll see what I mean - there's a lot of awkwardness before they start to look more comfortable with playing it. Final Fantasy 13's role change system was similar - it was so significantly different from conventional wisdom that the tutorial elements were spread out over many hours in order to get players familiar with it.
  2. When introducing gameplay that specifically conflicts with conventional wisdom. Players already have habits, conventions, and muscle memory associated with that kind of gameplay, so having things work differently will require a lot of unlearning the old habits in order to learn the new ones. If anyone's played the first Mass Effect, you'll probably understand - the aiming and reticle system in Mass Effect 1 is a façade. Putting the crosshairs on a target's head and firing will not guarantee a headshot, even with a sniper rifle. This choice broke a lot of established shooter conventions and caused significant player confusion.

In these situations, it is a good idea to spend significantly more resources on tutorials than games with more traditional gameplay. We, unfortunately, don't always get the resources to do that. In those cases, it ends up hurting the game's reception because players will often miss the features entirely and then complain they aren't there.

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Anonymous asked:

Why do in-game cosmetics tend to be so expense? (~$20, nearly 1/3 the price of a full game). I mean I know the simple answer is that the devs have determined that's the sweet spot to price them at, based on their data. But is there any more insight you can offer as to *why* that became the sweetspot? Intuitively it just seems like way too much. Is it to take advantage of whales?

It's similar to how different players like different kinds of gameplay in games, different buyers have different things they're looking for and different spending habits. A lot of the considerations among players for in-game purchases also apply to whole game purchases.

Consider - many players are all about getting a hot new game on release day. These types will preorder, preload, and may even stay up till midnight to start playing right away. In like manner, many in-game spenders also like getting the hot new thing that appeals to them right away.

Some players are willing to wait for the sales on new games. These more value-minded players love to buy discounted products and bundles where the items included might not be on the top of the desired list, but they like getting value. These players won't buy the brand new $20 cosmetics, but they can often be tempted by the bundles of all of last season's cosmetics at a discount.

This is just a few examples of different buying habits. We also often make products (both microtransaction and full game) for new players to help them ramp up in the game. The players who make the most products for are the biggest spenders, but we try to provide different things for everybody who wants to spend.

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Anonymous asked:

What do you think of the whole “It’s made for kids” or “It’s dumbed down for kids” for anything, including games for this blog’s subject, to reason why things, especially modern things, aren’t as “mature” or whatever?

The "made for kids" label is a very real thing, but most laymen misunderstand its purpose and often treat it as a pejorative. When used in an argument, is yet another equivalent of saying "I don't like this" while trying to make their opinions feel or sound more valid. Making products like games for children is actually quite specific, because children are not small adults, they are completely different beasts from a cognitive and self-awareness perspective.

Young children (e.g. ages 1 to 13) actually go through tremendous changes year over year in terms of cognitive development because they are growing and learning so quickly. A baby, for example, does not have the concept of object persistence yet - if an object leaves their sight, it ceases to exist for them. This is why peek-a-boo is so delightful for them - when you cover your face to play peek-a-boo, you stop existing to the child. Children can't really understand that other people exist and have their own separate thoughts and feelings before age six. The attention span of a four-year-old is much much shorter than a six-year-old.

This means that products aimed at children have a very specific targeted age window because of how differently each age group generally sees the world. The cognitive difference between a four-year-old and an eight-year-old is enormous, meaning that a game targeting four-year-olds are necessarily enormously different than games targeting eight-year-olds. This is what the "for kids" label generally means - these products are targeted at people with different levels of cognitive function.

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Anonymous asked:

I have an issue with the "don't interact with the angry gamer" approach. Someone needs to show to all the moderate gamers that are reading, that the angry gamer is wrong. Otherwise we get echo chamber that just create more angry gamers. That is what you are doing on this blog: you're trying to correct these misconceptions to the ones who will listen.

There's a significant difference between "somebody needs to show the moderates the truth" and "you should confront the angry gamers". I do agree that we need to reach out to the moderate audience but I don't do that by shouting at the angry gamers and hoping I get the moderates in the exchange. I specifically target the moderates and curious with my posts. I try to treat questions as being asked in good faith. I specifically try to avoid confronting angry gamers because it's very hard to persuade someone who is deeply emotionally involved.

Experience has taught me that confronting angry gamers generally results in them demanding more and more "proof" that they're wrong while providing none themselves, moving their goalposts until they're still technically correct (even to the point of absurdity), questioning my career experience (despite having little to none themselves), and generally pulling the arguments into the weeds. Angry gamers generally aren't arguing in good faith; they're arguing because they're deeply emotionally engaged and venting those negative emotions onto whoever will listen. Those in that echo chamber are also similarly emotionally compromised. No amount of truth telling will change that because they don't want to learn the truth - they want to be angry and misery loves company.

I feel I am much better off aiming at the moderates and intellectually curious to begin with and bypassing the angry shouting matches altogether. At least this way the audience is generally looking for education and is willing to listen. It just isn't worth it to pick a fight if I don't have to, it takes far too much effort for far too little reward.

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Sorry if you have been asked this before but I was watching a YouTube video on triple A games the other day and it got me thinking. Everything about triple A games keeps increasing over time, the budgets, the size of the games and development teams, the ambitions they have for their games etc. are we going to reach a point where it hits a ceiling and something has to change? What do you think that change would be and how long do you think before we might see those changes start to happen?

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There is absolutely a ceiling on the size of a game and franchise. The natural ceiling for any tentpole blockbuster franchise is the relative size of the audience who is willing to buy into the game at that point in time. At some point, we'll run out of people who want to pay for the game no matter how much additional marketing and game we build. When we reach that point, we pull back because spending more to make and build more won't make financial sense.

We have already hit that ceiling for some games. Square-Enix just recently decided to sell off the Tomb Raider franchise (along with several other studios and IPs) after not being able to grow it to the size they wanted. They were unable to hit the numbers they hoped for with the Marvel's Avengers and Marvel's Guardians of the Galaxy games they produced. This naturally results in them (and others) pulling back on the titles that cannot support this kind of expenditure. We've also seen it with the workhorse franchises that have a strong niche carved out, but aren't actively growing - Lego games, non-FIFA non-Madden sports titles, MOBA games, hero shooters, digital card games, MMOGs, and so on.

This isn't to say that the overall audience can't grow or shrink over time. Cultivating the franchise/game audience over time is also necessary. One of the biggest examples of failure to cultivate the audience is with Activision's Guitar Hero blunder. They put out far too many Guitar Hero games too quickly and killed the entire franchise (along with most of the rhythm and beat game genre). Audiences can also grow organically over time if the game/franchise is carefully cultivated - Final Fantasy 14's growing user base is probably the best example of this.

The overall point here is that these changes have already been happening, you just need to know where to look. Most of it isn't accompanied by a lot of fanfare by intention, just a quiet pull-back or cap-off in terms of budget for new games in established franchises and genres. A big news hullabaloo about it is basically the nightmare scenario. This kind of directional business change isn't likely to be made public in large part due to the opacity of project budgeting and team sizes, as well as the overall length of time it takes for these changes to reach the public.

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Anonymous asked:

Following up on the Engagement question from earlier today, I wanted to ask _why_ single-player games make more money when players are engaged with for extremely extended periods of time, on a daily basis. If the price tag of a game is up front and not a subscription, what does my thousandth hour in Animal Crossing, a game with no paid DLC or microtransactions for instance, offer Nintendo? What does my 200th hour in Breath of the Wild buy that offsets the obscene scale and complexity that created that 200th hour?

Continued engagement has a lot of positive externalities beyond just selling people more stuff. If you play a game for a few hours and quit, you might have some pleasant memories of it when the sequel rolls around or you might not. However, if you play a game for two hundred hours, chances are far far better that you’ll engage with it beyond just the game itself. For example, if you play one game for 200 hours, you’re much more likely to...

  • ... talk to your friends about the game
  • ... tune in for news about the franchise in general
  • ... engage with the game’s online community
  • ... be interested in other, similar games that are offered on the platform (e.g. other games in the franchise)
  • ... be interested in other franchise merchandise or media (toys, plushes, animated/TV series, spinoff games, card games, posters, t-shirts, etc.)
  • ... be interested in physical or digital events for the game (CitizenCon, BlizzCon, Pokemon Go Fest, Final Fantasy FanFest, DOTA International, eSports, etc.)
  • ... engage with or create fan content (cosplay, fan art, fan fiction, speed running, streaming, video creation, memes, etc.)

These various activities all hold value for us for a variety of reasons - we care about continued monetization of the franchise, we care about having a community that is willing to support the franchise, we want to make content and games for players who like the franchise. Some percentage of those who continue to engage within the game are going to engage outside of the game, and the more of them there are, the more “earned” media we get for marketing and improved franchise purposes. Having more of this means that we get additional marketing for future games in the franchise because we have cultivated a vibrant community that really likes playing our games.

This isn’t to say that shorter games with lower engagement can’t do these things too, but it is much much more difficult for them to establish this kind of presence because the community is just naturally so much smaller for low-engagement games. Even if the games are fantastic, the transient nature of players playing and moving on means that the community generally doesn’t reach that kind of critical mass - the players who loved the game will move on to other games as newer players start playing, resulting in a more revolving-door community than one that is there for the longer term.

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Anonymous asked:

The E3 outer worlds 2 trailer made me wonder: is it really the case that early on there's no gameplay to show, or is it just not worth showing early production gameplay to the public even with the "work in progress" disclaimers? How close to release do mechanics start to look like what players will actually get to do in the game?

There's almost certainly gameplay already, but it is almost certainly in a state that isn’t comparable to the other games being shown, and the dev team made the decision that the resource cost of building a video trailer for E3 was too costly relative to where they currently are in development. During preproduction and production, the game is generally mostly playable, it just looks terrible because it is full of rushed lighting, placeholder assets, and the game runs at 15-20 fps because nothing has been optimized yet and we're all running debug builds to catch bugs as they appear. In order to build trailers and demos for tradeshows like E3, we usually have to spend a lot of dev resources to create temporary/hacky semi-functional gameplay. Those resources are often better spent on developing the game itself, so cheaper trailers are more likely to be made for existence announcements like the Outer Worlds 2 announce trailer.

Exhibiting our games at tradeshows and press conferences, especially big tradeshows like E3, is about exciting and engaging our potential audience. Our audiences expect a minimum level of visual fidelity or they’ll turn off completely - just look at the various player reactions to the earlier Halo Infinite promotional visuals and you’ll see what I mean. Further, big tradeshows invite comparison and competition among all of the exhibitors. The cost of preparing a gameplay trailer when the gameplay isn’t visually impressive enough just isn’t worth the lukewarm-at-best reception the production value would receive. As such, our best bet is to stick with one of two general types of announcements - that a project exists (and has reached the point the publisher is mostly committing to delivering the game), and that a game is almost ready for the public and should be out within a year.

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Anonymous asked:

What are your opinions on indie devs who make games that cater to the 5 percent of other AAA game communities and "give the true fans what they want"? Do you think it financially and practically makes sense for them to focus on a small audience?

It really depends on what it is the players that comprise that 5% actually want. If, for example, what they demand AAA graphical fidelity and/or a lot hand-authored content, I’d say that it’s highly unlikely because indie dev typically lacks the funding and resources for that kind of production quality and project scope. Reducing development by creating less expensive gameplay and content is usually what makes things financially feasible for a smaller audience. A fully voiced branching narrative-driven 3D cinematic game might never make its budget back at the AAA level due to total costs relative to audience size, but a primarily text-based 2D visual novel type branching narrative-driven game might be feasible if enough players buy in.

The cost of the game’s development and marketing must always be proportional to the size of the expected audience. Games can absolutely cater to smaller audiences, as long as the game’s overall budget is scaled down to match. Single player narrative experiences can be profitable, but it is extremely difficult to get that to work at the AAA level of visual fidelity and production quality due to the cost of developing those production levels. Smaller, simpler games are much more feasible because they don’t cost as much to build. Games generally only succeed if they can earn back more than their development costs (unless they’re subsidized in some way like being a platform exclusive). Outside of those lucky few games who win the exclusive lottery, any given game dev is beholden to financial realities. If we can’t earn enough to keep the lights on, we’re not going to be able to continue making games.

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Anonymous asked:

"don’t complain if a game doesn’t get a sequel if it wasn’t supported at launch." As a corollary, developers don't get to complain if a game isn't supported at launch when they've conditioned customers to wait for the dust to settle and the "complete" edition a year or so down the line. The ball is in your court, how do you break the stalemate? "if you want a sequel to a game, then you should support the game at launch." How the hell do I know if I want a sequel before I played the game?

Allow me to quote my last paragraph from the original post since you seem to have missed it:

You don’t have to buy a game at launch if you don’t want to or can’t. Nobody is forcing you to or demanding you do so. However the reality of the situation is that buying a game within the launch window is the best way to signal the publisher that you like the game and would want more of it. If you don’t do that, then you should not be surprised if the franchise or game doesn’t get further development. This is especially true for offbeat titles that aren’t normal AAA game fare. You make the best financial decisions for you, the publisher is going to make the best financial decisions for them, and the unfortunate truth of it is that sometimes those decisions aren’t going to be congruous.

If you don’t care about a sequel or continued development, then you don’t have to buy the game. Publishers will continue to keep offering different games to the public. They'll stop supporting franchises and games that underperform financially like they did with Days Gone, Alpha Protocol, Titanfall, Okami, Jade Empire, and so on. That doesn’t have to matter to players who don’t care about those games, which is ok - it’s their decision to make.

Additionally, there are plenty of ways to determine whether you might like a game. There are lots of game reviews posted, there are live streamers who play games, and there are lets-play videos constantly posted to youtube. Between all of these avenues of information gathering, a potential customer should be able to determine whether they might like a game without having to wait a year. I have never suggested players buy games sight unseen. I always encourage intelligent purchases made with as much information as possible. What I am saying is that supporting a new game within the first three months of launch is the best way to signal “more of this please” to the publisher. I think three months is a long enough time to gather information to make a purchasing decision.

Further, we haven’t actually conditioned gamers to wait a year before purchasing like you believe. Those graphs I posted are pretty clear evidence of that. We’ve conditioned some gamers (like you) to wait a year for the complete edition, but those late sales aren’t anywhere near as important to us as those who buy at the launch window. The lifetime GOTY/Complete edition sales are almost always less than 10% of the sales in the first three months. Latecomers’ money is not as important to us as launch player money. Launch players are statistically more engaged and more valuable to us over their playing lifetime. Latecomers are statistically less engaged and less valuable. This is why decisions for sequels and continued development are made based on the three-month launch window performance.

Allow me to say it once more for the people in the back. You don’t have to buy a game at launch if you don’t want to. You are free to choose when and how to spend your money. If you want to continue waiting for the GOTY/Complete/Sale edition of a game, that is your right and your choice. However, you should be cognizant that aggregate player spending behavior will be analyzed and interpreted by the game publishers. One unfortunate side effect of some players waiting so long buy the game is that those players are deemed less valuable to publishers. Those who buy in at launch are more valuable to publishers. You have to make the best decisions for you, and we have to make the best decisions for us.

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Anonymous asked:

Speaking of fighting game player rollover, what causes situations like the continued cult following of Super Smash Bros. Melee after this many years, despite now needing specialized TVs etc.? And do devs want to combat this, or is it helpful for the brand?

The Melee situation is a strange one. Smash Melee’s audience has a large audience and that always holds some value to the developers and publishers since an existing audience is generally easier and cheaper to monetize than creating a new audience out of nothing. The unfortunate part is that a large contingent of that audience cares about Melee exclusively and refuses to convert to other games in the franchise. If the devs can somehow persuade these holdouts to adopt a new game or buy a remakester of the game, it can be good for business. 

However, the Melee holdouts are also very particular about the sort of game they like, and they aren’t representative of the greater gaming audience as a whole. If competitions push and broadcast Melee over its newer and better-looking counterparts, it doesn’t necessarily represent the brand in its best light either to new and potential customers - the game looks extremely dated and may turn away those looking for a higher fidelity game experience. Further, Nintendo is notoriously tight-fisted when it comes to their IP and are very careful about what remakesters they allow. The executives may not want to re-release Melee for their own reasons.

Overall, the answer to whether the publisher wants to combat the continued popularity of Melee or embrace it is “yes”. They want both. It’s a real puzzle that they haven’t been able to solve because they want to keep the audience and hype, but the audience refuses to let go of the old game. This means that anybody who manages to solve this particular puzzle can make a lot of money, but that is not an easy task and certainly hasn’t been done yet. 

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Anonymous asked:

Selling to kids is always a hot topic, and the gaming industry is no exception. With the discussions of games geared toward them and monetizing said games, I would like to know your professional opinion on the topic. Thanks for answering!

What most game publishers and developers want is steady and reliable earnings over time. It is much more expensive to build and market a brand new game and sell it than it is to continue development and marketing for an existing game with an existing regular player base. This is why most large game launches are expected to get continued monetization and development support for at least a year after launch, with many hoping to continue updating and monetizing for years beyond that. We want to continue developing and adding content to the games people want to keep playing. 

This means that one-time single customers are not our primary target audience. What we want are repeat customers - players who enjoy the the things they buy enough to keep buying additional things as we release them. We generally hope to do this by providing them enough value in the things they buy that they feel like they got their money’s worth. This encourages them to buy more in the future - the things they get for the money are worth it to them. It forms a virtuous cycle - players give us money because they feel they are getting value for it, we spend the money to develop new and engaging content for them to play with.

When it comes to marketing and selling to children, what we want is still the same thing - steady and reliable customers. This means that we actually don’t want kids stealing their parents’ credit cards and running up huge bills only to get them reversed later - that’s not a reliable or steady income stream for us. In those situations, our customer service reps typically give the customers (parents) a grace period of like 1-3 months to ask for refunds because unhappy customers are not repeat customers. This generally means we want both parents and kids have a good time with our game - parental controls, spending limits, an easy refund process, and so on. 

Remember, the goal is steady and reliable customers, and that means customers who choose to keep coming back day in, day out, week in, week out like my former boss. His kids loved a certain studio’s F2P children-aimed games. He would give his kids their weekly allowance in in-game currency since it’s what they wanted. Angry and upset customers don’t do that. There will always be some outliers (like parents who didn’t look at their own credit card bills for over six months before complaining), but we generally try to err on the side of forgiving customer mistakes because it means they stay happy and reliable customers.

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Anonymous asked:

As a quick follow up, what if a game exceedes sales expectations? How easy is it to ramp up production for extra support?

While exceeding expectations is a much more pleasant problem to have than falling short, it is still not an ideal situation because it means that the market research failed to predict accurately and future plans will still probably need to be rebuilt. This means that the dev team and the leadership need to scramble to figure out what to do in order to maximize the benefit from the unexpected player influx. This can have great results, good results, no real difference in long-term results, or (worst case) cause the team to overextend and hurt things in the long run.

It’s somewhat similar to launching a new restaurant. If my restaurant has far fewer customers than expected, things are bad - I may not be able to make payroll for the staff I’ve hired or generate enough revenue to buy all of the ingredients I planned on for the menu. If my restaurant has far more customers than expected, I run into a different set of problems (but problems nonetheless) - customers get angry about wait times, ingredients run out, staff is overwhelmed by too many diners, etc. In order to compensate for this, I need to ramp everything up - buying larger quantities of ingredients, hiring more people for the kitchen and wait staff, increased seating, etc. 

Unfortunately, hiring more staff takes time, even if they are experienced. Finding experienced staff requires a significant time investment - finding, vetting, and interviewing candidates isn’t trivial, and then we still need to train them once they accept the job offer. They may have worked in similar restaurants before, but they still need to get used to working on my menu with my recipes, my team, and my restaurant. Expanding the restaurant requires permits, build time, contractors, etc. - just like setting up data centers and expanding customer service. 

I’m also limited in the amount of time I have to adjust for the state of things. If too many people aren’t having a good time at my restaurant for whatever reason, it’s entirely possible they’ll get angry or frustrated and never return. If I hire too many staff, get locked into contracts for more ingredients than I end up needing, or expand the restaurant for a set of diners that stops coming, I’m on the hook for a lot of money that may not necessarily translate to results. I’m on a time crunch - I don’t have the option of figuring this out at my leisure. The customers have limited patience and there’s a never-ending stream of competition ready to welcome them if they aren’t satisfied with my offerings.

Overall, having too many customers is a good problem to have but it also brings significant risk with it. Players are fickle and can choose to leave at the drop of a hat, while setting up future plans and hiring have high costs in time, money, and are difficult to cancel. It can be really difficult to thread that needle in real time.

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Anonymous asked:

How would you design a game specifically for speedrunners? No, I'm not looking into idea how to make one, just curious about your answer :)

If I have a particular target audience in mind when designing a game whole cloth, I approach it by trying to identify the things that the target audience looks for specifically. I’d probably start with a list of features that speed runners look for and like, and then try to fit an overall core game loop around improvement and mastery of those features. So what kind of features do speed runners like?

When you peel back all of the layers, a speed run is really an optimization problem. The goal is to get to the end of the game as quickly as possible by taking the most efficient route that the players can collectively figure out. The fun comes from identifying and improving the various parts of the run to optimize them further. After thinking about it a little, these are what I think of as the core pillars of a good speed runner’s game:

  • Improvements in execution result in incremental improvements that add up over the course of the full run (i.e. save a few frames here, save a few frames there)
  • Minimal or mitigatable RNG on run attempts
  • Disparate game systems that interact with each other in interesting (but not necessarily intuitive) ways
  • A high skill ceiling/potential level of execution
  • Multiple routes through the game that can each be optimized (e.g. any %, 100%, warpless, etc.)

Other smaller quality of life features that would also be good to include:

  • A standardized run timer
  • Leaderboards with video replays for players to share
  • Skippable cinematics/conversations/tutorials/etc.

As you may have surmised, these pillars are fairly broad and can be applied to a pretty wide variety of game genres. The most important factor is realizing what it is that your target audience is looking for (e.g. interesting optimization problems with high execution potential) and making sure your game provides that kind of experience.

The FANTa Project is being rebooted. [What is the FANTa project?]

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Anonymous asked:

On the topic of the use of IP, do you have any idea why IP holders can be picky about how their creations are used, but don't appear the mind the fact finished games containing their IP usually end up being terrible? If IP holders are worried about damage Spongebob being the wrong shade of yellow could do to their brand, why aren't they concerned that the underfunded and rushed Spongebob games ends up being in a terrible platformer with a 27% on metacritic?

I don’t know for certain since I wasn’t in those meetings back when publishers green lit a lot more bad licensed tie-in games, but I do have a theory. I’m not saying that this is the definitive reason why licensed games like Spongebob aren’t very good, but it is my educated guess.

Checking for compliance is usually just verifying the overt qualities - the visual elements and such - that are fairly easy to check. You know exactly what you’re looking for and can check it off. That method of evaluation is transferable as well - the Spongebob video game has to meet the same requirements as the Spongebob plushes, the Spongebob lunch boxes, the Spongebob T-shirts, and so on. However, evaluating something more subjective - whether a game is fun or whether a food tastes good to the target audience - is much more difficult and requires more extensive and specialized setup and training. For something like a video game, it also requires a fairly extensive amount of time to play through the game in addition to needing to evaluate the game for quality. 

In addition to this, the target demographic for licenses like Spongebob are not exactly the most discerning clientele. They’re young children, most of whom would be between the ages of 3 and 11. A game that’s fun for a kindergartner is not necessarily so for a sixth grader. Making a game that threads the needle like that is really difficult. Furthermore, most of those older licensed titles were built on extremely abbreviated development schedules. Overall this resulted in games that were not that good - mostly because they didn’t have to be, nor were they allocated the necessary resources. But they still sold well enough to keep the licensor happy with the revenue coming in, and the bad games generally resulted in minimal damage to the brand. 

That’s my educated guess, anyway. Can you think of other reasons that might explain it? 

The FANTa Project is being rebooted. [What is the FANTa project?]

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