2020 Implications for Game Design
I was struck by an essay by VC Matthew
Ball about 7 reasons why gaming will take over; stop what you're doing and read that essay, if you haven't already. It goes along with some of the
things I’ve been thinking about, in particular how to best take advantage of
the changes in the games industry and the game-playing audience. What follows
are my thoughts on each of his 7 reasons as to why gaming will be taking over
media even more in the future. You should go and read that essay, and refer to
it as needed while
reading this blog post. What I’ve looked at here is how I think his comments translate
into actions game developers should consider when designing games. I am already
doing this with StoryPHORCE Entertainment, and I’ll be detailing what I’m doing
at www.storyphorce.com in the future.
#1
The Dominant Attention
Medium, Television, Has Peaked and its Time is Being Redistributed
Yes, and gaming is taking a major chunk of that time.
Perhaps more insidiously, that attention time may be split among several things
– playing a game while keeping an eye on a video on another screen, and texting
with friends on social media as well as in-game audio chat. The player’s
attention gets focused more when one of these things demands it, but there’s
usually a constant background of several things vying for attention.
What does that mean for a game you’re designing? Several
things, potentially. You could just ignore that and make the game you have in
mind, a perfectly valid choice. You could try to make the game’s experience
more intense so it keeps players riveted and less distracted – but that only
seems like a good idea if it makes the game more fun, not if it means
populating the screen with little things you need to click on constantly just
to stay alive. Or you could try to make it easy to share parts of the game with
others as you play, letting your game contribute to the larger social context
the players are often part of. Or you could make the game easy for other people
to casually jump into, so a player could invite a friend in while the game is
going on. Of course, many of these things depend on the nature of the game play
in your particular game – but it’s worth thinking about in the design phase.
What do all those ideas have in common? You’re thinking
about the player experience, their overall experience, and trying to improve it
or take advantage of it for your nefarious marketing ends. Sure, when you’re
designing a game it’s usually starting at “this is something I think is fun.”
At some point, though, you should think about what the players are going to
experience, and how you can make things the most fun for the most players. That’s
how you get a bigger, happier audience, which should lead to making more money (assuming
you’re handling the monetization of your game well).
#2 Gaming is Replicating the TV Package
The core of what he’s saying here is that games need to be
more available and accessible to players, in several ways: Technology, cost,
complexity, information. Sure, much of the time the game you have in mind
creating is bounded by the technology required. Maybe, though, it’s worth
examining your game concept and thinking about how it might work on a wider
variety of platforms. Mobile? Tabletop? Browser? Is there a value in having a
larger audience? Sure. Just look at Fortnite, for example, with $1.8 billion in
revenue in 2019. Two-thirds of that revenue came from mobile, where Fortnite is
clearly not as good as it is on console or PC. Yet over a billion dollars came
from people playing it on mobile – because that’s what they happen to have with
them when they wanted to play.
The other value in being on multiple platforms is that it
enhances the discovery of your game. People hear about it, then want to try it…
and if it’s not on the platform they have, oh well, there’s another game to
try. And if you didn’t give them a way to try it for free? There are plenty of
other games to try that are free, and there are probably games that sound
similar to yours.
The essay points out that game subscriptions are great ways
to sample games. Sure, you think, but maybe you won’t get hardly any revenue
from your game being part of that subscription plan. You’re not thinking about
it the right way – that game you put in Apple Arcade, or that’s in the Xbox
Game Pass, that’s a marketing tool. You should have other games that are tied
into those games with explicit links, and those games you make good money on. If
you can get a game into the Apple Arcade, make it a good one… and then have a
game outside of Apple Arcade that extends that experience, or uses the
background or characters or essential game play elements in ways that practically
demand those players from Apple Arcade get your other game. And maybe that’s
for an upfront price, or you have microtransactions you can sell them.
Note also that engagement with games is now variable – many people
are just watching others play games, and they’re having fun doing that. Part of
the promise of streaming games is that you can get new players to jump in
easily – but your game design has to not only allow that, but encourage it. Is
there a way to make that happen outside of streaming games? Sure, I can think
of ways to design a variety of games that would allow people to jump in and
play, whether it’s an RTS or an RPG or a shooter. Think about designing some
limited units/characters that are explicitly for people to jump into while play
is ongoing. No, they might not have very much control, but they could have fun
without the need to learn a complex set of controls. No, it’s not something an
experienced player would like – but the idea is to get new players in, ideally
in seconds.
#3 Gaming Has Unprecedented Content Leverage
What he’s really talking about here is UGC as well as all
the ancillary content for a game. Look, if you’re going to the trouble to
create a game, why not create one that can last for many years, and have vast
expansion possibilities, and if possible allow users to contribute to the
content? Yes, that’s all more work than just cranking out a game; but it’s less
work than cranking out two games, and it has at least some potential to be far
more lucrative in the long run.
#4 Social Signals, Effects, and Reinforcement
Games are social media… why not internalize that as well as
enhance it externally? If your game is fun, people will want to share it with
their friends. Make it easy in the game to do that – share clips, images,
whatever is fun. Look, social media and messaging comprise 50% of all time
spent with mobile devices. Gaming on mobile is about 10% of all the time on
mobile – yet it’s about 80% of all the revenue from mobile. I see vast
potential here to make money with games on mobile.
#5 Tightest Feedback Loops + Culture
The best games are constantly changing and adding new
things, which in turn engages their audience and encourages them to spend more
time in that game. Creator tools are important for that, of course, but even
beyond that you need to think about how to reinforce the culture of your game. Really
successful games these days have their own conventions, where people get
together in meatspace to enjoy everything about the game (BlizzCon, MineCon,
etc.) You don’t even have to set up your own convention – become part of one of
the many conventions already being held that probably include some of your
audience, and grow from there.
There should be vibrant online communities, on Facebook or
subreddits or wherever, and you need to stoke those fires with good moderators
and plenty of new information on a regular basis.
Oh, and your game should consider public data – leaderboards,
sharing successful games, showcasing players and competitions, whatever seems
to go with the nature of your game and the audience.
#6 Consistent Growth Through New Devices, Categories,
Technologies, Content
This is crucial – keep extending your game into new areas.
Add a VR version, or maybe for part of the game. No, the market isn’t huge – but
if you can do it without great expense, it’s great press (see Half-Life Alyx). Missed
opportunity: I though it would have been cool to be playing Star Wars
Battlefront on PS4, and have a mission come up where you get into an X-wing
using your PSVR and fly the mission in VR, then drop back into the main game –
with extra experience, cool badges, recognition for that amazing service you
performed.
Cross-game integrations should be explored. Find ways for
players to move characters between games, keep DLC, maybe get some perks for
having played other games. They don’t even have to be your own games! Do some
cross-marketing here with other game companies to expand your potential
audience.
Once you start dreaming about where your game could go if
you partner with others, there’s no limits.
#7 IP Kiln
The point here is well-taken – generate a lot of material
and some of it is bound to be good, and can be the seed for even more
successful products. You may be starting with a game, but if you do you world
creation properly you can be seeing spinoffs in the future in other media. If
there’s UGC involved, you could get an amazing amount of content. (Just be
prepared for the future IP considerations when Hollywood comes around; you
should have the legalities already dealt with far in advance.)
No comments:
Post a Comment