A few things I’ve learned over a decade I want to share about game design. A lot of this is basic, but hopefully useful for anyone starting out or feeling stuck. Big thread inc
1) The best skill to learn and focus on is how to be good at being wrong. This is hard as it requires some hard and important components: self-awareness, humility and graciousness. Being a better PERSON is one of the best ROIs for improving at design.
1a) This is because proper game design is a service to players, and a service-oriented mindset puts you in the right place to do good work. Feedback, iteration, and shifting goals will change your design for the better. The cleverness and “uniqueness” of a design is worthless.
2) Rational thought trumps artistry. Don’t get focused on idea generation - that part is easy, fun, and not something design has any specialty or monopoly on. Frameworks, structure and strong, rigorous goals are the ways these ideas become workable designs.
2a) This isn’t the same as science - it’s just being thoughtful and intentional with how you make decisions. It’s attempting objectivity even when that’s not a realistic end goal. It’s being practical.
3) Be suspicious of feelings you have and don’t understand, and be very suspicious of internal extreme views. You can’t control your emotions, but you can control your interpretation and actions that come out of those.
3a) One of the best razors on your ability to do this is testing how to champion things you dislike (but serves players) or critique things you personally love but doesn’t fit or make sense. Flex this muscle often by analyzing things you like/hate and devils advocating your feels
4) Be strategic. Everything should be purposeful, and defining the purpose itself is a key design area. “Wouldn’t it be cool if...” is a fine place to brainstorm, but an irresponsible place to validate a design from. Why does this matter, how does it impact the experience?
4a) The skill here tends to be prioritization and weighing things against each other. Focus is a road to meaningful gameplay. “Kitchen sink” design is a dangerously seductive temptation. And no, your design isn’t good enough to not need that focus (See No Mans Sky)
In summary, be flexible, be thoughtful, and be decisive. Toe the line of strong vision and unwavering flexibility. Most of all, look of how to serve. If you do not want to serve players, this is likely a terrible career for you.
For rational thinking, check out @Rspodcast and @juliagalef - really good examples of this if it’s a new methodology for you. If you bristle at this being important, check yourself - you need this the most
Our topline design method philosophy is “Strong views, weakly-held.” Pick your battles, learn to listen and don’t be precious- you’re ahead of the curve of you’ve got that.

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More from @MorelloNMST

Jan 2
The venn diagram of people who want NFTs in games and people who make games is two separate circles.

But I sorta wanna talk about why. One of the more common questions I see is "isn't this just a new technology/business model, like subscription games, F2P, or GaaS?"
Let's look at the previous market disruptions.

Players and devs were wary of them, but in most cases because of:

* Bad executions being the example (cash-grab, low-quality F2Ps)
* Slippery Slopes

But there was something positive they all have in common: player value.
Subscriptions meant legitimately bigger games. MMOs had such a distinct player value that the cost of the sub was "well yeah, sure."

F2P could lower the barrier to entry, allow no- and high-investment players to be satisfied.

GaaS needs to be an ACTUAL SERVICE to profit.
Read 9 tweets
Nov 21, 2021
I say this as someone who doesn't engage with League IP (after working on it too long) outside of TFT, this rating is 100% worth it. I can't believe how well-written it is. I'll share why it's good in the thread, without spoilers:
All of the characters, from main to side, fan favorites to new additions, have motivations, arcs and emotions that fucking make sense.

This is a big deal in a world of surface-motivated heroes and villains. No one is mustache twirling, no one sparkles, everyone is *human*.
The art is second-to-none in animation. Facial expressions especially have a great deal of care. Not just through technical expertise (even though that is flowing here) but specific choices that are all carrying their storytelling weight.
Read 6 tweets
Oct 7, 2021
I had an interesting conversation this week about the concept of "taste" in design. Specifically, the idea that designers should have good taste to be good designers.

I disagree with this, but maybe not for the obvious reasons. Let's discuss taste.
The problem with "good taste" is that it doesn't mean anything on its own. My belief is that good taste is simply a weak definition for the combination of things we *do* want .

So I'm gonna try to break down the elements of good taste and demystify it a bit.
1) Player empathy. Knowing and being able to understand the audience(s), the meaning behind their needs and frustrations, and what does and doesn't really matter.

It goes beyond just knowing the common requests - say rollback netcode or good anticheat. Those matter, but..
Read 16 tweets
Aug 10, 2021
Let's talk today about the word and concept "fun" in terms of development.

I have a pretty sharp opinion on this: It's a word and concept you shouldn't use as a designer.

Of course we want players to *find* a game fun, but as devs, it's too vague and subjective to use
To go further, I don't think it's merely useless, it's *dangerous* as a term in design.

Seems silly, maybe; especially when design does have a measure of subjectivity inherent to the craft. But fun, and arguments around it, at best bury real issues.

More often, it's a weapon
Beware the phrase "well, that's not fun" in terms of a design discussion. This weaponization has caused the biggest fallouts I've seen.

A way of taking one individual's taste and preferences and applying it as a rubric is misguided at best, or toxic at worst.
Read 16 tweets
Jul 21, 2021
Constraints are a constant in design, and while they can sound like a bad thing, I'd suggest that I think they're not just inevitable, but beneficial to a strong, focused game design.

We don't talk about this a lot, so let's dive in a bit.
To clarify, constraints are factors that put pressure, requirements or challenges on the design that aren't just the design itself.

Each game has its own, unique constraints. While we can't prepare for everything until we hit it, let's categorize a few places they come from:
* Technical.

A few examples would be the memory budget, how many characters can be "active" at once, database space for inventory items, rig bone counts, or AI behaviors.

(AI is generally really expensive on performance).
Read 20 tweets
Jul 20, 2021
I wanted to talk about a unique part of game dev: access to developers, and the expectation therein.

Fandoms, and particularly game, have an insane relationship to this - something not really in other industries.

Some tips, also, from someone who's been in the public eye a lot.
This might be a tempting topic to oversimplify, but as with nearly everything in game dev, it's nuanced.

Often I think the problems with this subject come from extreme takes on some very understandable issues, so hopefully this will color a more complete picture.
People who play video games get *very invested* - moreso than most other entertainment forms. There's a deeper passion, connection and meaning for people who play video games.

The experiences matter to us. That's part of the magic after all.
Read 25 tweets

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