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.
NFTs contain none of this for players. It doesn't solve a problem for players, offer new experiences, or any value.
Its value is to investors. That's why they're so infatuated with it. It only makes sense with a particularly myopic view and a poor understanding of the market.
There is one value, I'll concede, but it's a technicality almost.
It allows true ownership of an asset, and some resale.
But - we can already essentially do this. It's been done for years already.
CS:GO's gun marketplace has allowed this for years. You can resell and buy skins. Do you own them if...CS:GO is deleted from the earth tomorrow?
No. But you can't use them if that happens anyway? Decentralizing ownership is literally meaningless in these contexts.
Roblox has the bigger (and more troubling) version of this with their UGC. Adding true ownership here does nothing in a market awash with trading, buying and selling (and solves none of the scummy parts).
So, if you're into NFTs as a crypto person, a publisher, an investor, or a dev, think about it from the only value angle that matters: player value.
And right now, NFTs are at BEST "only slightly negative" value. I haven't seen or heard of a case that provides real value.
To clarify, this is not about NFT technology. I'm not super engaged with the deep tech side of dev. If that's what Engineering Directors want to use, then cool.
I'm responding to the offering of "NFT games" - defined as core incentives being attached to investment and ownership
• • •
Missing some Tweet in this thread? You can try to
force a refresh
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.
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..
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.
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).
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.
Let's discuss game design education and post-graduate programs. I have a bit of a dour take, but I hope it can be useful - and maybe we can even find the silver linings.
It's something I've spent potentially too much time thinking about.
While I have not experienced these classes first hand, I have been a hiring manager for about 10 years. I've had the opportunity to review a *lot* of candidates, resumes, and conduct a lot of interviews.
My experience is from an "I want to find good junior designers" POV
I'll start with generalizations, then we'll move onto exceptions, and then potential things you can do if you find yourself in a bad spot with this.
I don't think there are any blistering-hot takes in here - this isn't an uncommon convo - but I want to make sure new folks see it