75 Lessons Learned from Live Game Development
I conceived of and shipped live services games to 20 million players; here's what I learned.
In the course of making games for over 20 million players—based on popular IP like Game of Thrones and Star Trek—I learned a lot of lessons. This is just a few of them, although this includes some of the most painfully learned lessons.
BIG PRINCIPLES
Every "rule" in gamedev has a great exception
You probably won't be the exception
Hard: Shipping; Harder: Shipping fun game; Hardest: shipping fun that scales.
What few are willing to hear: making a great game is unreasonably hard, and therefore makes unreasonable demands of the team
Shots on goal (trying ideas, shipping, iterating) matters most
PHASES OF PRODUCT
You can only build 1 game vision; converge team & purge fiefdoms
0 to 1 is about shared vision
Data is everything in the Live Ops stage; velocity of insight -> product improvement is predictor of success
PEOPLE
Be wary of hiring people who harbor deep reservations about making money
Be very afraid if the team building the game isn’t playing it
Toxic / abusive team members suck
Cynical team members suck
Veteran devs are AWESOME, but beware of jaded veterans with a sense of entitlement.
HIRING
Many people will say nearly anything to land a job at a game studio
Hire optimistic people because game development is incredibly hard
Work with people who want to make a great game right now more than anything else in their life
Focus on “tell-me-about-the-time-you-did-X” questions (behavioral interviewing) and don’t waste time on hypotheticals
TEAM MIX
Great teams with experienced craftspeople are foundational
Adding fresh blood who need to learn/prove (e.g., interns) has a high ROI and better connects you to current culture
Live Ops teams who run great games are usually not right to build a NEW game
FEATURES
Smaller is almost always better than larger
But “large enough” is even more important
Replayability is gold
It is better to cut mediocre features
MARKETING
For mobile games: what Kotaku says doesn’t matter
Meta critic score is one of the worst-designed metrics that exist
App store featuring will not save you
The sins of design will not be countered by marketing spend
TOOLING & TECH
Tools need to be native to the user (Unity for programmers, spreadsheets for designers, website forms for PMs, etc.)
Manual processes suck
Don’t build backend yourself
Don’t build a 3d engine
Technology prowess doesn’t win
PRODUCTION
Games look like a mess until at least 90% done
People think they are close to 90% when it's actually more like 50%
It will take longer than you think
MORE ON VISION
Reiteration of the Vision is a constant effort; don't take for granted
Create the simple definition of what’s important
ITEMIZATION & ECONOMY
Good shop design is critical—needs as much attention as any other part of the game
Getting a rare item should be clear and awesome for the player
Don't cap the size of your economy / monetization
Pay attention to what people buy
UX
Show your game to people IN PERSON, and take lots of notes on what happens when they play
Pay attention to how performance scales as the size of data (inventories, etc.) grows
INNOVATION
Innovation is good for capturing new markets, attention to craft craft is good for capturing established ones
UX is often the difference between good and great
You can’t really “lean startup” a game because too much of it is based on a complete experience
NARRATIVE
Storytelling on mobile must connect with the audience within seconds
Narrative != Dialog
Narrative is represented through game systems
Humans find meaning through story
DATA
Instrument everything, you’ll probably want the data at some point
Make it easy to access data
Dashboards that don’t display actionable intelligence might be cool but aren’t useful
PLAYERS
Love your players. (Contempt for players is doom)
Players will speed run content faster than you expect
Your most valuable cohort will probably be the people who show up in the beginning.
Optimize single player experience before multi
DON'T PANIC
Don’t panic if things look like a mess for the first 80% of the development timeline
Panic if things look like a mess when you’re about to ship :)
CURIOSITY
Team members should be really curious about what successful games like yours have done before
Pay close attention If people on the team are experts on your target audience, and they don’t like the game
Pay close attention if more junior members of the team aren’t learning from the more senior members; all of the reasons this might be happening are bad
Be wary of know-it-alls.. unless they've shipped top-revenue games🙂
MORE ON PLAYERS
Your most vocal players are good to listen to, but be careful because they’re not necessarily representative of your market
Even bad games have their fans
Intrinsically-motivated players are your core customers
Extrinsically-motivated players (esports, live streamers, collectors, “play to earn”) may be valuable too, but are not your core
VELOCITY
Any feature that depends on more than 1 programmer will be exponentially harder and riskier to implement
The best features can usually be prototyped in days if not hours
Code in the fewest languages possible, ideally just one
LICENSES
Aligning incentives is critical
Licenses can break through noise when nobody else does it; when everyone does it, worse
Avoid over-licensed IP
The IP biz dev person’s incentive is usually short-term (annual bonus) your incentives are long term (decade+)
Walk away if licensor demands % of gross rather than a % of net (of UA)
Walk away if licensor demands unreasonably strong control over when/if you ship
MONEY
Debt for UA is like taking treasure from a pit of vipers — more ways to die than win
Biz models that work in largest games may not work to scale your much-smaller game
Be wary of backers long on money and short on gamedev experience
Backers who don’t understand games will lose hope at your darkest hour
Every game development process has a “darkest hour”
Your forecast will be wrong
SHIPPING
It is better to delay than ship before it is ready
But it is better to ship before you run out of money than not ship at all
If you can’t ship before running out of money, the culprit is probably that your scope was too great—not that the capital was too small
FINAL THOUGHTS
If some stuff on this is contradictory, that’s OK. Games contain multitudes.
If you haven’t failed in game dev you haven’t been at it long enough
When someone declares the future of games, it usually isn’t
Fear is the Mind Killer
Other Reading
Here are just a handful of my articles that I think you’ll enjoy if you’re a game developer:
Why Scaling Games is Hard is about why games are so hard to make and succeed with.
42 Game Designs for Generative AI is about some game design ideas that benefit from the latest revolution in artificial intelligence.
Game Economics, Part 1: The Attention Economy is the first of a 3-part series on the economics of games.