The Battle of Game Directors: Exploring Fun and Trading Off Anxiety

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Sep 17, 2023

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The Battle of Game Directors: Exploring Fun and Trading Off Anxiety

Creating a successful and enjoyable game is no easy feat. Game directors face the constant challenge of balancing the exploration of fun with the trade-off of anxiety. It's a job that requires battling uncertainty and making decisions that are not always certain. Contrary to the common image of directors engaging in discussions and determining specifications, the reality is that they meticulously plan numerous details, knowing that around 30-70% of these plans will fail. They must then decide how to proceed after each failure. It's a constant struggle with anxiety, making uncertain decisions. Game directors must always project an aura of confidence, reassuring their team members as they navigate through the foggy marshes of game development.

When plans fail, team members inevitably question whether sticking with the director and following their lead is the right choice. This aspect of the role can be incredibly challenging to address. It is well-known that Japanese people are prone to anxiety, and their affinity for cute things may stem from a desire to escape this anxiety. Conversely, Westerners may not have the same fascination with cuteness because they don't experience the same level of anxiety.

The MDA Framework, which divides the essence of games into three stages - Mechanics, Dynamics, and Aesthetics - can be utilized as a means to evaluate, analyze, and study game design. To create a truly fun game, it is necessary to go through multiple iterations. However, excessive iterations can lead to instability within the team and ultimately the collapse of the project. The key is to determine how quickly and effectively you can approach the essence of fun. If you stumble upon an idea that is guaranteed to make the game more exciting and marketable, but it means discarding existing designs, what should you do? Should you abandon your invention or sacrifice the design (along with the budget and timeline)? Directors often face such difficult decisions. How would the designers and external collaborators react to these judgments? There is no one-size-fits-all answer to reconcile all these factors.

Even companies like Disney and Pixar, known for their brilliance, employ methods that are far from perfect and can potentially blow up entire projects. In game development, you cannot shy away from these same problems if you want to create a good game. The better the game, the greater the proportion of discarded content. This ratio can reach anywhere from 95% to 60%. Building products based on false information prevents you from truly understanding the essence, so it's crucial to face reality as a team rather than resorting to deception. This necessitates the creation of a tough team that can collectively see the purpose and reality.

In the world of startups, there comes a point where you might have to make a choice between giving up on your original product and selling the company, shutting down operations and returning money to investors, or pivoting. When pivoting, many founders tend to stay within their existing market instead of exploring new areas of work. However, startups often fail due to a lack of product-market fit. Founder Andy Rachleff once said, "When a great team meets a lousy market, the market wins. When a lousy team meets a great market, the market wins. When a great team meets a great market, something special happens." So, it's important to consider new possibilities and not be bound by sunk costs or industry knowledge.

Repositioning or editing down your product can also be a viable pivot strategy. If your product shows enthusiastic adoption within a particular user base or use case, it might be wise to focus all your attention on that area. However, keeping the original product alive can demand significant time, attention, and create confusion regarding your brand and the changes being made. If your legacy business generates enough cash flow to support a new venture, it may be worth maintaining while launching a new brand. Alternatively, launching a tool that you used while building your own company can help identify real product or market needs. The challenge lies in rebuilding the team to suit the new direction.

During a pivot, some employees may rally and do whatever it takes to help the company through the transition, while others may become fearful, anxious, or lose faith in the company. Managing these various stakeholders - co-founders, employees, investors, and customers - through the transition is crucial. Letting go of the past and focusing on creating a bright future is the key.

In conclusion, being a game director and leading a successful project requires navigating the delicate balance between exploring fun and trading off anxiety. It is essential to embrace uncertainty, make tough decisions, and be adaptable to change. Here are three actionable pieces of advice for game directors:

  1. Foster a tough team that can collectively face the purpose and reality of the project. Encourage open discussions, address anxieties, and create an environment that supports innovation and calculated risks.

  2. Continuously evaluate and analyze the essence of your game using frameworks like the MDA Framework. Understand the mechanics, dynamics, and aesthetics to ensure your game resonates with players and delivers an enjoyable experience.

  3. When considering a pivot, be open to exploring new markets and possibilities. Don't be bound by sunk costs or existing industry knowledge. Be willing to reposition or edit down your product to focus on areas of enthusiastic adoption.

By following these actionable advice, game directors can navigate the challenges of game development, create successful and enjoyable games, and lead their teams to victory.

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