Video summary
This Problem Changes Your Perspective On Game Dev
Main summary
Key takeaways
Main Ideas / Concepts
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Game development can be reframed as a “search algorithm.”
- You’re always searching for the “best game” possible.
- The “lake” metaphor represents the design/search space—you’re trying to find the deepest spot (the best design) efficiently.
- The order of experiments, direction of first attempts, and how results are measured are crucial.
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How to search (“captain” metaphors)
- Captain 1 (basic): Measures occasionally, moves around, then locks in the best result.
- Often misses the true optimum because exploration is too unguided.
- Captain 2 (educated): Continues regular measurements and makes informed turns based on data.
- Typically finds better results than Captain 1.
- Captain 3 (“gigabrain” best): Starts with broad exploration (all directions via “teleport”), then concentrates around the most promising areas.
- Best balance of exploration and focus.
- Captain 1 (basic): Measures occasionally, moves around, then locks in the best result.
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Core guiding principle: you can’t just optimize—you must keep searching
- Don’t stop exploration completely.
- Continue occasional measurements and playtests to correct course if you’re wrong.
Seven Common Problems (and How to Solve Them)
1) Speed vs. Accuracy Trade-off
- You must balance:
- Fast but inaccurate search vs.
- Slow but accurate search.
Method / instruction
- Start with slow but accurate exploration in all directions.
- Transition into faster but less accurate search as you narrow down.
Indie-phase framing (example: Thronefall)
- Exploration phase (early): many prototypes to test directions (each prototype is a measurement).
- Pre-production: active search within a smaller radius; prototype core systems and art direction.
- Production: shift toward speed (accept lower “search accuracy” because you must ship), e.g., rebuilding systems and polishing.
2) Local Minimum (“illusion of having found the deepest spot”)
- You may think you found the best point because small moves get worse, but a deeper solution exists farther away.
Method / instruction
- Occasionally make bigger “jumps” in the search tree (cross the hill).
- Take these jumps when they’re cheap to discover deeper regions.
Example
- Fortnite began as a base-building tower defense concept, but the team made a big jump to a different mode—and it became massively successful.
3) Infinite Search Space Problem (“how do you search endlessly many games?”)
- You can’t brute force everything; you need to use knowledge.
Method / instruction
- Guess a promising direction using measurements from your database, not blindly.
- Use:
- Past successful/failing games (public knowledge about outcomes)
- Your own project history (personal database)
- Use an Innovation-scale sweet spot:
- Not “fully unique,” and not a copy—aim near proven successes with enough differentiation.
4) Chasing the Wrong Objective (“deepest spot for the wrong boat”)
- Different players/teams optimize for different goals (joy, portfolio, commercial success).
Instruction
- Be explicit about what you measure and optimize for—what gets measured gets improved.
Example metaphor
- Wanting “viral” when you only want recognition/joy leads to misguided optimization.
5) Noisy Measurements
- Results can look great due to tester bias/noise (e.g., only one playtester).
Method / instruction (“be a scientist”)
- Measure twice where it matters
- Let time pass
- Cool down excitement (“poop particles” metaphor)
- Use additional testers if possible, but still expect noise and inaccuracy.
6) Exploration Cost (fear of spending time)
- Avoiding exploration creates slow, invisible failure: you circle and only discover problems too late.
Method / instruction
- Don’t eliminate exploration—minimize exploration cost, not exploration itself.
Cheapest exploration = prototypes
- Prototype as scouting boats:
- Fast, scrappy, “good enough” for measurement.
- Don’t write perfect production code.
Parallelize scouting
- Use multiple small prototypes rather than one large, slow one.
- Send idle teammates into separate scouting tasks.
Prototype art and gameplay separately
- If you build them together, you stop “searching” and start “making the game,” losing speed.
- Separate prototypes for faster iteration and cleaner measurements.
Additional note
- Prototype systems early when they’re relevant to search.
- Don’t start a full new production project just to try an idea.
7) Multiple Captains Problem (endless debate / emotional lock-in)
- Teams can get stuck arguing because both sides invested time (sunk cost fallacy).
- Naive “compromise” solutions (e.g., “do both”) often cause scope creep and dissatisfaction.
Main solution (switch places / teleport ability)
- Have the two captains swap branches and continue searching from each other’s position for a while.
- Removes emotional asymmetry (equalizes investment)
- Creates more rational argumentation
Secondary method (reduce conflict)
- Split responsibilities:
- One captain has final authority on art
- Another has final authority on gameplay
- Limit decision makers to reduce friction.
- “Crew members” can act like mini-captains inside defined domains, while top steering stays centralized.
“Red Flags” the Search Algorithm Isn’t Working
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You never scrap any work
- Means no real exploration branches; you follow your nose into a poor local minimum.
- Examples:
- Will You Snail: no experimentation on the character controller; built a large project quickly without testing fundamentals.
- Thronefall economy: only 1–2 economy balancing attempts; extreme snowballing; later changes became too risky/awkward.
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You constantly scrap work
- Indicates commitment/decision issues or a flawed database; exploration may be nonsensical.
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You scrap too late
- Often caused by lack of earlier exploration or noisy/poor measurements.
- Example: spending two months on a card game then scrapping it.
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Your game “failed” (no fish)
- The takeaway shouldn’t be “oh crap my game failed,” but:
- “My search algorithm failed.”
- Improve the search methodology for the next project.
- The takeaway shouldn’t be “oh crap my game failed,” but:
Final Takeaway: What to Optimize for Revenue
If optimizing for revenue, prioritize:
- Fun (player retention)
- Appeal (player acquisition/marketability)
- Scope (ability to finish the game)
Fun frameworks mentioned
- Flow (Mihaly “Mii” Csikszentmihalyi)
- Fun = balance between challenge and skill; flow is the “channel” between boredom and frustration.
- Octalysis (Yu-kai Chou)
- Eight motivation factors; includes intrinsic/extrinsic and creative/logical sides.
Appeal framework (Jonas original formula)
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Appeal = presentation + fantasy + (multiplay by readability)
- Presentation: art, sounds, VFX, polish/“juiciness”
- Examples: Baldur’s Gate, Islanders, One Finger Death Punch
- Fantasy: the experience players crave (often roleplay fantasies grounded in reality)
- Examples: Superflight (dangerous/impractical wingsuit), PowerWash Simulator (“remove negatives, keep positives”)
- Readability: how quickly players understand the game from a screenshot/gameplay
- Bridge between presentation/fantasy and actual gameplay
- Examples: climbing game “a difficult game about climbing” (Ponty pant), Snakebird puzzle readability, Thronefall sometimes misread as classical RTS
- Presentation: art, sounds, VFX, polish/“juiciness”
Key warning
- Too little fantasy can still work only if presentation/readability are excellent (e.g., abstract games).
Scope / keeping it small
- Smaller/tin games can succeed; prioritize quality over quantity.
How priorities are operationalized
- Fun measured via playtests (“what gets measured gets improved”).
- Appeal measured indirectly via marketing/positioning performance (e.g., screenshot comparison).
Methodology / Instruction Lists
A) Search Strategy Structure (general)
- Treat every prototype as a measurement in the design search space.
- Use phased search:
- Exploration phase (early): wide probing of directions.
- Pre-production: narrow focus; active search in a smaller radius.
- Production: prioritize speed and shipping; still do occasional checks/playtests.
B) Speed vs. Accuracy (Problem #1)
- Start with slow/accurate exploration in all directions.
- Then transition to faster/less accurate search in promising areas.
- Keep exploration alive later:
- Occasional measurements and playtests to correct errors.
C) Escaping Local Minima (Problem #2)
- Don’t rely only on small incremental steps.
- Occasionally make bigger jumps to cross the “hill.”
- Use times when jumps are cheap (new modes, rebalancing).
D) Navigating an Infinite Search Space (Problem #3)
- Use database-guided guessing, including:
- Public game record (success/failure)
- Your own historical outcomes
- Use an innovation sweet spot:
- Avoid being too similar (overlap/copying) and too uniquely weird (unrecognizable/unmarketable).
E) Fixing Noisy Measurements (Problem #5)
- When evaluation matters:
- Measure twice
- Wait for impressions to cool
- Reduce bias (especially if relying only on yourself)
F) Minimizing Exploration Cost (Problem #6)
- Use prototypes as cheap scouting boats:
- Optimize for speed and approximate accuracy; don’t write perfect production code.
- Prototype art and gameplay separately for faster iteration.
- Parallelize scouting using multiple small prototypes.
- Prototype systems early; don’t start full production just to test an idea.
G) Reducing Team Lock-in (“Multiple captains,” Problem #7)
- Main procedure:
- Two decision-makers swap branches/perspectives (“teleport”) and continue from the other’s position.
- Additional:
- Split authority by domain (e.g., art vs gameplay).
- Centralize steering to reduce friction.
H) Revenue Optimization (“three things”)
- Optimize for:
- Fun (retention)
- Appeal (acquisition/marketability)
- Scope (finish-ability)
I) Fun Measurement / Motivation Frameworks
- Use Flow:
- Keep difficulty and skill aligned to reduce boredom/frustration.
- Use Octalysis:
- Design around intrinsic/extrinsic and creative/logical motivation sources.
J) Appeal Formula (Jonas original)
- Appeal = (Presentation + Fantasy) × Readability
- Presentation: polish, visuals, audio, VFX, “juiciness”
- Fantasy: roleplay/experience grounded in reality
- Readability: instant understanding from screenshots/gameplay