Think Like A Game Designer - Touko Tahkokallio — Curiosity, Physics, and the Power of Mental Playtesting (#94)
Episode Date: November 6, 2025Touko Tahkokallio is one of the rare designers who has mastered both tabletop and digital worlds. Starting out as a theoretical physicist, Touko shifted careers to follow his passion for play. First b...y designing acclaimed board games like Eclipse, then shaping some of the biggest mobile hits of all time at Supercell, including Hay Day, Boom Beach, and Brawl Stars. In 2022, he co-founded a mobile game studio Stellar Core which he is the chief creative officer.In this episode, we explore the hidden value of juggling multiple projects, how to prototype without rules or components, and why a playful mindset is essential, especially when the work gets tough. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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Hello and welcome to Think Like a Game Designer. I'm your host, Justin Gary. In this podcast, I'll be having
conversations with brilliant game designers from across the industry, with a goal of finding universal
principles that anyone can apply in their creative life. You could find episodes and more at
think like a game designer.com. In today's episode, I speak with Toko Tokakiyo. He is a self-proclaimed
finished game designer with an unpronounceable last name, but it's well worth getting past the
pronunciation because he has a lot of great insights. He's a professional video game developer who
worked over 10 years at Supercell. He was the original game designer for mobile games such as
Hayday and Boom Beach and also the first game lead on Brawl Stars. In 2022, he co-founded a mobile game
studio of Stellar Core, which he is the chief creative officer for. Prior to that, he was a theoretical
physicist and we dive into that a little bit. And he has also a great board game designer,
probably best known for Eclipse and is a 2012 Golden Geek board game of the year winner.
In this episode, we talk about a lot of really interesting topics and starting a game company,
the value of too many projects running at the same time,
how to successfully prototype without using any rules or components,
and the power of a playful mindset when doing hard work.
There's a lot of great insights in here, and I know that you're going to love it,
so I'll keep this intro short.
And without any further ado, here is Tuoko Tokakio.
Hello and welcome.
I am here with Taoko Takokalio.
I hope I got that name right.
I'm very excited to have you here.
Yeah, thanks, thanks.
Great to be here.
Yeah, no, it's been great getting an opportunity to talk with more designers
that are not from the U.S.
and not base where I am usually based
because I'm in Europe for this timeline.
And I'm really excited to get to talk to you
because you have such an incredibly diverse background
through all different aspects of the industry.
We've never had a chance to talk before.
So I guess maybe just to introduce yourself
a little bit to our audience,
maybe kind of give some highlights,
and then let's dig into kind of how you got into gaming
and design in general.
Yeah, sure.
Yeah, so my name is Toko.
I live in Finland in Europe.
So my background in gaming particularly has been like board games initially and then digital games later.
But I didn't start like my life as a designer per se.
I actually pursued first like this another track like totally different thing about physics, theoretical physics.
And I spent like part of my early life as a researcher.
But then somehow like board games just got got.
into my head so so so much that I started working more and more on those and that led me to
also to work on mobile games so yeah I work on board games like maybe 10 15 designs original designs
and then some expansions uh the maybe the most successful one was eclipse like the 4x space empire
builder game and then but on the digital side I joined supercell 2011 it's kind of mobile gaming
company. I work on there over 10 years on different games. I was in Hayday as a designer,
kind of early team, the main designer there. And then in Boom Beach, I was also the main
designer. And then I worked briefly on a few different kind of more like as prototypes games,
but ended up in Brawl Stars. Like we started that with a small team and I was game lead and
game designer initially there. I didn't work there.
that long, but yeah,
that's kind of like those are mobile games
and then lots of lots of other stuff
on the mobile side there
while I was at Supercell,
but those would be the biggest games, I guess.
All right, well, so I know,
I got to dig in a little bit
into the insides' workings of Supercell
in a previous episode,
although you got in this earlier,
but I got to be honest, I'm really fascinated
about this particle physics
and theoretical physics
background, what one kind of, what were you doing? What was life like as a theoretical physicist?
And then I'm curious how that kind of translated over into games.
Yeah. So it is very different, I guess. I don't know, like I was always very, very curious about.
And I'm still, I'm very curious about everything. And I really want to understand how the world works.
and it's still super important part of my life and a hobby.
So I was just passionate about that.
And I think I've been just always following my passion.
Like something gets to my head and then I just almost like compulsively tried to do it and learn it.
So physics was the first thing got me really excited.
And then while I was doing the research, I found like the Euro games.
I think 2000, yeah, pretty much I found Katan first.
in Puerto Rico.
And after I played those games,
I just started thinking about game design all the time and board game design.
So it kind of opened the world for me.
Yeah.
So this is one of the things.
It's kind of a theory I've been developing here.
There's a lot of people that are listening that want to, you know,
want to know how to sort of turn their passion into a career and follow, you know,
and for most people listening, it's game design.
But for a lot of people, it's a variety of other things.
And I think that there's this common thread between,
there's a sort of progression from curiosity.
of something like I'm interested in this thing to like a complete obsession like this thing where you
have to like focus in and you just spend you know many of your waking hours like digging deep into
a subject and it sounds like that's what happened with you here both to get you know to theoretical physics
because obviously requires a lot of focus and attention and then just sort of you followed your
your curiosity and attention the other way is there is there some you know kind of treat that you've had
your whole life is there some practice that you do when you think oh hey this is something I might be
interested in this is what it's like to now become
focused and obsessed on it to get
to the highest levels because that's
not common. A lot of people are interested
in how the world works. A lot of people are interested in games,
but you've kind of risen up to this professional
level in both very diverse fields.
I'm interested to tease out. Is there some
practice or habit or traits
that you can
that you possess that brought you in those
places? Yeah, it's
introspecting is super hard
to be honest. I don't know.
I do, yeah, I just, maybe it is some kind of trade that I, I mean, I get excited about
something. It's, it just becomes fun to do and fun to spend time on it. So it doesn't feel like
it is somehow very necessarily something I aim towards. Or of course, like it's a combination
of work, work and fun, I guess. But I think it's a fun and curiosity is really driving. And
when you can find that spot, which kind of really excites you, I think you get so many things
for free. Right, right. Yeah, the big difference of like when you're, you know, when you're
really passionate about something, it's not that it's not that there's no work, but it's a lot of
the things that other would seem like work don't feel like work. And so there's a huge portion
of your time that you just enjoy spending that way. It makes it a lot easier to get the necessary
reps to reach a world-class level. Yeah, and maybe I would add there, I think as long as you can
keep these things as a hobby, so they don't become like too important for you. So your whole life depends
on it that you can succeed in this one thing.
I think it gives you some room
to breathe and really, you know,
don't feel like you're pressed against the wall
or something like that. So I think like
as long as you can keep them. I really try
to still nowadays, I also keep all my work
as like just a kind of fun thing
and hobby. And as long as that works, I
feel like I'm always in a good spot
and like there's a lot of room from
creativity and fun.
Interesting. So I like
that frame. So this idea of like
don't, you know, don't take yourself too seriously.
take your work too seriously.
I can understand people can probably relate to that when it's like, hey, I'm just designing
games on the side and I've got a job or whatever.
But when instead becomes your career, it seems a little harder to do.
How do you keep that mentality, that kind of fresh, fun mentality when it really is your job
or really is, you know, I mean, you know, you're working on games at Supercell where it's,
you know, billions of dollars on the line overall.
How do you keep that same mindset?
Hmm.
I don't know.
it's all right not an easy question yeah not an easy question but i think like one thing which helps i don't
know if this is a real solution or anything but like if you have multiple things in your life that
you are passionate about then i think it puts a little bit less pressure on one thing and it kind
of it gives you some freedom so i always like my problem is actually that i have way too many
things i'm interested about and kind of spread my spread my attention maybe sometimes a bit too
thing. But, like, I think it has a benefit, which is that it, like, no single thing becomes
like this solely, like, this is the only thing, which, and my life is kind of depending on this
one thing. I think that opens a lot of this freedom to do not stress about too much. Of course,
there's always stress, but, like, maybe that helps a bit. Yeah, no, I think, and I don't think
the goal is, like, zero stress or don't care at all, right? I think that the goal is, you know,
not is to have that right level of tension between this like fun playful exploratory creative mindset right
and then the you know kind of focus you know some some amount of stress is actually good in my opinion right
you need some amount of this like tension that means you're pushing at your edge you're trying stuff
that's hard that you're not sure if it's going to work um that creates this positive tension if you
frame it in the right sort of way at least that's how i kind of feel about it so i think there's
there's something there of like finding that right edge and having a diverse set of
interests that keep you moving forward.
I'll just, you know, speak to my own experience.
Whenever we have, like, one project that this project is the one that has to succeed
or we're doomed, I'm less creative, it's less fun, as opposed to like, hey, I'm going
to pour everything I can into this project, but there's also another five or six projects
that we're working on at the same time or that I can jump to, which makes it both more
fun, more creative and less stressful if one thing doesn't go the way I would, I would hope.
Is it kind of get at what you're talking about?
Yeah, totally, totally.
And I feel when I think about kind of aspiring game designers or whatnot, like, I
feel like there's two extremes where where you can get stuck. One is that you always kind of
start working on a new thing and never finish anything and you never kind of push yourself
to the making the whatever you're doing like complete game or whatnot. And then the other extreme
is the is the fact that you you start one project and then you endlessly work on that one
project and never give it up and never open a new new chapter. So but I think the balance is
the hard thing is to find the right balance that you are kind of you have enough
projects going on at the same time. You're willing to kill many of those, but then the ones that
you feel like you want to push to the end, like you really put time and effort to make the final
polish and like really balance it and whatnot, like push it to the very last line. And yeah,
I think that's kind of balanced. Try to find a right spot. And I think people are in different parts
of like different points in the spectrum and everyone have their own challenges. But yeah, yeah, I think
that's right. I think it's something this requires just a little bit of introspection, right?
Are you the kind of person, if you know, you've been doing this for a while, you know, a couple of years and you've never finished your project, well, okay, probably you need to shift your gears a little bit and be more focused on one thing.
Or if you have spent a couple years and you've only worked on one project, okay, hey, probably you need a little bit more diversification and try some other things.
Like kind of finding, finding, I think you're right that different people can kind of have a tendency to err too far in one way or the other.
And you need a little self-correction at that point, but you can't know where you are at the spectrum until you just.
just try doing stuff for a while and start to see how it goes.
Yeah, exactly.
And I think I would push people to more beyond the spectrum where you try a lot of things
because you can learn so fast when you try plenty of things and you fail with them.
And I think the problem is that when you get stuck with one project, it takes eternity,
like then you kind of stop learning and developing yourself.
So I think people should be trying out more things and failing more often.
Yeah, well, I think that's the key thing you said there,
which is that you have to try and fail,
which means you have to get your things in front of people, right?
So there's plenty of people who will try a bunch of projects,
and that means they have scribbles on their own notebooks
or they have their own ideas for stuff,
but they don't actually take it to the point
where they can really test it and feel the failure, right?
So I think that, to me, it's like, yes,
you should have a lot of projects that get you to that stage
and go through the iteration loop a couple times
and then you move to next things.
so that you, because I don't think you learn unless you actually get real feedback from real people
that are not just yourself in my experience.
I don't know if you feel differently.
Yeah, no, I agree.
I agree.
It actually ties into something I was really interested in, jumping around a little bit,
but I saw some article you did or like an interview question that you did talking about
how you use kind of mental prototype testing as a very extensive.
you'll actually avoid, when you're making a new game,
you'll avoid writing down rules or creating any prototypes or anything
and you'll actually play through the game multiple times in your head.
This was from a while ago.
I don't know if this is still your practice,
but I'm a fan of mental play testing,
but it sounds like you're pretty extreme in that space.
I love to hear your process there.
Yeah, totally.
Yeah, like prototyping in your head,
I think like that is a metaphor I've been now using.
I think it is, yeah, it's as you can try to,
And I think that's like a skill.
Like if you think what is a game design skill,
I think that's at least very important part of it.
Because like if you just randomly try out different things,
there's a chance that something succeeds.
But like if you can keep it in your head
and really try to think about how it will play out,
see all the possible outcomes and problems
and what could be fun,
what could be challenging.
Like it helps you tremendously.
You can kill many ideas,
kill many mechanics or whatnot,
already there. And that is a skill you can learn. I think more you do it in your head,
the better you become at it. And then, of course, yeah, what else about? Yeah, then I think it's a
kind of exploring all those opportunities helps and gives you like the great spot where you can
start the real play testing and get the feedback and feedback to your mental model. And only after
you enter the stage where you feel comfortable, I think that's a good moment to start
writing the rules. That type of thing works for me, but I think people are also very different
on this. So I'm not saying it's the only way. It's just something I've been using and I really
enjoy doing it that way. Yeah, I mean, the whole point of this podcast is to bring out the way
different people do things and see where there's commonalities and see where there's differences.
And so I find it interesting. I'm a huge fan of mental prototyping. Basically, my philosophy is
your prototyping should be as simple and quick and stupid as humanly possible.
Because you just want to get to the point where you can test a thing.
And the simplest way to do that is just run it through in your head.
You don't have to create any components.
You don't have to do anything other than go through it in your head.
I think it's really useful for people to ask some key questions when they're doing this.
Like, okay, where, you know, how am I getting the information that I need?
How is the things represented?
What are the tough choices I'm making?
How am I interacting with other people?
like there's a lot of things that people gloss over when they're just thinking of a game in high concept and running through what I would view as a sort of proper mental prototype forces you to like answer those questions okay what is it that I've not seen you know that I wasn't thinking about that now all of a sudden I don't have that information if I'm you know coming to this game straight or this new thing the problem comes up or this incentive feels wrong you know you kind of make yourself feel it and I agree with you I think it's just something that comes with practice and the more you go through the exercise.
the better you're going to get at it.
Yeah, and I think one thing that you can also try to do
is that when you're doing the mental modeling
or mental prototyping,
I think you can try to find out what are the weak spots in the game,
like what are the question marks?
And then you can kind of try to prototype those as fast as possible
and get like feedback.
So some things might be, I know like worker placement works this way
and you know you can use this mechanical,
whatever you are kind of doing,
but maybe there are some parts of the game
that you feel less comfortable with and you are not sure how it will play out.
So it can help you also direct your kind of attention to these potential challenges in the game.
Yeah, yeah, I like to call those my riskiest assumptions, right?
The things that I'm like, okay, this is what I'm hinging the game on,
hinging the concept on.
Yeah.
And how do I test those as quickly and cheaply as possible to figure out, like, okay,
this is fun, this is doable, where am I at?
And I, to be honest, I take the same approach to business.
I'm, you know, jumping, we'll jump.
We'll talk about your entrepreneurship journey later,
but I find I go through the exact same process
regardless of what aspect I'm working on.
Yep, yeah, makes sense.
So, okay, so you've, we go from theoretical physicist
to love, you know, getting hooked on Euro games,
and then how did your process transition to professional design?
Yeah, so I was already,
working on the games while I was doing the research, like on as a side hobby, but it became a kind of obsession, I guess.
Then I decided that I want to kind of pursue that a bit more.
I was a postdoc at University of Victoria in Canada, but we decided to come back to Finland and with my family.
And I started working more seriously on board games.
And I also did some, you know, teaching on the side for some time.
but it was kind of
I think it's also a good
maybe a tip for life
or I don't know my
at least
philosophy is that it's
it's good to have this
not bet on one thing
but you know how are different
opportunities maybe that you can
like a how to say
like if something doesn't work out
there's a fallback plan
let's put it in this right
so for example for me
when I stopped being a researcher
and wanted to pursue the board game stuff
more seriously, like my secondary plan was that, okay, then I could, if this doesn't work out,
I can be a teacher primarily and then just work on board games as a kind of side thing.
So I kind of pursue both of those at the same time a little bit, but then the board games
started working better, and like we, around that time, I was working on Eclipse, and it
looked quite promising and like if things were great, and I spent a lot of time on the board game
side, but that kind of, then by accident almost, like my friends asked me to try and
Supercell and I joined that pretty much at the same time. But, you know, it wasn't like I have only
one thing and I would decide that this is the one thing I wanted to do it, but it's like my life
didn't depend on that point. Yeah, this ties into your earlier note about not making everything
depend on your, you know, passion hobby, right? Like that it's like, if this fails, I can't
eat next week, right? Is a very different kind of place. And there's a,
a lot of research that backs this up, that right, when you're in a playful mood, when you're
in a less stressed mood, you're more creative, you're more open. And so if you're, you know,
your next meal or your rent depends on something, it's going to be harder to stay in that
open, playful mindset. So that's certainly helpful. And I think I just, to underscore this too, right,
like a lot of people like view, you know, taking a career in game design or entrepreneurship and
starting a company or like, you know, I quit law school to become a game designer. I quit my job as
a game designer, start a company. Those things are
quote unquote risky, but like
you, I always had fallback plans, right?
I could have gone back to law school. I could have got another job.
I had other tools available. So it wasn't
like, you know, it was important for me to have
these things succeed, but it wasn't like I couldn't
eat next week, you know, if I didn't.
And so I think that's just a really
important point.
But I'm really curious
about the, so you were
playing in, you were playing
in these board game communities, you were
designing games, and,
And then based on the chops you showed designing these tabletop games,
that's what got you the invitation to join SuperSill.
Is that about right?
Well, I think it helped.
I don't think mainly I would say, like,
I happened to do some people at Supercell who I think they trusted me,
and they knew I was making board games,
and maybe they liked them.
But it wasn't, you know, it wasn't so that kind of I applied to a lot of places.
this helped me, but it definitely did help me.
I think maybe I wouldn't have gotten the job, but we have to say it.
I think it was a combination of being in the right place at the right time and having
some track record and people who trusted me from, like they knew me, some people
knew me from some time ago.
So, yeah, combination.
Yeah, I think you just, I think you just, you just succinctly said the formula for success,
which is, you know, have a group of people that you've.
added value to that you have relationships that are real that people trust you
have some skills that you've developed and demonstrated and be in the right place
at the right time those three things together boom recipe for success
the so I'm I guess then I'll be curious to talk about you know I'm gonna be honest
I haven't played eclipse I've heard incredible things it won a bunch of awards
I know the scale of game that it is and I'm really interested to one
learn about that design process
and why you think it was so successful
and then kind of use that as a transition
because that is a huge 4X
massive game
and then to go from that to working on mobile games
in the most classic short form game
almost there is to see what that crossover was like
so you could tackle that in any order you like
but I'm really curious to dig into both sides
yeah
eclipse story is I think it started like
2008 or
2008 maybe
so I was
yeah I always
loved to play like civilization
Master of Orion
these kind of strategy games on PC
and then I was always
a bit frustrated like the
what type of civilization games
were on on like a tabletop
like board games and
there's plenty of great games but it's
a really difficult and
impossible genre in many ways
But like I think that's the that's the dream, like how to make this perfect sieve game.
And that's always been one of my kind of real games to make a civilization game.
And I actually started the inspiration game after playing through the ages.
And somehow felt like, oh, I really want to have experience where there is a map and this,
you know, maybe there's a better way to do the production than in through the ages.
So it kind of started from the point of view that I wanted to.
to make us a historical civilization game.
And I wanted to kind of improve, I guess.
Like I had a new idea how to make the production
track to work better than into the ages.
And then it was just a combination of multiple things.
I first tried to push for the SIV game,
like historical game.
But I've hit some, it's difficult to make
a historical civilization game because there's a lot of like a theme
that needs to be right and it didn't feel like right
to just lap the theme on it.
And so, and the other thing which I've always been, like I said, like really excited is the sci-fi and especially Master of Orion's computer games.
So it kind of very naturally transitioned from this historical SIF game to this space civilization game.
And I think things just, yeah, I spend a lot of time on it first, first on my own.
And then I talk with a bunch of people about it.
And then I met Sampo, Sikia, who helped, who worked with me on it on the game.
after that and he did
a lot of the art and but he also
helped me with the whole development like we just
launched our ideas together and
yeah made it made it
better as in many ways and
yeah
any question
yeah well so so so that you
hit on the key thing which I want to dig into
and you can break down like
I also huge fan of Master Ryan
huge fan of the entire civilization series
I've you know we've had
talked about that a fair amount
on the podcast already, but I think the challenge of taking those games, which are by their
nature, massive, and they take dozens of hours to play through, they require enormous amounts
of kind of processing and things that are going on, and turning it into a board game experience
that captures the essence, but doesn't overwhelm with complexity and massive just overhead, right?
Why am I playing this board game and not just playing Master Morayan or Alfa Zadari or whatever other
game. So what, how did you tackle that problem specifically? You mentioned the through the ages
resource system, maybe for people that aren't familiar, you can break that down or just like a little
bit of how you tackled it mechanically that was, and how you solved that problem.
So, yeah, the board games, like, I always hate fiddly games, and I guess you can make the case
that Eclipse is actually, like, there's a lot of pieces and components, but I think it's so,
like, I'm a big believer in holistic game design and whatever it means.
on free-to-play, it means maybe a bit different thing,
but on board game side,
I think it starts from the components and, you know, art and iconography
and then the actual gameplay itself and the theme.
So I think, like, everything needs to fit together.
And I really hate when there's a lot of, like, set-up time,
and it's kind of, there's a, you need to reorder the decks and, like, blah, blah, blah.
So, yeah, I always want to try to make the games as somehow simple
and elegant as possible, starting from all the bookkeeping and whatever, production, the stuff
you need to do. So it was one of the core innovations that, or not in, yeah, the core ideas for
the game to have the production to be as smooth and easy to do so that you don't spend too much
time in this thing that doesn't really help you. There's not, there's not like an interesting
decision involved, like it's just a bookkeeping work. And I think it worked quite well. I think
this big part of the game games may be success that the core gameplay is it works pretty smoothly
from that point of view and you don't need to spend time on it but I think like other part
of the so that yeah definitely keeping the scope as small as possible but still keep the epicness
I think sieve games just need a lot of different things to make it feel like it's an epic game
but somehow trying to compress that to as little time as possible
I think that was super important personally.
And because those are that type of games I like to play.
I don't usually have time to play eight-hour games or 10-hour games.
I really want to play it in one game night.
And that was the goal for the game.
And I think that was where I saw some opportunities also
because a lot of great epic games existed,
but they were just like, you know, super long and super complicated
and super difficult to set up.
So it was a big design goal for me to try to compress that somehow.
yeah that is
key and it's one of the things is just as come
you know the older I get the less time I have for
long games even though I'll play
a lot of games I just
I can't I can't commit a
six to ten hour session
to something anymore
so okay
and and so
then I'm interested
that in how you go from
you know taking this game
and so what a typical game of eclipse
How long does it take to play?
It depends.
We play the two-player game in 45 minutes.
I think that's kind of where you can, but that's pretty,
and I think four-player game in one hour, 45 minutes.
That's maybe my record personally.
But like if you have a group that doesn't know how to play it
and you have six players, it can take quite a long time.
I don't know.
Maybe for some groups like five, six hours.
But I think it's like two, three, three-hour game maybe.
I'll never just do tricky.
Okay.
All right.
So you're going from, you know, a still,
compressed version of
a 4x style game, but
you know, many our experience to
designing
for mobile games
and you know, you're
your supercell from very early on and they've
become the dominant
force in the space. So
what was that process like
or how did the design principles
cross over or not as you're designing
from, you know,
many hour tabletop game to
you know,
multiple minutes, maybe too long mobile game.
Yeah, well, maybe one word about what I like about board game designs and just before jumping into that topic.
I think, like, I always like want to explore a different type of game mechanics, audiences, themes.
That's kind of somehow, maybe it's true on my curiosity and, like, the willingness to learn new stuff and challenge myself from that point of view.
So I've done like kids games.
I'm done a puzzle game.
I've done a trivia game.
I've done, yeah, very like Euro games, more heavier games.
So I'm going to like want to explore the full design spectrum.
So it was, I felt like it was a new challenge to jump on the mobile space
because free to play was kind of new.
I guess it has existed for some time, but like it wasn't that well or that much applied yet on fighter scale.
And yeah, it's a new device, new platform, new input,
methods, touchscreens was quite new at that time.
A lot of things to be explored and tried.
And it was like a really, really great place to jump on in point of view.
Like, there was so many new things.
And there wasn't that much of like, there were a lot of new things to be explored
on the whole, all kind of platform side, I would say.
So just the fact that it was a new, a new medium, a new arena for designing games
was a big draw for you.
Yeah, definitely.
Yeah, I'm a big fan of, of,
seeing, you know, how does technology overlap with design, right? As new things come on to play,
and that can be, you know, new, you know, printing capacities and components available for
physical games as well as, of course, you know, the more traditional new technologies like
touch screens or virtual reality. Like, I've designed for both those spaces and, you know,
just hugely different concerns around what you should make and what types of tools you have
and what types of barriers you have. So I think that is, it is fascinating, you know, when we, we had
digital algorithm printing technology has helped us create software fusion it's like things he couldn't have done
you know even six years ago um so it's uh it's always fun to play in that space so so what were the
then maybe kind of dive into that process of exploration and and learnings for uh what what makes great
mobile games and how do you approach designing them yeah um i think there's there's bunch of things like
there of course the fact that the game is played on a small screen and you're
are in the whole touchscreen interface is very different.
I think that is very exciting and interesting problem, right?
Then there's, I think the business model is definitely a different one.
So you are free-to-play is very different from, like, give some opportunities, but also some
challenges for sure.
And I think what is tied to that is this kind of endless gameplay, which I feel like as a game
designer, it is the biggest difference
to regular, let's say, board games
where you have a session
you play and the game ends. Of course, you have
legacy games nowadays, which a little bit changed
this and maybe are a bit closer to free-to-play
endless games. But
that is a big paradigm
shift and needs like there. You need to
take that into account when designing
never-ending free-to-play
games, basically. So they're more like a hobbies,
I guess. But it's also
super exciting and challenging
environment to work. But I
I like challenges, so it's fun.
Yeah, yeah.
Well, so this stuff really does
fascinate me because I think it's,
you know,
this, it sort of plays in the space of not just
sort of where does the technology
provide, but also what does the,
what does the business model provide in terms of
how design should be approached, right?
As when I'm buying a board game,
I'm going to pay a certain amount of money,
I'm going to get the experience, I want a good experience
out of it, and then I can put it away at my shelf and I can
bring it out again, and that's fine, right?
If I'm playing a free-to-play
mobile game, then I'm, you know, the friction
to approach it is near, near zero, but then the question is, what is it that's going to make
this, you know, make me want to keep coming back? What's it going to make, you know, how, how is it
going to pay for itself? They're very expensive to create up front. And what does, you know, there's
a sort of burden of continuous ongoing content. Not totally unlike something I have a lot more
familiarity with, which is, you know, the trading card game space, right? Where here I'm spending
some amount of money up front to play the game, but there's this, again, this expectation.
of continuous content, a continuous evolution
and needs to be designed and thought of.
The way I approach those kinds of games
is completely different than how I approach
a traditional board game or expandable board game.
So how do you think about that
in terms of what does the model look like,
the business model approach to it,
affect the design of those games?
Yeah.
I think games are done always in this medium
where there's a people using the platform,
forms and I think there's been like this big movement from from players that they
are not willing to necessarily to pay there's so much competition there's so much
like so much different opportunities you can spend time on so like there's a
it's kind of natural evolution and I think it's coming from the players wanting to
not pay which drives the whole industry to towards like having free to play and I
think it adds a lot of like good benefits but the challenges are related to
When people come to the game, they come with the expectation that they haven't invested anything in front, right?
So like they don't have, they have zero money investment, which is very different than when you buy a board game or when you go to the game store and buy some AAA game, right?
You have this different mindset when you enter the game.
So I think what it affects is that players, it is harder to keep them excited and you need to be more careful in the beginning, like how you teach the game, how simple it is for them to learn.
the early
game needs to be super fun and engaging
already from the very beginning. And I think
that's like one, I would say maybe like a limitation
but challenge definitely. And then
of course, like the fact that how do you build a
game or system that's
always into exciting and there's
new content or I try to
like there's like two different
approaches making like this endless games
right. Like one is to just
have a content release. Maybe it's like
a candy crash or whatever. You have always new
levels. You update it and
there's a new content coming every day
and then there's the other way to think about it
which is that the designers built the systems
that always generate random content
or whatever, not necessarily random content
but some perhaps procedure generated content
or whatnot and it's a multiplayer game
where players are creating the game content for themselves
by playing against each other
so that is kind of like a system design
and I think like good and great games
they need a little bit of both
like there needs to be the right systems
in place that make sure that the game just keeps on giving new content even if you don't need
to do any kind of content updates or add new expansions or whatnot, but it's kind of naturally keeping
the game fresh and then also handcrafting some interesting new cool stuff and features and keeping
on developing the game. So there's like one big difference to board games or like these boxed
games in general is that there's like two phases, I would say, very roughly speaking, with digital
develop and then and like ever never ending games which is the kind of early production phase and
starting from prototyping to to release the game and and then there's kind of the live operation
phase of the game where it might be even like a different team working on it and uh it needs a
different expertise to keep the game fresh build new stuff on top of it but like building the
foundation and then running the game i think those are very different type of development
cycles. Wow, there was a lot of gold in there, a lot of things to unpack. Right. So the first thing
I just want to underscore, which I thought was really, is fascinating. In fact, because the game is
free to play and the barrier entry is so low, your player investment is also low. And so the
tolerance that they have for complexity of rules or for not getting like instant kind of fun
is way lower. So you have to be extra conscious to that. It's like an interesting drawback of
free-to-play. And then, you know, kind of just talking there, the building, you know, of course,
core systems that are fun, building systems that auto-generate new content in some form.
So there's a consistent stream of content that you don't have to manually generate and being
prepared to generate, you know, manual interesting content as you go. Those are both like really
interesting design considerations to have up front. And so, yeah, for me, the live operation stuff is
the thing I'm most interested to dig into because, you know, and an early production insofar
as how much you're thinking about how much the game can support better live operations.
And, you know, I'll tip my hand here, right?
We're building a digital version of Soul Forge Fusion right as we speak.
And it's a really fascinating problem or challenge because we're taking the physical game
that we know and we support and people can scan their decks in play and creating a version
that people can access and want them to stay engaged with that has its old different set of barriers.
So running live operations for a digital game is something that I'd love to dig deeper into
and see how that overlays into when you're thinking about this early production design.
I think like when you are building the game, the foundations,
like those sets some restrictions and opportunities for the live operation, definitely.
And I think when you are doing that early development, you need to take that into a consideration.
definitely. Are there any principles that apply there that you say, okay, you know, you've been doing this for whatever 12 years, 10 years, some extended period of time, that you're like, now you know some tricks to the trade that say, all right, well, listen, your game should need to do X, Y, or Z, or here's a few useful things that can give you more legs when it comes to the live operations.
I think like then you need to go a bit deeper to really give, I think, like super solid answers because different game,
genres are so different and they need a bit different approach, I would say, that's kind of
in general, but like maybe oversimplifying. I think whatever is the core of the game,
whatever is the thing that players are most engaged with, like that, yeah, that is kind of
the heart and core of the game. And you need to somehow build the live operation around that,
but also to keep in mind that whatever you are producing is something that you can actually
produce or whatever you offer to the player is something that you can offer
with a decent pace and decent budget, right?
Like, if, let's say, a game is a hero collector
where you're playing with some hero,
which has like a really cool 3D character
with a lot of different cosmetic options
and like super cool animations and voiceovers and whatnot.
It's super expensive and slow to build those things
and then balance everything.
So if your content pipeline is all about like
handing out new heroes every, I don't know, two weeks or something.
Like, it is actually like a real challenge to have that type of pipeline working.
So I think you need to be kind of taking that into a consideration.
Like, what is the, what is something that I can sustainably produce in the long term?
There's enough design space.
There's enough, like, actual team size.
Like, those things start to matter.
So that is one one thing, at least, which you need to take into account and think about, like,
what is the right foundation for the game?
what is the main content the players are consuming and engage with.
Yeah, that makes sense.
And then once you know what that main content is,
and then depending upon the scale of what you're building,
like how expensive is it to make more of that content as you go,
which will dictate kind of what your live operations overhead is
and what skill you need to be at in order to achieve success, right?
If it's, I'm putting out a new, you know, three-paragraph text story
and I choose your adventure every week.
That's one thing compared to and making fully.
animated new characters that you're encouraged to buy and they have all their own special
powers and balance and then you know it's a whole different thing so that makes a lot of
sense maybe to add on that like one more thing like I think in especially in digital games
and free to play games like you it's good to think in these two two aspects like you have
the core gameplay and then you have the meta gameplay and the core gameplay is something it's something
very atomic like you do that maybe it takes 30 seconds maybe it takes five minutes maybe it's a
20-minute session, like, and then there's the metagame around it, which is more about like
unlocking the content, progression, all of that stuff.
So that gives you some, like, tools how to map and how to, how to balance things.
And I think it's easier to work on those games, whereas there's like a very simple core gameplay
loop, and then you have like a meta-systems around it.
And then balancing that, I think, can be done, yeah, using, I don't know, formulas and
and all kind of different, yeah, balancing tools, I guess.
Yeah, well, so, okay, so I really want to know more about that part
because so I get it, you know, the core, make a great core gameplay experience.
That is true for, it doesn't matter what genre of game you're trying to build.
That's critical.
And, you know, in the board game world, people don't expect any kind of meta-progression.
I mean, you know, there's just a legacy games.
Yeah, X's legacy games.
And that's, you know, the sort of odd case, he's just like, hey, that was a great game.
Cool.
I'll play it again later because I really enjoy that game.
But in free-to-play games and in mobile games,
I might even go so far to say,
it doesn't matter how great your core gameplay experience is.
Without any meta-regression,
you're going to lose a lot of people,
like massive numbers of people,
because the expectation is that you want this meta-progression,
that there's something like I'm earning or getting by playing,
which is kind of bizarre to some extent to me,
but it seems to be just the norm and the expectation.
Now, how do you feel about that?
Yeah, I think,
it is true
although I must say
I think there are some
core game plays
that work surprisingly well
without any metagame
like Go or chess
and they have a long tradition
of having zero
metagame
and people still playing
of course like
yeah actually nowadays
just has a little bit
of metagame
it's not about progression
but it's only about
skill progression
and different
practice systems around it
and stuff like that
but I think super interesting
that has evolved
to that type of direction
like chess.com and stuff like that.
I think what is good with,
how I like to approach the meta side is that
it is a great tool also to pace the learning experience for players.
So as we discussed very early on,
you can't put that much complexity into a game,
especially on free-to-play game
because, like, yeah, people have zero interest in learning new things.
Like, they might like to play it
when they know the rules and that they know how to,
master it and they're learning to master it. That's fun, of course, but learning new stuff is difficult.
So like, meta games can be a kind of this progression tools to unlock new interesting content and gameplay
the right pace for the right players. So it is a good tool in that respect, opening up the
complexity and new features for the player. Yeah. So you mentioned, I want to dig deeper into how
you think about building these things. You mentioned that you can use formulas to balance.
it, what, how do you approach that?
You know, like how, whatever, you can use an example from a game you're working on,
or you can think, you know, speak directly to me and how would I, how should I think about,
you know, a game that I'm bringing to digital that, you know, doesn't have a meta-progression
by default, just as by, you know, you have algorithms can generate decks, you play them,
now we're building something that evolves that way.
How do you approach those kinds of problems?
For sure, they are also very game dependence, but, um,
maybe I can talk from
it's hard to give
any specific advice for you
in this project for example
but
in my past
you can use your own expansion
yeah
your own projects of course
that's that's very easy
so my background is in math
and physics right
so I think I've been able to leverage
some type of thinking
in well I think in board games
to some extent
but especially on digital games
because
whenever we're never
players are, I think the challenge is that players are playing a game for years, maybe even
like a 10 years, right? And there's no way you can really play it yourself fully and explore
everything and different players are playing with different pacings and, you know, some are
super engaged, some are playing every now and then. And somehow the game should be great
experience for everyone. And it actually becomes even more complicated because some players
are wanting to use money and move faster in the game, perhaps. And like, there's a lot of
different paths players can take.
And it's impossible to just balance them out by playing yourself.
So I think in hard, I feel like I'm a system designer.
So like I want to create systems that I know I can somehow control, not fully, of course,
but like there are these, yeah, there are systems in planes which I have some intuitive feeling
like how they will scale.
usually I use formulas like with few parameters
and whether it's about like how much you get coins
like let's say in heyday it's a farming game where you
when you are growing crops and making bread
and it's like an agricola I guess right
and then you are you're kind of fulfilling these orders and getting money
and then there's some XP and you play it for years
and you kind of go through the whole loop of filling these orders
and getting resources and so like thinking about like money production how much new things should
cost how how things are tied together like basically it is a it is few formulas some some logic how things
are work and once you have those few building blocks right then you can uh you have like
intuitive feeling how the system will work and there's few parameters maybe it's a you know
how much coins you each atom of the economy will produce and you can tweak that number maybe there's
a different exponential curve for certain things they scale it's controlled by one
parameter when you change the exponent you know like the whole journey for the player
will change in certain way and now you have like some tools to understand and manage and
tweak the progression and then you can you know it's a combination of having those
fundamental systems in place with like few controlled parameters then you have some
Excel spreadsheets that you use to map things out maybe you even run a simulator like we did that
in a few of our project where we basically just run an AI playing the game or then some
i don't know python script or something it can be different things to to just map like different
player journeys and see how much let's say in hey they expect example like if they play the game
for some years like or a few months like what's their coin balance right and then you can use that
to tweak the curve and uh or maybe you can even do that calculation and excel and use that to tweak
take the curse to yourself so and then there's a player like you playing the game or the
players playing the game then finally getting real data from the players you can use all of those
as an input to again go back and tweak those few parameters in your spreadsheets and i think
it's kind of this iterative process but it's all starts from having this good fundamentals on
the system side that you can control and understand yeah so there's a lot a lot there so i
think that that you know kind of being able to map out these progression
and I'm making sure I heard it quite worse.
So I'll know the formulas of,
okay, I can adjust.
Let's assume somebody's playing for an hour a day.
For six months,
I can see how much they would have earned
going through these normal systems
and make some assumptions around different ways
that could be spending their currencies
and see what happens.
And I could tweak that and say,
okay, well, what about this player profile
that's going to spend $100 and see how they would progress
and how much they compare?
and you could be able to contrast and get a feel
for like what does it feel like to be a free-to-play player
what does it feel like to be a paid player
and how does that extend out over months, years, whatever.
Is that kind of the gist of it?
Yes, I think, like, perhaps there's a bit deeper level
which is coming from the fact, like, what is the foundation,
like what are the system designed, like principles?
Usually, like, you try to, at least I try to come up with as simple
and as like
as simple core principles as possible
which I can intuitively understand
so I don't necessarily even need
it's kind of like a little bit tied
to the prototyping in your head
the idea so you want to create this model
that you understand
and that's actually something I've found
it's a bit hard to try to
I like collaborating with other designers
and people and stuff like that
but I think these parts like this
if you really want to build a system
that you understand
I think if you start
handing out pieces of that to different
designers in your team, for example. It becomes really difficult for you anymore to
deeply understand how the game and the systems behind it will work. So, yeah, having this
intuitive understanding of the things is possible only if you clear, make like good enough
principles on the very fundamental level. Like, for example, like maybe each dollar is mapped
to a time equivalent and that time equivalent and the systems there are in place are such that
you don't need to think about every player progression individually.
You have this fundamental principles with map each to each other,
and that will help you to understand whatever players will do in this system.
It's going to be okay because of these fundamental decisions made in the game
that will always make sure that the players can't kind of destroy the experience
because of these principles.
Interesting. Okay, so that's a good deal.
Do you have other examples that come to mind of that?
These kinds of general principles, one could apply to a meta-progression
that are understandable and can help make otherwise complex things simple?
I think it is just like every design principle,
keeping it as simple as possible,
but yet having enough complexity or depth to really mention.
This is like the Einstein quote.
Everything should be as simple as possible,
but no simpler or something like that.
Yeah, yeah.
I think that is the trick with everything, right?
Yeah, but like this is your theoretical physics coming in here.
This is a, this is the principles you've learned from there.
Yeah, yeah, exactly, yeah.
But there's like tendency to fix things and improve things by creating exceptions.
And we know as a game, game designers, all of us, that it's a bad, you should try to avoid it.
But I think that is somehow easy to do when, uh,
easy to land on this trap that you just overcomplicate your, I don't know,
economy with all kind of different handcrafted rules and you know just use very good principles
and formulas and that will help a lot with few parameters and i think that's that's kind of the main
key how i at this strategy approach and then maybe the other thing is to try to use this uh somehow
like this procedurally generated systems inside your thing whatever it is you can create like a lot
of these uh variations and different experiences by combining in a clever way uh you know bits and pieces and having a
great systems in place which make sure that players will get fresh experiences.
You need very few building blocks, very few rules in that.
Yeah, yeah.
Having systems that can create content endlessly does feel super valuable.
And, again, I'm speaking from working on an algorithmically generated game
where there's a literal infinite number of deck permutators that you could have.
So it's a wonderful tool to have available.
And we're trying to build the same thing at the heart of what we're doing
to have different kinds of content that can come in the game as well.
So that definitely resonates.
Are there heuristics that also can, in the spirit of simplification,
that can also work in this favor?
Like, you know, you said, you know, hey, a dollar matched to a time equivalent.
Is there like a standard range, hey, every dollar is worth an hour of time or a day of time?
Or does it, you know, because I've seen, I've seen different metrics there.
Or is there a certain amount of time you want to be, like, stopping people from playing?
I see a lot of these games where they try to get you to come back every eight hours.
I don't know if those are just like, you know, kind of cargo-culted tropes that people have
or if there's real principles behind them that you think to apply.
Yeah, I don't think there's any like rulebook that you should use this and these
and these values with this and this time.
But of course, you build some intuition.
but I think every game is actually different
and perhaps some people just fall back
too easily to replicate other games
of the decision which I feel sometimes
they are bit arbitrary in the beginning
but then someone does something and then just people copy it
so it kind of becomes something
that you just see over and over.
Yeah, that's the biggest thing I try to avoid here
especially when I move, you know, the temptation
I've built up enough of my design instincts
and tabletop games and card games and things like
I can help but when I move to a new
arena like again an area I don't have as much experience in like building these progression mechanics
the tendency and I'm sure this is true for people listening for this hey oh what have other people
done let me just copy that which is a totally reasonable place to start but it can often lead to this
kind of group think trap that you're actually missing the core principles underneath it like
what's really important here so that's the kind of stuff I always like to draw out so when you
you know make decisions they're they're based on first principles not on just you know copying
what's out there yeah totally um okay so speaking
of first principles. I want to make sure to now
get into this new
company you've had for
I think less than a year you've been
public, if I recall correctly.
So
talk to me about the transition,
what made you leave
Supercell and
start this company. Tell me about what it's
about and what you're up to.
Yeah, totally. Yeah. So the new
studio we are running is called Stellar Core.
We are doing mobile games in Helsinki.
We are actually part of this
Brazilian company called Wildlife and I think it's a really exciting and interesting setup where
the studios have like a full creative freedom and they can do their own decisions like they
want to explore whatever games they want and make to make the calls but then there's also like
the support organization which helps helps us in many ways in kind of publishing and yeah it is
super complicated nowadays to make successful mobile games I would say it needs so many
different things to come together, like starting from great marketing, but there's also like
support, legal, whatever. But then actually, like, a lot of the core thing is making the game
itself. So I think it is difficult to build a studio which is small and it's kind of very development
focused and then yet able to support all of the stuff that's needed around it. So I think
this is like a great model where we can be like a creative studio focusing on a
on a games and we have only developers in our team like 15 people at the moment we're working
on two new games and then but yet we can tap into this bigger structure that will help us to distribute
games yeah and so was the process like you wanted to you knew you wanted to do something on your
own and you approach them for funding to start building it or you had something you were you broke off
and you were building and then you connected with them like I'm always curious how these deals come
together. Yeah, yeah, it is like I spent over 10 years at Supercell and I really enjoyed it. I think
it's a great company and I was happy there, of course, like, you know, when you do one thing
for a long time, some things, maybe there's things that you want to explore new things and
try, learn new things, try new things and it's a big company, right? Like Supercell is really
big. The bar to make new games is super high. It's there's a, it creates some pressure, right?
I think in a good way, but also sometimes, of course,
if you have that environment, it's sometimes hard to explore new things.
And so I kind of test a little bit of that where I wanted to try something a bit smaller scale.
Perhaps not from the success point of view, of course, it's great to be,
try to be as successful as possible, but somehow it is easy to do in a smaller team.
Well, yeah, your definition of success is different, right?
With Supercell, it has to be make hundreds of millions of dollars,
a year or it's a failure, but as a small team, you know, a few million dollars a year,
$10 million a year, that's not a bad place to be.
Yep.
Yep.
That is true.
But of course, our ambition is very high here, and we've, but I think it's just like
a very natural transition to try something else, start something new.
So, yeah, let's see how this works.
But so far it's been awesome and really enjoyed it.
And I think we have cool games in the pipeline.
So, yeah, so I understand the motivation.
Again, I'm just, if you don't mind talking about it, I'm just curious about the process, right?
So you, you know, how did you get, you've got what sounds like it makes a lot of sense is a great situation where you've got another overarching company that's sort of serving as a publisher and helping fund and manage all the back office stuff and marketing and everything, but, and it's kind of helping you be a primary creative.
And of course, you have a great reputation and tons of experience.
You know, so was it, what is, what was the process of getting that deal and building the information?
infrastructure for your company like.
Yeah, so they, well, they approached me about this.
I hadn't heard about the whole model, but then they explained it to me and it sounded really exciting.
First, I was very reluctant to leave because supercellar, as I said, it's an awesome place and I really enjoyed my time there.
But at the same time, I started thinking about it and made the decision at some point to jump on this opportunity.
But yeah, they approached me and then they told me about it and I felt it was the right way to build things and felt felt like the right decision.
Yeah, that's exciting. Yeah. What a great jump. So then for what has been the most surprising thing about this transition from jumping and starting a new studio, obviously there's going to be a bunch of new challenges that come in. What's been the most surprising thing so far?
I don't know if what would be the most surprise.
I think like maybe the surprise is that things have gone so so smoothly or like in a sense that there's there's always these unknowns unknowns, right?
And I'm I'd like to think I'm this paranoid optimist, so which means that I'm always paranoid about everything, but I'm also like optimistically want to want to make the best, best decisions and like whatever, not once you map out all the risks, like then you just commit to the.
most optimistic outcome, I guess, in a sense.
But like, so I, of course, had a lot of fears and stresses about how things would go wrong.
Like, it's hard to build a team.
It's, it's, maybe the cooperation doesn't work, like, you know, there's tons of things.
But maybe the biggest surprise is that everything has been very smooth.
From that point, if we got a great team super fast and, yeah, I don't think it sounds a bit
boring, well, I don't think there hasn't been that much big surprises.
That's fine.
So what can you tell us about, I don't know, I assume.
and you haven't talked about your projects yet.
So if either if you can talk about the projects you're working on
or what the philosophy is behind them or, yeah, go ahead.
I can talk about the philosophy of our studio,
which is that I still want to believe that there is like some kind of,
so the market in mobile at the moment is very tough,
I would say, like it is very tough to find the distribution
and get like people excited about new games.
So that is the kind of reality, but I'm a big believer that when you do something new and cool, which really excite people, that is the, you can kind of unlock a lot of players and eyeballs and so forth.
So we, our studio is not really like a genre specific or like we do only these type of games.
We want to explore different type of opportunities and try something a bit new.
Of course, it's always a combination of taking something that works, but then.
also finding something unique, cool, which hasn't been maybe untapped.
So we are really trying to explore new mechanics and ideas.
Of course, at the same time, understanding like what are the opportunities and constraints in the market.
So trying to find the sweet spot between innovation and best practices, I guess.
Yeah, well, that certainly does feel like a good recipe.
And so, like I said, I think I've only seen public information about your company for the last,
eight months or so. How long have you been working and how long do you think it will take
until you have something that you can actually reveal to the public? Yeah. So we are working on two
games at the parallel and so we are like testing. So I want to really test things as fast as possible
to get some reads on them and do smaller testing rounds with first like limited player
testing. Like there's a great testing platform like player
playtest cloud and things like that where you can actually just, you know, send the bills
to players and get their feedback, see the videos and there's all the services as well.
But then going in some smaller countries to test a few of the games
and this is something we want to do early and and but yeah, I can promise any dates.
So we've done some testing for both of the games already and
yeah, but I don't know when they will go.
So we will launch them, actually.
So, yeah, I just want to get into the specifics here
because I think this is actually really interesting and useful stuff, right?
So you have a big scale game like this.
You can't, you know, just release it and talk about it openly.
So I've heard about the concept of, you know, you do test launches to countries,
but you specifically being able to do these sort of individual test platforms.
I'm familiar with like usertesting.com.
You said player test cloud.
Is that one you prefer?
Play this cloud.
That's something we've been used.
Play test cloud.
Yeah.
Yeah.
Yeah, can you talk a little bit to people who may not be familiar with what that is like.
Yeah, I think there's like, if now we're talking about context free-to-play mobile games, for example,
like there's, of course, like different phases for testing.
I would say, like there's the prototyping phase where you just test in your team.
Then maybe there's like a company studio play testing phase where you play with the whole studio.
But you can also overlap and sometimes do it even earlier, like to test with certain people,
around the globe who have signed to these services like Playtest Cloud.
So they have like a bunch of people in the ready there and then you just send your
builds and then they will record a video play through where they play to build and give some
rating and feedback. That can be really useful. Of course it's it's not like real
audience right. They are kind of paid to do that so it might also give you some wrong
impressions but I think it's very valuable to get that type of feedback where you see players
playing it and like you oh no they didn't understand this or they're really confused about
not finding this button or whatnot like or they don't really understand anything about or all in
this game so you get like this surprising feedback when it's kind of like a blind testing with board
games right like it provides you a different type of information that you can't get by just
giving the game to your friends and who are sitting next to you and you explain it to them
oh yeah i have i have there is nothing more useful and more painful than these kinds of blind play
play tests. So, you know, just to give people a picture of it, because I've done this with a few
more products where you, you know, you have, with these tests, they'll have somebody will play your
game. They're just given whatever instructions you choose to give them. There's a video camera
on them. You can kind of see sometimes there's heat maps of like what they're doing, where they're
clicking. And then, and you can just watch them just completely fail to understand these super
obvious things that you know for sure they should have gotten. But in reality means your game's
too complicated. You didn't make it clearly enough because you just have all these preconceived
assumptions in your own head that are not obvious to other people.
So you get to learn that through these blind play tests.
Yes, yes.
Yeah, and maybe I have to add on that, like maybe after you've done some of these
type of testing, then there's like these different type of like soft launches or alpha launches.
There's a different naming convention.
For example, we use like alpha launch and beta launch.
Some use soft launch.
And then there's a global launch.
I think it is some, of course, it's a bit arbitrary how you define them.
there's closed alphas, open alphas, but the basic idea is that you actually submit to some
kind of app store or google play and then people in fact for example on android in specific
country can find the game and maybe you do like a small marketing push in that country
uh you get uh some hundreds of or thousands of players installing the game you get some real
user data mostly like we typically follow the retention number which means that if like 100 players
joined today, then we measure how many of those players come tomorrow, and that's called like
a D1 retention or like day one retention, basically. But you can do like the same thing for different
metrics, but you get some like a real, real user data which helps you maybe to make some
decisions. Yeah, yeah. There's no substitute for actual user data. And so being able to have
these test markets, I know, is super valuable.
So in your setup with the broader company,
are you responsible for those pieces,
or is that something that Wildlife Studios,
the broader publisher does those tests
or some combination thereof?
It's a combination.
They help us,
but we have a one data scientist in our team as well.
So we do some, like, yeah,
but they are providing a lot of the back-end structure
and, like, help with that pipeline, right?
But, like, we do have our own data scientist.
But of course, I think like nowadays the game team needs to understand that type of thinking a little bit.
It is part of the puzzle to understand and read the data.
I don't think it's the most important thing, but it is an important one for sure.
What advice would you have for people for whom that idea is pretty foreign to them now, right?
They understand playtesting, they understand core design loops.
But this idea of being able to kind of do these tests and read the data, you know,
they don't have the, you have more than a decade of experience doing this.
Where should people start if this is something they're interested in learning more about or approaching?
Yeah, I guess there's a lot of books and, I don't know, blogs writing about it.
You can find a lot of stuff.
I think the retention is the most important metric.
I think it's kind of more like you can think it as an extra tool that you can do on digital space,
which you can't really do on a board game, physical side.
And it can be really powerful because it can help you to understand, hey, we shouldn't base,
time on this project, we should rather work on something else. But I would just go online and
find stuff. There's plenty of things. When you say, and I've heard this before, we've had
other guests say the same thing, retention is the most important metric. What does a sense
of if people know if their retention is good, bad, or, you know, worth pursuing? That depends
so much on genre and platform and audience. So it's hard to give any real benchmark numbers, right?
So I think certain type of games, just if it's a very simple, casual game, you can have
a retention that is maybe like 50, 60%.
So if you have 100 people, and that's like, let's say, US, iOS, something like that.
That's a good retention.
56% for what, how long?
Day one.
So if you have 100 users coming today, like, it would mean that 50 to 60 of those will open
the app next day or open
the game next day. And how does that scale
as you move to more, less
casual games, more, you know,
more engaged games? Yeah, again, like
for some countries, for example,
like Android users,
let's say they have a
lower tier devices.
Like, there's a bunch of factors which makes
it impossible to say one number, but like
I don't know.
I don't know if I even there to say, but like,
I think it's some games,
genres like strategy games maybe they can have like 30 40 that still some games can be
successful with those metrics but of course then you might need like a really good long-term
retention and good monetization to really get users yeah and I appreciate the difficulty of
picking numbers here that there's yeah it's all underweave so you know I just I like to push to
make things concrete because I think for a lot of people this stuff is just so out there
so just like kind of getting some some sense is helpful but
Yeah. Great. Well, you've done a lot to really illustrate a lot of great principles from a wide range of subjects here. So I very much appreciate it. I know we're getting a little close on time. So I want to both give you an opportunity to say kind of where people want to follow your stuff or see your new projects or anything like that. Let us know there. Or if there's any other things you wanted to make sure we covered or talked about before signing off for today.
Yeah, unfortunately, I have like very little presence on internet.
I've been thinking maybe I should do something about it.
But like, yeah, I don't have any.
Like, of course, you can follow Stellar core and see when our new games come out.
And hopefully I'm also working on some board game stuff.
So hopefully at least eclipse expansions.
But I've also come back to the SIV game idea a few times.
And this summer I spent some time on the historical SIV game.
But let's see.
So those are more like a hobby projects from that side.
But yeah, nothing on top of that.
Maybe I should start a channel or something, but I haven't done it.
Well, that's okay.
It's not for everybody.
And it also is another, it's nice, but it's also a huge distraction of time.
I know everybody's like, oh, well, you should do a TikTok or do whatever.
I'm another thing.
I'm like, I don't know, man.
We'll see.
We'll see.
But I really enjoy these kinds of conversations.
So this is a great piece of content.
I'm glad to let people get to know you better and I get to learn a lot more.
So I've really enjoyed it, and I appreciate your time.
So thanks for coming on.
Thank you.
That's great.
Thank you so much for listening.
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