Description

I chat with Jonas Tyroller ( @JonasTyroller ) about how he sold over 960,000 copies of his game. ► Play Thronefall: https://store.steampowered.com/app/223915

My Notes

How the Design Process Works

  • 04:25: How Design Works:
      1. Define design goals and constraints
      1. 05:02 Start a search process
      • Make the assumption that you cannot guess the best solution.
      • Experiment with different approaches and gain experience.
        • Don’t fall for the myth that you will find the best approach on the first try.
      1. “Speed mode”
      • Less experimentation. Focus on iteration and improvement.
    • My thoughts: Jonas’s design process reminds me a lot of The Laws of Creativity.

The Role of Taste

  • 12:04: Thomas: I notice this design process depends on taste, the ability to discern what is good.
    • Jonas: I describe taste as measurement
  • 13:07: Common mistake: making only one prototype
    • Devs make a prototype, show it to a friend, and then they make that game.
    • This is pointless, because you don’t have anything to compare your prototype to.
    • 13:58: You need objective measurement, not just relative measurements

Why Prototype?

  • 14:20: Q: What is the point of Prototyping?
    • “It is easier to choose the best idea than it is to guess the best idea.”

Early Access

  • 17:38: Start with the abstract, prove the abstract, and then you refine it
  • 19:06: Q: Would you consider Early Access to be the part of the process to refine, or should it already be refined?
    • 20:04: Early Access is essentially already your Main Launch.
      • You only get one launch.
      • If early access doesn’t go well, then your second launch isn’t gonna go well either.
      • 20:58: Thronefall strategy: The game was already refined but it had only 3 levels. Very little content. And added much more content over the next 18 months.
        • The second release was not as successful as the first one.
        • 21:32: We look at early access as a scaling device.
    • 22:57: In Early Access you can get away with a small game, but you cannot get away with a bad game.
      • You can scale it up after.
  • 23:44: Q: What kind of games are good for early access?
    • Games that you can imagine working on for a long time.
    • 23:57: “Early Access communicates to the player that we’re still actively working on this game.”
    • 24:15: Early Access only really works with replayable games.
  • 24:39: Early Access is not Prototyping.
  • 24:51: How much do you listen to your audience as you get feedback from Early Access?
    • 25:10: A: “We should have listened to players more when we made Thronefall”.

Feedback

  • 28:10: Q: Who should listen to and who should we not listen to?
    • 29:22: A: The first people we should listen to are other successful game developers.
      • Players don’t always know what they like.
    • 30:14: A: Second, listen to the players.
      • The tricky thing about listening to players is that you need to read between the lines.
      • ⭐: 30:40: Listen to the problems that players have rather than the solutions that players have.
  • Q: 39:26: How do you know if you should just push through bad feedback or if the game is so bad that you should “give up” and try something else (or a different prototype)?

Two Sentence Pitch

  • 53:29:
    • A: 54:52: Expectation management is extremely important on Steam