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The Game of Uncertainty

·4 min read

Weird fact. The best games I have shipped all started as “instincts I could not exactly explain” to anyone.

Not in a mystical way though. In a practical way. The core loop existed but it sort of felt wrong. The meta was a mess of half connected systems. Colleagues gave feedback that contradicted itself… and somewhere in that chaos was the thing that would eventually make the game work.

image from VisualizeValue

I have seen teams kill promising projects because they demanded clarity too early. Week two of preproduction, someone asks for the elevator pitch, and when you cannot deliver one that sounds like a top GGR game they start questioning everything. But the games that ended up mattering, the ones that found real retention and eventually real revenue, those lived in ambiguity for longer than anyone was comfortable with.

This is very, very hard to explain to stakeholders. It is hard to explain to yourself honestly. You are sitting there with a build that does not quite work, session lengths are meh, D1R is below your dream benchmark, and you have to decide whether to pivot or push through. The instinct is to validate quickly. Run some more tests, check the numbers, make a call. But validation at this stage just tells you that your unfinished thing is unfinished. You practically learn nothing.

The teams that build great (or say, above average and/or genre-defining) games tend to share something. They are not optimizing for consensus. They are not trying to make everyone comfortable with the direction. They have a “shared sense” that something is there even when the data does not show it yet. This sounds like cope and sometimes it is. But sometimes it is the only way through.

I think about how many games got greenlit because they tested well in concept but died because the team never found the real hook during production to extend D7R and beyond. Versus games that tested poorly early but had a small group of believers who kept pushing until the loop clicked. The second path is much, much more riskier and harder to fund. But it produces the things people and the market actually remember.

The practical version of this is simple. Do not narrow too early. Do not cut systems because they are hard to explain. Do not optimize retention before you understand what players are even retaining for. Build ugly prototypes to test specific “feelings” not specific metrics. Let the meta be messy until you understand what progression actually means for your game.

Later you can focus. Later you can run the cohort analysis and tune the economy and improve your IAP strategy. But at the beginning, you need space to find something real. And that space looks like confusion from the outside.

The weird part is that when you finally ship something great it looks obvious. People play it and say “of course this works”. The systems feel inevitable. But you know how many ways it almost fell apart. How many times the whole thing nearly became rubble because you made the wrong cut or listened to the wrong feedback.

Great games usually feel like discoveries but they are actually survivors. The ones that made it through the ambiguous phase without getting killed by premature clarity.

How to show & tell, improve, or explain this “instinct” that you get as you work more and more… I don’t know how exactly it works. But sometimes it really works in a “let me save your ass and make your CFO happy” way.

“Trust your instincts” is a huge cliche, I know, but maybe… Sometiems it’s actually really important and focus on.