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  Vision vs. Passion
by Timothy Ryan on 08/17/09 12:11:00 pm   Expert Blogs   Featured Blogs
6 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 08/17/09 12:11:00 pm
 

Vision: A detailed view of the what the game can be

Passion: A deep emotional connection to games and the work

Vision requires imagination and a thoroughness of detail that may not be present in the passion of a gamer.  Vision paints a complete picture, while passion has momentary often fleeting incites to what could be.

Passion is the drive that gets the work done and pushes through the mundane aspects of the game design.  Passion inspires others to work just as hard to achieve results.  Passion informs the designer with a deep understanding of competitive games and the knowlege of practical solutions to common problems.

Lead designers with passion but without vision will create derivative games that suffered from frequent iteration as they explored the fleeting incites of the designer.

Lead designers with vision but without passion will create games that fall far short of their vision and will struggle with mundane aspects of the game design.

Lead designers with both passion and vision create the hits we love.

 Just a thought.

 - Tim Ryan

 
 
Comments

Ian Morrison
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I agree in principle, but a game doesn't "suffer" from frequent iteration... it benefits from it. No amount of vision is going to get things right the first time, and in fact the details of what will work and what won't are pretty much unknowable. In fact, I think that's pretty much the philosophy Valve follows... and they've been pumping out hits for a long time now.

TF2, for instance, is not a game that will ever be accused of having too much vision. The vision for the game was pretty much: something in the spirit of Team Fortress, but the wildly changing game designs from the last decade of its development demonstrate that their vision was anything but rigid and detailed. Yet look at the result: perhaps the most entertaining, inspired multiplayer games in the last decade. Passion and iteration was, apparently, enough to build a masterpiece.

Passion is going to be the driving force behind any game worth playing. Vision can help, and might be necessary in at least some small degree to give the project direction, but ultimately passion is the quality that will make or break it.

Eric Carr
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Iteration is good. Having a good concept to start from is better, that's where vision comes in. Otherwise you float from concept to concept until you arrive at something that works. Valve can afford to have a project cook for a decade, so they can get away with that.

Reid Kimball
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Quick response to Ian, passion may make the game, but without vision it will break the bank. It's incredibly expensive to develop without vision and unfortunately it happens too often.

Louis Varilias
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A vision REQUIRES a passion. It is not possible to have a vision without a passion.

When you are passionate, have an emotional connection. This is required to do well at even simple tasks.

If you are passionate and have some amount of idealism, you will envision things as you would like them to be. That is the vision.

If you are passionate, have a vision, you're creative, and you're intelligent, you will then produce a great game.

Ian Morrison
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Don't forget having the stars align correctly and choosing the correct toothpaste to start the day. Those are also essential. :)

Timothy Ryan
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I would venture to say that iteration to improve or polish is a GOOD thing, but completely tossing and starting over is not something to be proud of, and that's what I meant by "suffering from frequent iteration".


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