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  Listening - The Lost Design Skill
by Timothy Ryan on 08/21/09 12:15:00 pm   Expert Blogs
6 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 08/21/09 12:15:00 pm
 

When I started in the video game industry working on 5 to 8 person teams was the norm.  There was no "game designer" role.  Producers were often the lead visionaries, but sometimes too were the lead programmer or artist.  Everyone shared in the responsibility of game design.  In sharing our thoughts, we listened as much or more than we spoke.

But over the years, as games and teams grew larger, the tasks of documenting the design, entering data and creating game levels made it necessary to specialize.  Game design became its own role. That I fear is where the disconnect occurs as the design no longer automatically benefits from discussion with peers. 

Suddenly this person was declared "the expert".  More than any other team member they were expected to know the ambiguous and subjective nature of what makes a game fun.  At the time there was no degree program in game design.  Designers either knew their stuff or they thought they did.  They were often hit with a barrage of criticism from other team members who had their own ideas and felt somewhat out of the loop.  Designers had to develop a thick skin of conviction if they wanted to get anything done.  Others countered by developing a chip on their shoulder that grew into a mountain when their game actually sold well.  When it didn't, you better believe that designers took the brunt of blame.

Today there are degree programs in design, though the best judge of a designer is still by his work.  Designers now have two sub-specialties, "level designer" and "scripter" with game designers relegated to documentation and game balancing.  It's the latter that I want to talk about - the game designer who doesn't do anything but write specs and tweak numbers.  To that person, I give this letter.

- Tim Ryan

Dear Game Designer,

There is a big need for your skill in any game development team.  You have a way with words and your knowledge of games is encyclopedic.  Your imagination churns up new ideas constantly.  You get giddy just thinking about ways of fucking with a player or maybe giving the player a unique experience.  You're inspired by many of the games you've played, and you want to recreate and enhance the same joys you experienced.

But what if you're wrong?  What if you can't come up with anything unique? What if your eloquence and inspiring confidence aren't enough to cover up the fact that you are leading the design astray?  What if your idea of fun isn't enough to set the game apart from anything you've played before?  Before it's too late you should take that chip off your shoulder and listen, really listen, to your team members - just to be sure you're not making a mistake.

Listening means accepting criticism.

You have to learn to take criticism.  That doesn't mean you should be a tool: you can have conviction in your ideas, but you should be prepared to debate those ideas.  You also need to learn when to accept when an idea isn't working.  Sometimes it takes a while for an idea to prove itself, especially if it's waiting on technology to fix a detractor.  Yet more often than not it can become clear well before polish stage that an idea will never be fun.  To weed out bad ideas, you should seek out criticism early on in the prototype phase (when changes are cheap) and even earlier in the specification phase (when changes are cheapest).  If you get enough compelling criticism against an idea, then drop it.

Listening means taking "I" out of design.

Stop putting your name on the design doc.  Its THE design doc, not YOUR design doc.  When you write up specifications, you are reflecting ideas from many sources - yourself, your team members, your publisher.  Good ideas can come from anywhere, and its the game designer's job to take them all and communicate a cohesive vision.  Seek out input.  Invite people to brainstorming sessions.  Vote on ideas and by all means publish the results.  Getting people's input into the design not only strengthens the design but it improves the team's morale.

Listening means addressing concerns.

Lastly, listening means carefully considering other concerns before giving an opinion.  When starting the project, certain goals and restrictions were put on the design.  These created the box within which the design ideas must remain.  These concerns can be technical limitations, game genre definitions, story restrictions, user expectatiions or marketing goals.  You need to listen to these concerns.

Designers are human.  We make mistakes.  We do better when we listen.  Remember, it's a team effort.

Sincerely,

A Fellow Designer

 

 
 
Comments

Luis Guimaraes
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Very good, article. I'm a Game Designer aspirant. In other words, I love Game Design, because I love polishing things more than having ideas. To be fair 99% of my "ideas" are bad, but I only put any word out when I don't find anything wrong with if. Most of my game design decisions are made on what I didn't like from other games.

As it would be, doing what you like to do, one believes he/she's good at that work. I also do. Sometimes asking myself "how can I be right when I think I'm a good game designer" (many "I"s haha). I always take other ideas and opinions, but it hard not to tweak or change them. Sometimes an idea is good, but not in the exactly way it was concepted, tweaking is a strong designing tool. As I like to say, "game design is more a matter of HOW than WHAT".

But people I discuss and brainstorm with complain "you're making my idea into your idea" :/
I just try to show how to make a good idea into a great idea, and sometimes I very quickly adress some weakenesses with things I didn't like in games I've played before, or potential things that can unbalance or mess up the experience. By that I also think foreseing is a good game designing tool.

When I'm discussing things with experienced programmers and people with the right skills I always ask how would this or that be possible to work, but when I'm brainstorming ideas and mechanics alone I always seek projecting how things are gonna work.

But sometimes I feel like I lack some fighting for ideas I believe in, if I'm not in a good day to show the reasons in a creative way. :/

Alexander Bruce
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I think one strong factor in design is being critical of everything. Critical of what you think, critical of what others think, critical of what other games are out there. Never taking anything at face value. I think one of the issues that you get with carbon copy games is that people aren't being critical enough of why an experience was good.

For me, one of the most obvious examples that stands out is when Portal was first announced. No, this isn't another "Portal is great" post, it's simply about how people interpreted the idea. Anyway, Portal was announced, so you then start seeing people wanting to "beat the developers to release". That is, modders touting their own Portal guns, as if to say "experience what they were making, here first!". And in my mind, the point was missed entirely.

When you actually play with any of the mods, you start noticing all of the things that went right in Portal, but wrong with just taking the concepts and applying them elsewhere. First and foremost, you saw the Portal gun being demonstrated in a death match, which really doesn't show off what is so special about the concept of the weapon at all. It's just one layer of fun, but you can go so much deeper than that. In a deathmatch, portals demonstrate an escape from other players, not a more critical understanding of how broken space can be.

The second major thing missing from mods is the presentation. They went for the basic "You touched the portal, so you're now teleported over to the other one" concept, and they missed how seamless it had to be. The fact that you could stand in the middle of a portal in Portal really demonstrated the idea that space was connected, and that there wasn't trickery involved in it.

Basically my argument is, portals were nothing new when Portal was released, but there was much more critical thought that went into what portals mean for gameplay other than connecting otherwise mathematically impossible spaces, and then how to best represent that. The idea alone isn't what sold it, it was how the idea was presented that sold it.

When people make carbon copy games, they're missing that completeness. Sometimes you can't get the full experience without copying the full experience, which is why you can end up with shallow games that feel like they're missing something. I know that Popcap addressed this at one stage with all of the bejeweled clones. People would copy the match 3 concept, but miss little things like presentation, and the gravity on the pieces. The things that make it 'feel' right, and therefore represent part of why it was successful in the first place.

Timothy Ryan
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@Tim Carter: What you're describing is "design by committee" where each and every person has the power to kill an idea. That's not what I wrote. Listening means seeking feedback and input. You DON'T need to get everyone's approval. If you did, you'd end up with the least offensive, least risky, least original and likely the most derivative ideas. Lead designers need to have the reigns of the design but they should respect the artistic and technical goals and take input from the team.

Luis Guimaraes
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The Game Designer is who spend 24/7 thinking about game design.

Reid Kimball
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Tim and Timothy, I get what both of you are saying I think. What both of you say is needed. 1st, a lead designer must communicate their vision and try to inspire others to buy into. THEN, once everyone understands the vision, the designer opens their ears and listens for ideas and feedback to take that vision and the resulting game to the next level. Both are needed imo. But as Tim says, the people on the team need to be willing to listen to the designers vision and want to understand it. Otherwise, they try to give ideas that only serve to make the game more like what they want and not what the lead wants.

Owain abArawn
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The biggest listening gap, in my opinion, is between developers and their target market, the gamers themselves. I haunt a variety of message boards for games under development, or games that have been released. The players that take the trouble to participate on those forums should be considered by developers to be their core audience.

Yes, there is a risk that a vocal minority will whine that their preferred playing style/class/skill/whatever is under powered, and everyone else needs to be beat about the head and shoulders with the nerf bat. Howe ver, I don't know how many times I've read about large numbers of players complaining bitterly about a serious problem with game play, or horrendous bugs that go unfixed for long periods of time only to have the developers sink all their effort into improving particle effects on some animation, or working on an upcoming expansion while they still haven't gotten the core game working correctly.

After nonsense like this goes on for months at a time, the developers wonder why they are steadily hemmoraging players, and when they ultimately fail, you get post mortems that conclude that it must have been because they were insufficiently like WoW to be able to compete effectively. Crap! Just go back and read their forums, and you will probably find vast amounts of data documenting exactly why they failed.

It's all very good for Lead Designers to have vision and all, but that vision had better be for something that the players want. When large numbers of them clamor that the game they are playing isn't hacking it, maybe that is the voice that developers should listen to.


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