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  Opinion: Finally Tightening Up The Graphics On Level Three
by Jim Mummery [PC, Console/PC]
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February 10, 2009
 
Opinion: Finally Tightening Up The Graphics On Level Three

[In the final part of his opinion piece series on what game designers actually do, DoubleSix (Geometry Wars Galaxies, South Park XBLA) creative director Jim Mummery looks at 'Coffee Boy' to discover why designers as rockstars is still incorrect.]

If memory serves, we had dragged the designer kicking and screaming out of the primordial ooze and touched briefly on the role of the design in game development.

Due to the nature of its birth the role of design is not clearly defined as code or art roles in terms of the duties and responsibilities that come with it. We are, more than any other discipline, jacks of all trades with all the dangers that entails.

Designers fill roles according to the game they are making. And, obviously, all games are not the same, nor are all designers.

So how can we discuss design when the indy working alone against the odds with her own money has such a vastly different experience of design from the lead working on the latest cross-platform Franchise Game 2009 for the biggest developer in the world.

Well, in an attempt to answer that let’s go back to our fictional Coffee Boy from Part 1.

Coffee Boy has vision. He knows what's wrong with games today. He's read/been taught/learned all about emergent game-play, narrative design in video games, how to lead the player, it's so clear how everyone else is so wrong.

Our designer is a rockstar wanna-be; his voice that needs to be heard; it has to be heard.

So where did our designer end up?

The Trials of Coffee Boy

Maybe he struck out on his own… found some money, borrowed some money, robbed a bank maybe, uncovered buried treasure, He learned to code, taught himself to draw or maybe found some like minded souls who can code/draw (who also found buried treasure and could afford to work without pay) to create something special however long it took. This is the dream.

I may sound like I am laughing at this scenario, I am not. When this industry started people like this were responsible for creating the industry we have today, the basic foundation of which we often take for granted. Even today, the new pioneers are those creating content out on their own; creating some of the most amazing and innovative games you have ever seen.

More often than not though it doesn’t work out.

At some point most developers entertain the idea of starting their own company and reaping the rewards of their labor but whilst the upside can be great, so are the risks.

It doesn’t matter how much talent you have, the chaotic nature of the industry means that things will not go smoothly. And when you’re small it only takes a few knocks for your company to go under, and for your game to join those 100,000s of unreleased masterpieces that never see the light of day.

Chances are, like most of us, Coffee Boy ended up working for someone else – probably at an independent development company. Maybe he was lucky and got a junior designer position after only six months of trying, which leads me to…

Obvious Point Number 1

1) Most of us work for other people...

Most designers don’t work for themselves; they work for dev companies big or small and the ‘relative’ security that provides.

So Coffee Boy is a dev now and the more development he experiences, the more he realises how little he knows as to how development is structured. The more experience he gets the more he realises development can often be quite chaotic.

His ideas of creating his vision or blowing the minds of the company he works for are quickly dashed. He doesn't get to choose his projects; he's assigned to them, often not for very long. He doesn't get to make decisions, his lead tells him what to do. So he gets on with it. It doesn’t matter. He’ll do it alone, without help, because he’s that good.

However, the coder's laugh at his naive unrealistic suggestions; an open-world game, on the DS, in six months?

The artists too have reason to be derisory, they want a brief on how his level needs to look; does he realise that the open landscape grey-box he's built won't even run at 10 fps when its arted up.

He has a lot to learn.

Mostly he learns that he can’t do it alone, he needs to seek out information from others and work within a team, which brings me to…

Obvious Point Number 2

2) Most of us work in teams, with teams...

Of course team sizes vary. The average has been growing generation to generation but there has always been a route for small teams on casual web Games and now XNA, NDS or digital download. However, the teams grow as the quality and profits do and as digital download titles, for example, get bigger and more expensive.

For example, there are companies that throw 20+ people at their XBLA/PSN games. So, the reality is that most of us work in teams that require a traditional team structure; lead art, lead code, lead design.

Back to Coffee Boy…

By now he has knuckled down, got on with his work but things are not going smoothly – his level is barely half-finished and he’s just seen a huge flaw in it.

If he had the time, he knows how to fix it – he’s had enough experience to understand how these things work but, sadly, that doesn’t mean anything – his deadline is in two days and so there’s nothing he can do about it – and so to onto…

Obvious Point Number 3

3) Most of us have tight deadlines...

The reality is the more the game is worth, the more money is invested in it and the more pressure there is. Crunch on big AAA titles can be just as bad as smaller independent projects but can go on for much, much longer. Then again the finances on smaller projects are always tighter and, as a result, the reason that crunch doesn’t go on for that long is because you go under before then.

So we are all under tight deadlines. We all work with too little time even when we schedule for it. Why? Because time equals money and it’s usually someone else’s money.

So our poor, confused, idealistic Coffee Boy returns to the games he loves for inspiration; he tells people his level should look like this FPS, play like this stealth-action game but it’s another week and another project and someone quietly tells him he's working on a licensed kart game for the NDS. And so onto

Obvious Point Number 4

4) Most of us work on someone else’s project...

Despite the perception of the designer as creative source, many of us work on IPs that belong to someone else or on RFPs that were handed down from the publisher. Put simply, for most of the time, we are working on someone else’s project. Even as leads, we often do not have control over many aspects of the project.

Of course, we don’t have to; we could leave, set up our company… see points 1 to 3.

Where does this leave us?

None of these points really fits the rock star myth that Coffee Boy hung onto so tightly when he was on the outside looking in. But now, after a nightmare few months in our fictional development scenario, he has probably been cured.

But, even if we accept my broad assumptions; that most of us work in teams, that we all struggle under tight deadlines, that we are usually not in control of the project or the company. Where does that leave us?

What is our role?

Let’s give Coffee Boy five years more experience and then return to him and see what we find.

In fact, what we discover is that he has magically grown up into our other example – our tutorial-deficient friend from the last episode, the one that we left looking at his shoes last time.

Let’s take another look at his situation.

The Salvation of Coffee Boy

Last time, he was working on a game with a team of at least 4-5, probably more and, as everyone noticed, he had no tutorial for his game.

This was a problem last time, a problem he overcame through working with his team – but why did that problem exist? It’s easy to blame him the designer – after all the rockstar myth tells us that he is responsible for everything. But is that really the case?

Actually, no. He hasn’t necessarily made a mistake.

Coffee Boy has had some experience by this point so we’ll give him some credit. It does, however, clearly signify a relatively small scale of game.

Games that exist without tutorials (even embedded ones) do so because the player learns the game through playing with no intrusive external voice telling them how or level specific step to show them each new aspect of the game.

The game is designed around an escalating experience that allows the player to develop with the gameplay (for those of you that care, examples include Geometry Wars: Retro Evolved and Flow).

So our guy could be working on a casual PC game or a digital download title (of course he could be working on a revolutionary console game but taking points 1-4 above into consideration, it’s unlikely). Considering he has a team to work with let’s assume it’s a digital download title.

So, to recap, he was working on a game that needed no tutorial but now needs one.

Why is that?

Last time we mentioned that things changed but what? What triggered this change? Why would he alter the game in such a drastic way as to change his approach to the player’s experience?

Let’s go back to discussing who is in control.

If he’s working on a digital download title and he’s working for someone else, he has many masters. If he’s on PSN, he’ll need to pass Sony concept approval, if he’s on XBLA he’ll need to do the same with Microsoft. Both companies will have comments and feedback to ensure they are getting the best games possible on their platform.

He may be dealing with an IP holder who will want to protect their IP and so will have comments. In addition, it’s very likely he has a publisher and they’ll have lots of comments for the same reason. As will the company our designer works for, as will his team.

All of these people want the best game possible, all of them have experience with games, not all of them will have experience developing games and only the team themselves will have experience developing this game. Sadly, the people with the most power to see this game released will not be on the team.

As a result, our designer must deal with all this input; from the team, his company, the platform-holder, the IP-holder, the publisher and find what can be done, what must be done, what works well, what doesn’t, what is achievable, what is too expensive and what will take too long.

We carefully lay down the foundations for our game, set about building them and then we are asked to knock everything down and rebuild it all in half the time because someone somewhere else knew better. And often, but not always, they are right.

While we’re here, it’s worth restating, this is role sits at the heart of being a designer; acting as a conduit, a filter, a funnel for all ideas and comments on the game and cherry-picking what can be done, what fits and what will work with the ever-changing collage of concepts that makes up the game in the designer’s head.

So, on a regular basis our designer is dealing with feedback on the game from various sources and adjusting the game as a result.

In our example, this is probably why the game changed to such a radically degree that a tutorial had to be introduced. It could be as simple as the addition of a minor mechanic requested by the platform holder or a requested adjustment to the control scheme by the IP holder or the publisher’s demand for a whole new scoring system. Whatever it was, it tipped the balance and created a situation where the game could no longer be learned through play.

There are often some counter arguments to this situation.

The Persecution of Coffee Boy

First, if there was feedback to make changes and Coffee Boy changed the game as a result then they were right and he was wrong, he was making a flawed game. It is the designer’s fault.

Second, alternatively, he should’ve stuck to his guns and not changed anything if he really believed in his game, he shouldn’t have given in but he did. So it is, once again, the designer’s fault.

Both these arguments are, of course, ridiculous. They assume that it is possible to be right 100% of the time. It is not. They assume that the designer has complete control over this game. We’ve already established that is unlikely.

The first assumes that it is possible to be right 100% of the time not to mention having some amazing sense of prescience to avoid all the myriad of problems associated with games development. The second assumes that because he has accepted some feedback as valid, he does not fight his corner. It is safe to assume that if they designer is receiving feedback constantly, some of it will be valid and will need to be addressed and some of it will not.

Both arguments come from the same point of view; of someone from the outside looking in.

And here’s the trick. This assumption that everything is the designer’s fault goes hand in hand with everything is the designer’s idea. Both are generally erroneous. However, there is a distinction to be made here. The designer is the funnel, the conduit, the filter for all feedback and ideas that come in. And as a result, at any point during his involvement he has to take responsibility for how these ideas are dealt with.

So, no – the designer was not at fault for making a game that the team, company platform holder or publisher wanted to change. Nor was he at fault for not fighting his corner, assuming he did actually fight his corner when it was appropriate. However, he is responsible for both the current state of the game and so is also responsible for addressing comments on it, i.e. adding the tutorial.

Ultimately, feedback is very important, and the designer’s role includes making a game that will appeal to all parties; the team, the company, the publisher, the platform holder and, above all, the audience.

If course, it is all very well saying the designer is a filter for ideas and feedback. But what does he actually do?

Sadly, it is usually the case that a game is sold or won through documentation. I say sadly because there’s nothing like a good demo but those cost a lot more money and so are rarer than you would think.

As a result, we sell through pitch documents and these tend to be the domain of the designer who creates, in broad strokes, a reason to invest in the game. He states clearly why this game is new; why it’s different but also why it is safe; why it is a sure thing.

It’s all a flurry of creative writing and visual imagery. And if done correctly can land you a due diligence visit, a lot of late night phone calls, lengthy contractual negotiations and, ultimately, a project.

So, now you have a live project on our hands; you spend the next few months writing up the documentation, writing briefs for the team, collating ideas and feedback – writing the GDD. You edge your way into development.

Then you reach the point where you have the tools you need and enough of the game to act as a test-bed.

Now it’s time for the fun bit - the real work. No more idea-pushing, no more theory...

You spend your days in a haze of numbers – booleans, floats, integers, strings – you live in excel, visual studio and xml – you tweak numbers en masse, carefully adjusting global multipliers or ambitiously ramping up individual values – the best guess values you started with are slowly dragged – kicking and screaming – toward something workable.

Days fly by and all you feel you’ve done is realise how far you have left to go. Values blur together. You fix some values – sure they have been set in stone, only to return to them later... This isn’t rock and roll – it’s number crunching, it’s testing, it’s math, it’s experimentation, it’s trial and error and it is the most fun you will ever have in this job.

You are changing the game and seeing the results right before your eyes. That never gets old.

This is the period where the designer gets to be truly creative – testing and refining until they run out of time.

People on the outside joke that you play games for a living – usually you laugh along before reminding them pointedly of the long hours you work – but here, balancing your values, changing your tile sets, altering values global and specific – stick in a spreadsheet that doesn’t appear to have an end – or rifling through endless lua or xml files and then booting the game and seeing the difference – maybe you feel a little guilty, you think maybe they have a point.

Here you are using all the lessons you’ve learned from the games you’ve played and the games you’ve made – you carefully craft your experience; you know enough not to listen to the absolutes banded around as laws of design. You know when to take the player by the hand and when to let them explore.

In terms of the image of a designer working in isolation; of being creative, responsible and inventive –in terms of the rock and roll genius – this is as close as it gets.

So there you are – having fun with numbers when that day comes that everything changes – just like it did for Coffee Boy.

Flexible Design

Someone wants a big change. Someone who has the power and the clout to get what they want. The change they have asked for is huge; it will invalidate everything you have done so far, it will create more work than there is time or people on the schedule. It will completely change the game.

Make my 2D platformer 3D? Add guns to my boxing sim? Make my DS game open-world? In two months?

You make your arguments; you fight your corner, you rail at the injustice of it all or sulk quietly over your beer depending upon your approach to stress. It may be that you, the designer, actually agree with them; you’d love to make that game, in fact you would have suggested it already but the restrictions placed on the game to this point have made even suggesting it laughable.

I’d love to make that game but we don’t have the time/money/resources to turn our $250,000 game into a $20,000,000 AAA title by next week.

All too often it comes down to this; they have clout, you work for them (directly or by proxy) and so a compromise will be reached that will leave you, the developer, in a tight situation with more work than you can handle for too long. So what happens in these situations?

There’s a number of fun terms used here: blue sky, paradigm shift, think outside the box. Whoever is asking for the change will ask that the team blue sky the changes. Pretend there is no schedule, no staff shortage, no lack of budget. Design a solution to give them the game they want and we’ll see how close we can get.

This is supposed to be a freeing process; it is intended to remove restrictions from the creative mind to allow it to flourish. It is intended to strip away those annoying considerations like manpower, budget and timescale so a real gamer solution can be found.

Except when you do this, generally you come up with solutions that aren’t as economic or appropriate as they need to be and often don’t have team buy in. Generally, despite the ‘forget about the schedule’ – time is always limited, very limited as is the budget.

And this process is usually left to the designer, it’s his mess, let him sort it out.

As far as the company is concerned, they don’t want the whole team stuck in a room making stuff up whilst there are contractual obligations to fulfil. Everybody else has to get on with what they are doing. And as far as the designer is concerned – he only has a very short time and the quickest way for him to do anything is to just make stuff up as fast as he can.

Now, working within restrictions is what design is all about. At this point in the project you need to try and find solutions within the context of the game you have.

However, the designer cannot do this alone – the team has to work together (see last episode). Even when working within the above restrictions, the solutions must be filtered, taking into account the consequence of each discipline.

Once again I am beating my team-is-all drum. Why? Because there are more of them and they are bigger than me and they actually read this rubbish.

Seriously, the team is everything. You know this already. Many of you will say it obvious.

A game does not exist until the team is on it. A game is the product of those who work on it (however many of them there are).

Ideas are nothing but a precursor to implementation and at the heart of that is the process; the filter, the glue, putting all those ideas together – that is core to the role of the designer.

Taking ideas and feedback and filtering them; putting them together to make the best game possible; not in a generic, anything’s possible, blue sky sense but to make the best game possible with the team you have, in the time available, with all the surprises your development will spring upon you. These variables will change with each project and with every designer and from week to week, sometimes even daily. You work with what you have.

It is that flexibility; that ability to work within restrictions; to work with the team; to be an advocate for the team’s ideas as much as your own - therein lays the genius of our discipline.

However, there is a question I haven’t dealt with.

Where does the rock star image of the designer come from?

If my description of the reality of being a designer is so far removed from the perception of what a designer does why does the rock star image exist at all?

It exists because, like the coder and artist team at the beginning of my story, we have been too successful. We now work in a very large industry and we now support a lot of press and marketing. There is a need to promote our games, a PR machine that pushes developers into the spotlight to wax lyrical about their games.

In that setting, promoting the game you have worked so hard on, you can only say what’s good and amazing about your game – after all, you want someone to buy it. However, the press and the marketing department don’t want to talk to anybody.

It’s not good press, as it’s often difficult to keep the reader engaged when they have to remember who did what and when. Better to talk to one person, who for the purpose of the interview is “responsible” for the game, albeit in a fictional sense. The result is that often we have one face, one voice to tie the game to and very little reference to the team.

This creates the rock star myth; the perception that one person was behind it all. It plays to our sense of story; our need for pattern finding, security. He made that game it was great, his new game will be too.

However, games are not usually made by one guy or girl. And if they are, they will be coder, artist and designer in one and can argue with themselves on the best way to make games in the privacy of their own blog.

Perhaps then this PR process should celebrate teams, not individuals. Perhaps, those who end up in the interview hot seat should big up their team more; maybe the journalists that write up the interview should keep the quotes that refer to the team.

End Note

So what am I saying? Design is not about being a creative whirlwind to quote one of the giants of our industry. It is not about driving your team insane to paraphrase another.

There are a lot of descriptions of design but the only one that seems close is vision holder but not in the sense of creative source or vision creator.

It isn’t that.

It is about holding onto the vision of the game; not your vision entirely, but the team’s, the company’s, the publisher’s, the platform holder’s and finding a place where all these ideas meet within the restrictions that all these people place on it.

You hold the vision, you protect it, you change it, alter it according to the demands made on you. You select the input from the team and add to and take away from the vision.

You hold it and take care of it but it is not yours.

The truth is that development is always challenging. Design is about working with what you have. Neither of those are rock and roll.

[Jim Mummery was asked why he wrote this blog but he couldn’t hear us through the crowd of screaming groupies.]
 
   
 
Comments

Sean Parton
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Wow. Simply stunning.

I'm amused by how the previous part of this opinion article was definitely of a more baiting tone... but this article was a lot more straight forward, and positive. And incredibly insightful.

This series is especially interesting to me, because your first part was written when I first entered the games industry those few months ago. I've been working at an indie company, IUGO, and making iPhone Apps, which means my projects are fairly quick affairs, described about as much as what you've described above (although thankfully, our team only has to answer to the rest of the company and Apple). So a lot of what is described in this article really resonates with me.

Thank you for your contribution, Jim Mummery.

Seth Burnette
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I can't believe that there haven't been more comments to this article. I only hope it is because people are nodding silently rather than willfully ignoring it. Kudos from this Coffee Boy.

Duncan McPherson
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Excellent article. The team focus is spot-on. Also, you've included an excellent definition of "vision holder," one that's very accurate in my opinion.

Mickey Mullasan
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Thank you for paying attention to both the bleak soul crushing picture of real life along side the amazingly fantastic image of super-imposed life. We prepare icons, just as an image on a button that calls some complicated process to open a door into another perspective, so is someone's name or face that is on the game title as game development Hero, the main protagonist in the fight against failure. But just as real life imitates art (don't tell PR that they make cultural art, their heads will explode), we as developers try to imitate that which is imaginary, the image of the lone Hero gunning his/her way through problems in mystique. If fame is what you're after then you should think hard about how to claim ownership of other people's ideas and work. How to pretend like everything was your idea from the start, when in reality it absolutely wasn't. Sounds vile, but if you're going to be a figurehead you have to accept a little egg on the face.

Crazy Climber
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I wanted to comment on your first article but I declined to do so. But now that there’s another one, I felt I better speak up. This response will cover both articles.

Wow. Where to begin? Gamasutra is really going down the toilet lately with these whiny opinion pieces. This is simply the latest in a long line of articles devoid of content, written by someone who clearly has no idea what they are talking about and attempts to speak for a GLOBAL industry as if they themselves are the voice of ALL. I haven’t seen this much crying since the “Chris Crocker” YouTube video.

To Gamasutra: In the future, please add a clear, bold paragraph of text to every opinion piece that states that the following is nothing more or less than the biased opinion of one person out of many hundreds of thousands across a global market, and that conditions, realities and even definitions can vary widely by company, region and country. Otherwise people get the idea that their own opinion counts for something more than their own opinion.

To the Author of this tripe: Please don’t take this the wrong way, but you do not speak for everyone. Because you did not bother to qualify any of your arguments as opinion, my responses will be correspondingly terse. To pass off your opinion as accepted fact is very childish and manipulative. First, who are you anyway? Your Mobygames profile shows only 7 games, and most of those are in the 90’s, and none of them are big name titles. Are we all supposed to take your word as gospel?

Let’s examine some of your arguments: ( From part 1 )

“Someone was needed to do the odd jobs, the little tasks, putting the pick-ups in the game, spawning enemies, making the coffee…”

Even for the time, this is such a biased, stereotypical view, that if I were the site manager I would have declined to publish your article right there. From the very beginning the best games have been led by a visionary designer. Whether or not that person could code or draw is irrelevant. I know an individual, who shall remain nameless, who for many years was a highly famous and respected game director/designer. His name appears on many times the number of games as you, and his job was nothing more or less than to create the original vision and overall story arc for a game. He can neither code nor draw worth much. Frankly, his grammar skills are even atrocious. Yet, he made more money than anyone else, and magazines hailed him as a legend. If I say much more, it will give away who he is and I’d rather not do that. The point is that he was not the “little guy who got coffee”, he was the boss. The guys who programmed and drew did what he told them to do, and such is the way of most of the more successful games.

“Some designers even claim to know games better than anyone else -- but this is obviously a fantasy.”

This is what we call a “fallacy”. It is not fact, it is your opinion. Stating your opinions as fact invalidates any argument you make to the intelligent reader. It is not a fantasy. As has been eloquently stated already in the thread for the first article, many programmers and artists neither want nor are able to contribute meaningfully to the vision or mechanics of a game design. That’s not their job.

More to the point, just because someone is involved in a game company as an “implementation” person, does not mean that they have the level of experience or the imagination ( or if we really get down to it the IQ ) to contribute as meaningfully as the lead designer. This is a very linear argument that smacks of the immature mind.

I know another individual, a guy who works in another aspect of the industry, who has been playing games solidly for many years now, since about 1989. He does NOTHING buy play video games. He’s most likely played more games than most of you, but would I trust him to actually design one? No. I know for a fact that he lacks imagination and vision.

I know an artist, one of the best there is, who is supremely talented at a number of mediums. He can draw, sketch, paint, sculpt with clay, create 3D models, and makes toys and props. His stuff is jaw dropping. He doesn’t know the first thing about video games, and doesn’t care. He could replace any artist in any game company in a heartbeat, but I have never seen him play so much as a flash game in 16 years.

So making these outrageous claims without any evidence to back them up is not only completely ignorant, but frankly damaging in a public forum.

I love this next one:

“The only reason designers often have the answers when others don’t is that we have the luxury of time to think about it.”

No. Again, TRUE designers are visionaries. They see the big picture where others do not. It is not a matter of time. The best designers will finish a design “when it is done”. The best publishers give the designer the time they need to do their job. Don’t bother with the “realities of economies” argument, because I am well aware of it, and that doesn’t change the fact that the best games are released “when they are done”. Time is not a luxury, it is a necessity. Rushed games are poor games.

“The game does not form complete from out of his tiny mind.”

Actually, it pretty much does. That’s what we call a Game Design Doc. A True Designer will have completed virtually everything a team needs to make most of the game. Beyond that certain contributions will arise from the process to refine it, but if the original vision is not there, you get garbage, and the industry has quite enough of that. I’m not even going to entertain the “tiny mind” slur.

Assuming that a game is simply a conglomeration of ideas from everyone in the company is a very narrow minded and frankly false view of the reality of game design. Kudos to those of you how have already pointed out that a central visionary is NECESSARY to cull the bad ideas. Just because someone had an idea, DOES NOT mean that it was a good one, and therefore, whether or not it is implemented is a factor of committee, testing, and other processes, but ultimately, it needs to be up to the designer to decide. That’s their job.

Now let’s take a look at the second article:

“If memory serves, we had dragged the designer kicking and screaming out of the primordial ooze”

Memory did not serve, and time has clearly not taught you anything. You have done no such thing. You spent your whole article crying hard and whining about things you don’t understand. You have proven nothing. Now you open your new article with more self righteous nonsense. You are the one who is living in the past my friend. Your use of the term “rock star” should be clear enough proof of that.

“vastly different experience of design from the lead working on the latest cross-platform Franchise Game 2009 for the biggest developer in the world.”

What do you know about working for the biggest developer in the world? Again, your pedigree betrays you. I’m not trying to make this about me vs. you, but about you vs. the reality of what you are trying to convey.

It almost looked like the tone of your new article was less whiny, but then we run into this:

“Despite the perception of the designer as creative source, many of us work on IPs that belong to someone else”

If the designer is not the origin of the core concepts and mechanics of the game, who is? Your first article was trying to convey that the designer was not the end all be all of the game design, but you were still talking about the designer, but now you’re talking about a “level designer”. This is an entry level position, and yes, you are correct, they have no power. This is not the point you’ve been trying to make all along though.

That IP came from somewhere. Someone, usually who does not code or draw, had the vision for the game. Shifting gears doesn’t change the past. What is the real point of this “series” of articles anyway? What exactly are you trying to prove?

Either you are stating a complete fallacy, which is that designers don’t actually design games, and are nothing more than over glorified ( in their minds ) “Coffee Boys” or you are stating the completely obvious, which is that “level designers” have no say. These are two separate points.

I think you’re confused.

The rest of the second article just sounds like a lot of damage control from what is clearly a lot of flack received about the first. Sadly it seems that you have taken none of this feedback properly to heart, or you would not have felt compelled to write this second article to begin with.

Why am I being so verbosely contrarian about all this? I think that articles like these are very damaging to the industry. We should be actively encouraging the quest to find visionary designers and give them the tools that they need to do the job, not trying to whine about how things should be.

There is a simple truth to game design, as it is with movie “design” and all high level endeavors such as this. The people who are best at it have very high IQs ( which can’t be taught, but “thems the breaks” ), experience, and vision. Lacking those things will never make one a great designer, but whining about it in a public article is not a productive way to fix the problem.

A deal is whatever you make it. I myself am currently developing an original IP that I licensed to a developer. What I say goes. They don’t argue with me about it. I have considerable experience in that particular genre, and my presentation skills, original vision, and unique game mechanics earn me the ability to dictate every aspect of the game. I don’t even work directly with the team. I do this from home. That flies in the face of what most people understand about how things work, but the truth is, a true visionary designer need not interact directly with the artists and programmers on a daily basis. My work consists of a lot of research and writing. These are activities which are best done away from the noise and chaos of the office. I could write an article on it, but I won’t.

To the author of these articles, please send me your address; I’d like to mail you a case of tissues and a teddy bear.


John Steels
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Vision Holder is indeed the key phrase and one I have heard used for Key design staff...
It's Very well observed and insightful, essential reading for anyone joining the industry. I suggest any budding designers do a course in conflict resolution or diplomacy rather than a video game course... it will be far more beneficial if you work for a large company and far more useful than what most courses currently teach, it will also make you indispensible.

Another thing to bear in mind are that there are different types of designer, there are the creative designers that are basically novelists who understand games and then there are the technical designers, the ones who can write entire games in lua script, breakdown epic game systems into simple flow diagrams and act as a conduit between the code team and the art team with regards Gameplay in the same way a technical artist bridges the gap between art and code in relation to the graphics

You need someone who is both but the latter is the one to strive for.

jordi rovira
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I was far more entertained with Crazy Climber's reply than with the article itself. And i agree more with him too.

The grey dull office-lurker designer described in the article will never do anything remarkable. But at least will not get a myriad of enemies that somebody pretending to be the full visionary with outstanding (but undemostrable) IQ will get.

By definition, talent is scarce. So are good ideas and good people. The rest are just grey office lurkers who play games. And there is nothing bad on it until they drink too much coffee (that they serve themselves) and in a caffeine peak they see the light and become one of this wannabe-visionarys, or they decide to write an article in gamasutra.

It is up to each of us to find out what we are, and fight to improve it.

Seth Burnette
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Wow, Crazy Climber is certainly in love with the auteur theory of game design. Seems that this article must have stepped on someone's ego a bit perhaps.

I think that the Great Designer has his place, however as with film that can lead to amazing Kubrickian visions or ridiculously Lucasoid Jar Jars. Not everyone has great ideas, but focusing solely on one person's Great Idea without room for iteration and input seems like a real roll of the proverbial D20.

As a side note, I always find heated responses like Crazy Climber's much less effective when they are made anonymously. Any hints on who this cloistered visionary may be?

Seth Burnette
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Tim, can I agree with both the article and your statements? I think so.

As someone who understands technical limitations but still has dreams of taking the medium further I really think the truth lies in between. I would neither want a novice leading the way nor a grizzled designer who can't see past the few genres he's been immersed in for 20 years.

My crack at the auteur theory is really just my stab at objectivity. Obviously becoming the next Peter Molyneux would be subjectively pretty sweet.

Sean Parton
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@Crazy Climber: lol, tl;dr. Grow some courage to post with your own name, then try less inflammatory rambling. Choice comments like "To the Author of this tripe: Please don’t take this the wrong way, but you do not speak for everyone." (or literally "don't be offended, but you're retarded"?) really damage what little credibility I lent you due to your horrendously pathetic pseudonym and lack of ability to condense your statements into properly readable material.

@Tim Carter: Luck (or opportunity, read that as you will) has paid a large part in me bypassing this unloved stage of coffee boy, but I swear I have a lot of people I've heard of both in industry and those attempting to get into it that should have never have their/get a job as a designer to begin with, largely due to lack of foresight. Such broad generalizations are bound to fail occasionally, but stereotypes exist and persist because the sources of them are, at least to a degree, prevalent.

Jason Bakker
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Great set of articles. The trick is to get through the soul-crushing realization that game development is nowhere near as idyllic as you thought it was with your soul intact ;)

Programmers and artists the world over have to deal with the marginalization of their contribution to game development. Game designers are the glue that bring a project together, but by no means are they the auteurs that they are made out to be.

Or rather, all of the members of the team have the potential to make that special impact upon the game. And the best games are made when all of the members of the team have the skill, experience and passion to make the game awesome in their own way.

Yannick Boucher
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Beautiful. The business summarized in one article.

Matthew Woodward
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If I had to boil my job (member of a design team in a mid-sized development studio) down into its most basic principle, it'd probably be this:

If a programmer working on a feature I'm assigned to is programming some component that is going to make the game less good, I'm doing it wrong. If a writer is writing some text that subsequently gets cut, I'm doing it wrong. If - heaven forbid - an artist is twiddling their fingers because they have nothing to do right now, I'm very definitely doing it wrong.

The price to pay for getting to have fun with scripts, and writing the most accessibly interesting blogs, and occasionally getting to do the "vision" thing, is shouldering responsibility for the execution of your designs. A pure designer's time is only valuable when it's increasing the value of other people's time, because they're the ones creating shippable product.

How you go about that is up to you, and not something I feel qualified to comment on - if you really can maximize product quality with the auteur thing, then that's one of the many options available - but the goal is the same: to make sure that in lieu of creating value yourself, you're adding to the value of everyone else's work. And if that occasionally means making pots of coffee to keep programmers drugged up and cranking out code, well, that's something I'm happy to do in return for being paid to make awesome technicolor spreadsheets.

Duncan Rabone
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I pretty much stopped reading when coffee boy got a junior design position working for a company. I mean where was the story on that, as stated what does an upstart like him have against designer x with several shipped titles under his belt? Especially since the path of 'develop your own' was explained to be too difficult in today's industry. I only say this because I seem to suck at 3d, and don't know programming. Am I a designer? And if so how could one 'get in' when the designer role governs other parts of development, making it a risky position to put less experienced individuals in?


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