Terrible mechanics? I'm not sure I agree with that. Some might, certainly, however you can hardly say that about all big budget games. Starcraft 2's mechanics were polished to a mirror shine and that's about as big budget as you get unless you're going for MMOs, but even those aren't all bad (though often they take a while to get that polish done. See: WoW. Good lord was Vanilla WoW awful at first).Tom Goldman said:You've got an entirely valid point, but do you think that design documents on larger projects limit creativity at all? Could that be part of the reason why we see big-budget games that have absolutely terrible mechanics in them, despite millions of dollars spent?poiumty said:What a load of crap.
If he had 100 different personalities each working on a different part of his painting, then YES. YES HE WOULD.Would Picasso have written down exactly where he was going to paint on a canvas?
In other news, banana salesman says spoons are useless for eating fruit.
While it is arguable that a design document on a big product might limit creativity somewhat (though even that's debatable, it also allows for greater polish on what you do have. The amount of "small group" games which aren't polished at all are arguably far worse than having 'terrible' mechanics.
Reduced creativity, in moderation, could even be argued as helping games along. Allowing developers entirely free reign is like...having an author without an editor. Yes, it allows the author to do whatever s/he wants with their book, but I would argue it would lead to poorer results.
/Think I'm rambling a bit.