Speaking of somebody who has:
Learning to program is a hurdle, sure, but ultimately you're just learning to speak a language. Yes, computers are pretty stubborn to explain to considering they're just calculators who require absolutely every detail explained to them about what you want to do. It's painstaking work, but it's ultimately easy because you're always the big smart human talking down to the dumb computer, and the difference between a good programmer and a great one oft comes down to if you can get it right the first time in the most efficient manner.
The art and sound assets are also relatively easy jobs in that you're basically just drawing pictures, sometimes modeling those pictures in 3D, and playing with sound samples. There is a challenge of getting the right feel for the game, but ultimately you're allowed to creatively express yourself on something that is in the here and now, and that's not too tricky. Consequently, your work doesn't need to be perfect, you just need the talent that it is pleasing to look at or hear and your job is done. Again, painstaking at times, but easy.
Not to belittle anything that's not being a game designer overmuch, because if you are dealing with terrible programmers or content producers, it's going to be a problem. However, the drive I'm making here is that those tasks involve communication, and the real challenge is figuring out exactly what it is you want to communicate in the first place.
That's the game designer's job; what a game designer does is try to figure out something of significance to say! This is the difference between a brilliant speech writer and the winner of yesterday's 6th grade spelling bee: they both know how to use language, but only the former found something epic to do with it. Having a great idea is just the start of it, a game designer needs to be able to flesh out that idea in nearly every conceivable detail so that the people who are creating the physical artifacts of those details know what to do. It's a hard job, because you're not a big smart human talking down to a computer, you're an insignificant little human trying to make some semblance of sense out of the unfathomably large universe so as to have some idea of a viable intellectual artifact to create.
If we're talking about the difference between a messed up mishmash of pretty-looking words and a brilliant world-shattering play, the game designers' job is also the most important job of all as they're the people responsible for coordinating the actors on the stage in such a way that they're not going to make a fool of themselves, something that can happen no matter how talented (in art, sound, or programming) they are.
Consequently, it's pretty fucked up that so many outfits in the game industry generally do not put the most talented folk in the position of game designer. If they're just offloading people who aren't good enough to do anything else for the job, as Garriot says, it's little wonder so many games crash and burn. They need true visionaries, and those are unfortunately in short supply and often prone to failure by nature of vision requiring some level of trial and error to realize.
- 1. Had to endure a never-ending procession of clone games.
2. Tried independent game design.
Learning to program is a hurdle, sure, but ultimately you're just learning to speak a language. Yes, computers are pretty stubborn to explain to considering they're just calculators who require absolutely every detail explained to them about what you want to do. It's painstaking work, but it's ultimately easy because you're always the big smart human talking down to the dumb computer, and the difference between a good programmer and a great one oft comes down to if you can get it right the first time in the most efficient manner.
The art and sound assets are also relatively easy jobs in that you're basically just drawing pictures, sometimes modeling those pictures in 3D, and playing with sound samples. There is a challenge of getting the right feel for the game, but ultimately you're allowed to creatively express yourself on something that is in the here and now, and that's not too tricky. Consequently, your work doesn't need to be perfect, you just need the talent that it is pleasing to look at or hear and your job is done. Again, painstaking at times, but easy.
Not to belittle anything that's not being a game designer overmuch, because if you are dealing with terrible programmers or content producers, it's going to be a problem. However, the drive I'm making here is that those tasks involve communication, and the real challenge is figuring out exactly what it is you want to communicate in the first place.
That's the game designer's job; what a game designer does is try to figure out something of significance to say! This is the difference between a brilliant speech writer and the winner of yesterday's 6th grade spelling bee: they both know how to use language, but only the former found something epic to do with it. Having a great idea is just the start of it, a game designer needs to be able to flesh out that idea in nearly every conceivable detail so that the people who are creating the physical artifacts of those details know what to do. It's a hard job, because you're not a big smart human talking down to a computer, you're an insignificant little human trying to make some semblance of sense out of the unfathomably large universe so as to have some idea of a viable intellectual artifact to create.
If we're talking about the difference between a messed up mishmash of pretty-looking words and a brilliant world-shattering play, the game designers' job is also the most important job of all as they're the people responsible for coordinating the actors on the stage in such a way that they're not going to make a fool of themselves, something that can happen no matter how talented (in art, sound, or programming) they are.
Consequently, it's pretty fucked up that so many outfits in the game industry generally do not put the most talented folk in the position of game designer. If they're just offloading people who aren't good enough to do anything else for the job, as Garriot says, it's little wonder so many games crash and burn. They need true visionaries, and those are unfortunately in short supply and often prone to failure by nature of vision requiring some level of trial and error to realize.