I have often heard it said that "anyone can
design" and that the jobs that require skill in videogames are art and
programming.
Well, this is true to the point that if anyone can
design, then anyone can draw stick figures and anyone can program "Hello
World".
Trace("Hello World!") // Game complete! |
Sometimes a programmer with a great knowledge of how systems
works can design a mechanically interesting game, or an artist with a grand
vision can design a very cinematic game.
However, designers -- who
primarily call themselves designers -- with some knowledge of the other two
fields, can produce games that are both mechanically interesting and cinematic, and much more.
To discover the true importance of a designer, look no
further than a wholly designed game -- games which do not rely on art or
programming at all. Scratch out anything
digital to get rid of programmers, and scratch out board games or other toys to
get rid of artists.
So consider some children's games, like hide-and-seek or
tag. These are purely designed
games. The rules are simple and
children, on the fly, create the boundaries their game takes place in, be it
the house, or the backyard, or the neighborhood.
Reminds me of "Lord of the Flies" for some reason. |
But these games are ancient, and no one knows their
origin. They've been time-tested and are
very successful. So let's look at a
terribly-designed game.
Icebreakers.
Icebreakers suck.
Ever been in a new group, and someone wants to play an
icebreaker? An icebreaker is when people
play a game to learn about each other, such as "Two Truths and a Lie"
or other such games.
There are a few standard icebreakers, but many times, the
leader of the group will invent a new game wholecloth, and it is never fun.
The reason these games suck is because they are made up in a
moment by someone with no experience in design.
They take was "sounds good" and expect it to be fun.
Designing fun is not as simple as "that sounds
good". Designing any sort of
experience is not that simple.
Ultimately, every work of art and entertainment is trying to
make an emotional or intellectual appeal.
And when the objective is intellectual, the player must still be
emotionally invested or interested in order to want to think about it.
Ever read a scary story that wasn't scary? Watched a comedy that wasn't funny? Didn't care whodunnit? Fell asleep before the world was saved? Walked by a painting with barely a glance?
These are all failures of emotion; that is, the writer,
director, painter, or whoever is in charge of the artwork did not grab you and
make you emotionally invested in their work.
I don't think you're supposed to nod off at this part. |
And the designer's primary task in designing a videogame is
figuring out how to evoke a particular reaction from the player, whether it be
a fright, an adrenaline rush, a laugh, or simply a sense of fun, of having a
good time.
Artists in videogames help to achieve this, of course, as
videogames are a collaborative medium, but a great designer has this as a
primary task, not a secondary one. The
designer may start with "this sounds good", but then works the idea
like dough until something great comes out, or throws the idea away and tries
again.
Designers understand how to create the moment-to-moment
experience. Level designers, mechanic
designers, and writers come together and create the experience from beginning
to end. Indeed, design is so complex it
is further broken down into subtypes!
Can someone who is primarily a different field design something that
stands as a work of art and entertainment?
Sure, some people can, but they are the Da Vincis of game
development. Most of us stick to a single
discipline and work to perfect that.
Those who split their effort between multiple disciplines risk making
bad games.
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