Tuesday, July 21, 2009

What to look for when hiring a game designer.

I ran across an article written for prospective game designer employers on how to spot bad designers. Naturally, I read it. It can be found here:

http://www.gamesetwatch.com/2008/10/opinion_how_to_hire_a_good_gam.php

While this seems like a mostly correct article, there are a couple points I take issue with.

1) Suggesting that good designers should have modding experience is narrow minded. I need no rant to go with this point - it's that cut and dry. Modding experience has nothing to do with the talent of the designer that's sitting in front of you at an interview. Modding is one of many ways to obtain design experience, and probably one of the less efficient ones at that.

2) "Beware of Ideas Man." What a terrible thing to advise an employer. Game design is all about ideas, many, many ideas. How can a supposed professional not know this? More bluntly: how could it not be true? If he means simply to beware bad attitudes, then he should have simply said it. I've read more than once that game designers who are afraid to have an opinion are far from desirable. Game designers are by necessity leaders, and therefore must have opinions, and not only opinions but on occasion downright mandates, else they are useless to the team.

3) Stating that game designers should be spending every waking moment of free time playing games is not only incestuous, its downright neurotic. Game designers need to aquire inspiration from everywhere, not only games. In fact, other games are probably one of the least important places to look, after all, who wants to just innovate or merge stale ideas? Don't we want brand new ones if at all possible? Isn't that what Mr. Schell, the author of "The Art of Game Design," meant when he described the greatest juggler in the room as being the one who wasn't the most technically skilled at juggling, but the one who got all of his inspiration from outside of the juggling circles? In fact, the juggler specifically said that the reason he was better than the others wasn't because he was a more technically skilled juggler, it was specifically because he didn't spend much time watching his peers.

It is interesting that he says game designers have a credibility problem, the reason he gives being that ideas are a dime a dozen and anyone on the team either could, or "feels" they could, create their own. Of course, in reality, the game designer is not just a ferreter of ideas, he is a leader.

It could be said that any leadership position has a credibility problem at first. After all, anyone who takes such a position has by necessity not held it before, at least at some point, and therefore all of their subordinates or peers will view them with narrowed eyes - until they earn the respect of the team. Consider the young officers of our military who, straight out of college, are given units of upwards of 30 men and women to lead, many of which are older and have more experience (sometimes by decades) than said officer. Such officers are in fact entrusted with these men and women's lives. Don't you think there is a credibility problem there, too? Don't you think his or her subordinates often feel that they could do a better job? This kind of problem is so old and so prevalent, that the fact that the author seems to think it is somehow novel to the game design industry leaves him the only one in the room with less credibility than they walked in with. Such an absurd viewpoint is, ironically, borne of the highly limited breadth of the author's knowledge and experience.

Such is the inevitable result when one spends "every waking moment immersed in gaming."

2 comments:

Will Armstrong IV said...

1. You're absolutely right with this point, and I am surprised to see that the article you linked to was as recent as 2008. It is widely acknowledged that the best designers have a wide range of experience upon which to draw.

2. I think the author, in this case, is using "Ideas Man" in the same way Tom Sloper does; someone who ONLY has ideas, but no ability or desire to communicate or explain them. Strong concept development is key to game design, but it is not the only thing a designer has to do. If a prospective employee can only come up with good ideas, he's not a very good designer.

3. I agree you with here as well; studying other games IS important, but should not be the only thing a designer does with his free time. Looking to what has already been done can teach you what mistakes to avoid, but time needs to be taken to look for what hasn't been done yet. A designer can only do this if he is looking outward.

I also agree that leadership and confidence is important in game designers, and it saddens me to know that designers, as a while, do not stand up for themselves as a vital part of the development process. You can read more about it here, under the title "Realizing Game Designers' Power":

http://www.gamasutra.com/php-bin/news_index.php?story=22045

Zenodotus said...

You may be correct on "2" and it’s nice that we basically agree overall.

Thanks for linking that article, I just read it. It's the best article on anything game-related that I've ever read. I can't tell you how many things he said that I could not possibly agree with more. That Tim Carter is a visionary and a genius and I would gladly pitch my design to him any day of the week.

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