I don't think this thread should be an argument.
It has grown into one, of a sort, but it shouldn't have.
I see it as more of a debate on opinions at times. But yes, your right, it shouldn't be. Like I said a few posts ago "its a needless prejudice".
Sinister, just reading the name of the thread, I would think you would support the idea that designers should not be idea-people, but rather a more involved and versatile tool in the development process.
I was half asleep during my last post, poor choice of words. Yes, I do in fact believe "idea people" are useless in the sense that they are commonly refered to on here. I also believe that designers should have a hand in EVERY aspect of the development process. Especially if it is THEIR vision (as someone stated, a lead designer isn't always the one to come up with the idea being worked on. I'll look up who said that and edit this to give them proper credit when I'm more awake/coherent) that is being brought to life.
it involves getting your hands dirty and starting out all alone (or with friends) until you have something to convince that team that they want you as one of theirs.
Thank you for stating this because I'd like to reiterate something as I have a few times already. I haven't been day dreaming and spewing ideas for the last decade as so many would like to believe. Yes, I've been developing my ideas since some time around highschool when my goal of becoming a game designer/developer started to become clearer. Yes, I went to college for a year and some where I studied Multimedia Development and learned as much as I could before not being able to afford my college financially. My, at times, humble/modest demeanor/way of presenting myself may give off the impression that I am a complete novice, but I assure you I am not. A while back, I stated in a post alot of the things that I have on paper/am/have worked on. I'll go find it so i can quote it real quick.
I'm not one to boast or speak of my achievements and capabilities with high regard but in this case I'll push it just a bit.
I've done my own concept art, written my own lore, designed my own technical input/motion layouts, taught myself basic scripting in hopes of being able to atleast contribute or do some of the programing, designed skill and spell systems and trees, developed the way(s) I want to track expierience which isn't as mainstream as we're used to/have seen, designed multiple menus, huds, UIs and concepts for tracking things that are usually displayed on huds without having to clutter the screen, extensively thought of time mechanics to interact with varying other mechanics in the worlds' enviroment as well as for character development, explored methods for online multiplayer which localizes server loads between players wishing to play with each other (sort of like lan with a bit of a twist in networking) which would in theory allow large gatherings of adventurers without requiring dedicated servers by spreading the load of bandwidth allocation to each individual player wishing to play, developed professions which tie into character development in a direct way not just as varying side benefits, extensively tied the environment into said professions while theoretically eliminating extensive rendering of resources in the enviroment when entering and moving around areas, theorized on ways to minimize input lag by uniforming control and response methods between the world and the player/npcs (this ties into the combat system as well).. and other stuff that I probably cant think of off the top of my head..
I don't know if stating this gives an idea of what I have down on my notes but I have definitely gotten my hands dirty in my opinion.
Concept sketches and diagrams of how a mechanic work (to show that this has really been thought out, and practiced) aren't.
I love you right now NoAdmiral You just put into words what I originally set out to say with my original post. This thread has definitely become what I envisioned it being, a large fountain of information established/built through debate and discussion. Do have to disagree with one definition within that statement though.
Prototypes are even better.
Concept sketches and diagrams ARE forms of prototypes as someone so graciously mentioned earlier (again I'll find and give them props later, haven't even had breakfast yet ).
The bigger the project (and thus time-investment for each member of the team), the more work you need to put in to giving these artists and programmers a reason to pick your project over all of the other great projects out there.
Thank you for the advice. You are truly and utterly corrrect. This is what I have set out to do with my chain of threads pertaining to Project: Alter Ego. I don't expect to find anyone willing to jump in whole heartedly with the reception I've received so far but hopefully as they see more and I clarify things more it will become a possibility.
Thank you for your contribution and input/feedback Sir NoAdmiral It is in fact (in my opinion atleast) one of the most pivotal, productive and constructive criticisms/feedbacks/responses I have yet received.
Sin ?§• ??§?