quote: Original post by Captain_RB
No offense towards any programmer who do an outstanding job pushing the limits for what''s possible in a game. But what you guys miss here is that there is more than just implementing a good idea that makes a game succesful or not. You have to consider interface design together with the logical structure. You have to check with gamers today what they feel they want.
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The Game Designer get''s resonsability over the usability aspect fo the game too. I would like to see a game without usability be a success.
That''s the whole point... people like to think that "designer" = "idea provider". Designer should mean they do stuff such as draw up the interface, consider how things should be laid out, whether some buttons should be visible all the time or hidden in a menu, and so on. If they want combat, they should look at the formulae and generate a system that gives balanced combat at all levels. If they want a sprawling world in which the action takes place, they should draw up (or create) maps of that world. You know... do stuff . Not just sit there and think, "hey... how about we do Everquest, except with chimpanzees! Cos chimpanzees are so cute!"
Addressing other people''s points... I don''t think youthful idealism is of any merit whatsoever. All that happens is that you eventually get discouraged and that puts you off. Better to start small and get encouraged by your results. (This is an empirically-tested psychological fact, by the way.) And there''s no programmer bias here. It''s just that a design that is no more than an idea doesn''t take much doing. It''s implementation of an idea that counts - and no, that doesn''t just mean code. It means all the things I spoke of above, such as maps, systems, formulae, screen layouts, and so on. One nice example of doing some real design is at http://www.chronocross.de/bt/.
I have utmost respect for game ''designers'', just little respect for the people who come on hear bemoaning lack of originality and yet doing nothing about it except blaming everyone else (programmers, managers, publishers, etc).