game-designers

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  • Richard Garriott clarifies his 'most game designers really just suck' statements

    by 
    Elisabeth
    Elisabeth
    03.21.2013

    Richard Garriott made some serious waves yesterday with some fairly inflammatory statements in an interview with PC Gamer. Citing a few exceptions like Chris Roberts, Garriott said, "I've met virtually no one in our industry who I think is close to as good a game designer as I am. I'm not saying that because I think I'm so brilliant. What I'm saying is, I think most game designers really just suck, and I think there's a reason why." This statement, and others like it that were delivered in the interview, caused no small amount of backlash. Today, Garriott posted a response (titled Words taken out of context) in an attempt to "clarify" his words. He cites a lack of context and "broader real time discussion" for the simplification and inaccurate representations of his statements. "By no means," he says, "did I intend to disparage others who have led the many great games of each era in gaming history." He then went on to re-tread some of his ideas about the difficulty about being a designer versus being an artist or programmer. "Sadly," he concludes, "I really do think that most people who get into design roles on a team have no more skills at design than the programmers and artists." Lest we do him the disservice of taking his words out of context, you can read his full rebuttal at the Portalarium website.

  • Rob Pardo speaks about Blizzard game design

    by 
    Anne Stickney
    Anne Stickney
    03.12.2010

    The tenth annual Game Developers Conference is in full swing in San Francisco, CA -- and yesterday included a panel by Rob Pardo, Executive Vice President of Game Design at Blizzard Entertainment. Pardo spoke about design philosophy and how Blizzard approaches it, sharing not only Blizzard's success stories, but where they failed along the way, and what they did to fix it. Blizzard's design philosophy follows some key elements: Gameplay First: Before anything else, you want to concentrate the game on the fun. All aspects of the game -- the design, the mechanics of encounters, the quests and story are focused on making the game fun to play. Not only fun to play -- but fun to play for players, not developers. The challenge is to keep players jumping through the correct hoops, while making those hoops fun. Sometimes this involves making some changes -- for example, only night elf males could be druids in Warcraft III, but for the sake of making the druid class, something that sounded like all kinds of fun, they had to be made accessible to both genders, and both sides. So the lore was adjusted so that females and tauren could both be druids -- otherwise they couldn't have introduced the class at all. And that wouldn't be any fun.

  • Sci Fi Channel creating hybrid TV series and MMO

    by 
    James Egan
    James Egan
    06.02.2008

    The Sci Fi Channel plans to air a TV series that simultaneously plays out as a massively multiplayer online game, the Los Angeles Times reports. This pairing of television writers with game designers will allow fans of the series to influence its story arc through their own actions in the virtual space. David Howe, president of the Sci Fi Channel, said, "This is the Holy Grail for us, without a doubt... this is groundbreaking, and I don't say that lightly."The large and dedicated player communities attached to various titles in the MMO space are appealing to the Sci Fi Channel. "Bundling a World of Warcraft player community with a series and an on-line social community is something the Sci Fi Channel has tried to puzzle out for several years," according to the Los Angeles Times. The Sci Fi Channel's desire to tap into the MMO market led them to work with Trion World Network, a California-based game company with some major investors standing behind it. The hope is that together, they will achieve a first in interactive entertainment: create a hybrid television series and online game, where players affect or even determine the direction of the show. If successful, this will stand as a milestone in the history of both television and games.

  • Player vs. Everything: Those poor, poor designers

    by 
    Cameron Sorden
    Cameron Sorden
    05.01.2008

    I've gotta hand it to MMOG designers. They really kind of get shafted. They spend weeks, months, and years fine-tuning tiny aspects of gameplay that you never even notice or care about (like the amount of silver that level 12 murlocs drop), coming up with interesting quests, trying to innovate the game enough to keep us interested, and developing a stream of content that's regular and enthralling enough to satisfy our all-encompassing hunger for more, more, MORE! While they do this, they have to pay attention to a million other things: time constraints, budget constraints, balance considerations, community expectations, and their pushy producers who want them to get the job done now, even if it means they can't include all of these cool features they have in mind. When they finally put the finishing touches on this labor of love that they've slaved away on for so, so long, they deliver it out into the excited arms of the community that's been eagerly awaiting the game since they announced what they were working on in pre-alpha. What happens then? Worst case scenario, everyone hates the game and it sinks like a stone to the trash pile of the bargain bin (along with the shattered hopes and dreams of the entire team that worked on the game). But even in the best case scenario, everyone loves the game for about two weeks until they notice all the little flaws that they don't like about your particular design. Then, they start picking it apart bit by bit. "Why didn't you do this this way?" they ask. "Why didn't you make this quest reward better? Why are Mages better than Rogues? Why isn't my +3 sword worse than a +3 axe against Ents? Here's how I think you should fix this awful, terrible, no-good, very bad game design."

  • Test your game designer knowledge, impress your friend

    by 
    Christopher Grant
    Christopher Grant
    07.12.2006

    Do you know what game Mark Cerny designed? I didn't. I guessed and got it right. But if you're fidgeting in your seat, arm stretched towards the gaming heavens, gulping out, "I do! I do! Ooh me. Ooh, oooh!" then I won't call on you 'cause you're annoying. Instead, I'll direct the entire class towards the latest in our good buddy (we've never met him, we just like him a lot) Patrick Curry's mad dash of weekly game designs: game designer trivia."Game Designer Trivia is a very simple game. It asks you to name who designed a certain game, or which game a certain designer created. As you answer correctly you build up points and improve your "batting average." After answering so many questions the game tells you how you're doing. Like I said – a simple trivia game."It works as promised, although there is a tendency for the routine to repeat questions, or ask the same question inversely. All this did was help maintain my perfect batting average ... now I have to go outside and read a book. Remember kids, winning isn't everything. [Via Tiny Subversions]