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#21 | ||||||||||
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But I ask, why is it that the engineer needs to also be passionate about the game? Technically, he has no input on the game or it's features. Now, I know lots of smaller companies/projects will take input from all the faculty, but it's silly to have a requirement for a position that really has no say in how a game is designed (generally). To me, the designer is the visionary. I'm glad you've bothered to dabble in code. I personally think it's important for a designer to have a little technical experience, it helps them realize what it is exactly they are asking for. But in the end, I think it's you whose responsible for the "fun" factor. Granted, if the animation is sloppy and has glitchy issues, yea that's the programmers fault. Had you hired someone passionate about code, they would have had a bit more pride in their system and you wouldn't be seeing glitchy animation interpolation ![]() |
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#22 | |||||||||
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Everything technically about the game was flawless to me. I still play it from time to time just to watch the animations and the beautiful view, but the game sucks. It's repetitive and boring. The programmers did their job, should they also have chimed in, "Hey, this is boring. How about we add some variance to the gameplay so that the players aren't doing the same thing the first 5 minutes of the game to the last!" Maybe they should, but I wouldn't make it part of their job. If so, I want a GIGANTIC pay raise Programmers aren't designers and they shouldn't be. Most programmers I know are so technically minded they don't care about little things like the fact that something isn't "black enough" to mesh in w/ the scenery. There is a reason we have designers. A programmer is not hired to create fun features. If a game feels unpolished you can't say it's the programmers fault. Maybe it is, but there are so many other factors too. Maybe marketing couldn't figure out exactly what they wanted and requested so many changes that the initial deadline for what was thought of upfront had to be modified, but hey we can't change release dates! So many things happen during the development cycle of a game that it's really impossible to put a hard deadline on things. Many companies don't get that and expect changes to take a minute. Blizzard does understand this idea, which is probably why diablo2 took 1+ more years to release than scheduled and they now lable release dates as "when it's done" ![]() |
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#23 | ||||||||
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I think you may be placing too much weight on the designer's shoulders here.
The goal of most game projects is to make something that will sell. A common assertion (backed by plenty of empirical evidence) applied by studios is that there is a strong correlation between how fun a game is and how much it'll sell. Therefore, a studio's approch to reaching the goal is frequently to make the game as fun as possible. Requirements docs can almost never include everything that makes a game fun. You can't expect a designer to think of everything in preproduction any more than you can expect a programmer to produce bug-free code without the help of QA. Sure, an iterative approach will allow the designer to catch mistakes and oversights; but programmers often have a unique perspective that can be valuable. A programmer who really cares about making the most fun game possible can frequently go out of his way to improve its quality in ways that the designers may not have considered for one reason or another. Maybe they don't have an intimate understanding of how the software functions; maybe they haven't thought about every possible path; maybe they were short-sighted (it happens). Similarly, a really dedicated artist can often add a little bit of extra polish that no one else ever thought to ask for. |
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#24 | ||||||||
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So essentially, the problem with some people who are "passionate" about games here is that there's a risk they get too distracted by the other elements of the game to make sure their part contributes to the game in the best way possible. Suggestions to designers are fine during lunch breaks, but a programmer who agonizes for hours over features to make the game more fun due to his "passion for games" instead of coding is worse than a programmer who trusts the designers to think up of the fun factors and focuses on good code.
However, I think the whole line "passion for games" in the job description should stay, since it is balanced out by "works well in teams". Part of being on a team is trusting other members to their best at their jobs while understanding they are trusting you to do the best at yours. The programmer who does not focus on creating the best code possible is not a good team player, since they are not trusting the other members (designers in our scenario) and not doing his/her/its task the other members trust them with. |
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#25 | ||||||||
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Junior Member
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Yeah I agree. Teamwork is key. In this situation however, I think teamwork requires a lot more collaboration than you're describing.
Open communication between gameplay programmers (I'm talking specifically about gameplay programmers here) and designers is very, very important. The way I see it, a gameplay programmer's job is not just implementing the features requested by a game designer, it's solving the problem that those features were intended to address. As I said in my last post, requirements docs (if they're even created) are nearly always incomplete. A programmer who receives a list of features from a designer, then disappears for a month, "checking off" each of those features from the list, will likely return with something that doesn't really solve the designer's problems. That's not good teamwork. In my opinion, that gameplay programmer isn't really doing her job unless there is an open dialog between her and the designer. Having a "passion" for making fun games will help create what the designer really wants much more quickly than being able to produce maintainable, defect-free, optimized code will. |
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#26 | ||||||||
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I agree, but does a passion for games equate to a passion for good code? That's my point anyways.
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#27 | |||||||||||
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As a programmer, If i implement a feature and notice an unintended side affect, yea I'll definitely bring it up. But I would hope that the designer is doing his best to consider these side affects as well. I don't like to think that any/all side affects or secondary issues that weren't thought of should fall on the programmer. I want a designer that does his best to come up with solid designs. To me, a good designer will do his best to look at all possible outcomes of a decision and see how it affects the overall product. Obviously he can't be perfect, coders don't write perfect code and artists make mistakes too. But I don't want a designer who doesn't consider the possible side affects of what he decides to implement. To me a "perfect" designer would foresee all of this. Of course, a perfect coder would be able to implement any ridiculous task in a day These aren't possible and I fully understand that, but I a designer that doesn't at least try or puts that work on the coder is just lazzy imo.Quote:
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If you are going to request a passion for games, then request a passion for good code and coding practices too. Be fair here ![]() |
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#28 | |||||||||
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Junior Member
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I agree that if designers were perfect, maybe programmers would be better off focusing on nothing but writing the cleanest code possible. And of course programming ability shouldn't take a back seat to "passion for games". But I don't think that passion is an irrational thing for studios to look for in their programmers.
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Take that bad gameplay programmer from my previous example. The one who just disappears for a month, slaving over her keyboard to implement every feature on the list. If she's working on the new version of Word rather than the new Halo, I say she's probably doing a good job. Think of it like comparing a movie to a toaster. If a movie (or Halo) was created as a bulleted-list of features:
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#29 | |||||||||
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Why are games so special that you can't do your job on them w/o being passionate about them, while other software doesn't seem to need this? (Hah, or maybe they do and that's why there are terrible apps?) |
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#30 | ||||||||
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I guess what I'm getting at is, no creative input from a programmer I don't think should be a bad thing, but if he does give input that's a good thing. To me, the designer is the one responsible for checking out the features as they are implemented and making sure they server their purpose, not the programmer.
What is something that a programmer could give input on to make the game more fun, that a designer couldn't, or shouldn't even be expected to be able to see? Nothing as far as I can tell :/ |
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