There is a lot of taboo around the concept of the “idea guys” in the game industry (specifically the indie game industry). I will agree that ideas are not enough to give someone value, but this often also casts a shadow over the “game designer” role in the industry.
So, the purpose of this post is not only to identify the role of a designer, but to also emphasize their value.
First, I will “toot my own horn” for a moment and make the claim that I am a fairly talented designer. I’m only comfortable saying that though, because I have also met (and worked with) people who have been far better than myself.
Ages ago, I was designing a card game. In my design, there were combat elements that also involved rolling dice. A fellow designer pointed out to me that the core concept of card games is the random draw of cards. He said that adding the random outcome of dice to the game would remove almost all aspects of strategy. This was such good advice that I’ve remembered it to this day, and it has forced me to always analyze how much control I’m giving my players in strategy games.
Now, I’ve recently been working on an interactive timeline that spans approximately 24 billion years. I knew this would be a daunting task, not only in content, but also in design. I had created mock-ups, developed filters so not every event on the timeline would need to be displayed at once, etc.
As much as I had gone over the design, I thought I had all my bases covered. With nearly all of the functionality built, I am in the process of adding in the content. Only now, I’ve discovered a major issue in the design.
Events are displayed by small, 30x30 pixel dots across the bottom of the screen. So let’s do the math:
- If you have a 1024 wide screen, this will allow room for about 34 dots. (1024/30=34)
- Across 24 billion years, this means that the width of one dot is equal to 705,882,352 years. (24 billion/34)
To put this into perspective, dinosaurs roamed the earth 245 million years ago… I’m no history major, but I’m pretty sure there’s been more than one significant event since then. This isn’t a minor mistake that can be fixed with some “tweaking”.
Now, I’m sure you’re thinking, “well yeah, that’s obvious”. Sure, its obvious now. It was obvious to me when I discovered it too. But when you’re working to cover a hundred different angles, these “minor” issues can easily sneak by.
So! Who do you have on your team with experience in this area who will be responsible for making sure these issues don’t cripple your development halfway through? Your programmer? Your 3d Artist? Not likely.
Designers are not the same as “idea guys”. They are vital to any solid game/project, and, like any other role on your team, finding a skilled designer is incredibly difficult.