Designers are a lot like writers in that we both are trying to instill certain emotions through a ton of indirect suggestions, just the tools are sometimes different
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Scope your game project tight. Iteration and polish are important...especially on the core gameplay and mechanics.
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You must always know the possibility space and how they overlap. Hence there is no place for rand() in
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That "Game Designer" is a pretty general term, and the discipline has much granulation which leads to pretty different specializations. Narrative Design != Level Design != Systems Design It doesn't stop there (Systems can be like... reward / progression / economic)
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These are all very very important to "designing a game", and each one can really take the limelight depending on the game. Combat design and balance is not any more or less important, inherently, than Narrative design, but they are not the same skills.
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Ideas are cheap. Execution is everything. Game design is not the act of coming up with "good ideas" and letting someone else "just make it in the game". It is an art of identifying the possibility space of solutions for a goal and doing all you can to bring the best into the game
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A lot of the nuts and bolts of game design aren't very sexy. People get very excited about "the ideeeaaas" but the beating heart of game design is figuring out how to make it happen. Incomprehensible spreadsheets and obscure diagrams, half-erased in an empty room. I love it <3
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I wish people were more excited about defining the intentions of their design. Outlining *why* this choice and not that one, what they want to achieve, what the goals are, the... intentions... of the design. We seem to be terrible at documenting that part, which is a shame.
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I agree so much. Every one of my gdds has a section on the intent for the design. It helps challenge the designs when someone else reads it, and in the end makes it so much more focused.
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Your goal- your project vision - is not to make a piece of software. Your goal is to make an experience happen inside someone else's head, but you have no control over how someone interacts with the things you make. Your project vision is always impossible to achieve perfectly
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Wydaje się, że ładowanie zajmuje dużo czasu.
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MCV 30 Under 30 2021