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Do Game Designers Burn Out Like Rock Stars ?

Reader Ant wrote in to mention a Guardian Unlimited Gamesblog article which asks: Do Game Designers burn out like rock stars? From the article: "The games industry is getting on a bit now, and so are many of its key 'superstars'. You may not think it, given the proliferation of sequels and movie tie-ins that clog up the charts like that sickly white glue in the veins of heavy smokers, but this is a creative business. No matter how many people are involved in the process, there must be a spark of inspiration somewhere at its core. So what happens when the spark falters, or goes out?"

123 comments

  1. FRP! by Anonymous Coward · · Score: 0

    [First relevant post]

    When the spark goes out, you get games which are, in effect, mindless sequels, or uninnovative attempts to milk something for all it's worth [Doom 3, I'm looking at you...]

    I hate to say it, but look at John Romero. There are probably others, but he's the first one that came to mind.

    1. Re:FRP! by Anonymous Coward · · Score: 0

      It's better to burn out than to fade away.

    2. Re:FRP! by mausmalone · · Score: 1
      The article does mention John Romero and Trip Hawkins, both former big-wigs in gaming, now relegated to the mobile market after unsuccessful "shovelware." What annoyed me in the article, though, was this paragraph:
      Could it be that John Carmack's obsession with amazing graphical effects is similar to the way in which middle-aged rock stars start to 'experiment' with the latest technology and trendy genres - ... You can't really blame John Carmack for Doom3 being boring. I mean, seriously, all he does is code the game engine. I'm sure we all can agree that with the proper set of graphic artists and level designers, the Doom3 engine has a lot of potential to make a good game. I say John Carmack still did a damn good job, even if the game is repetitive and dumb.
      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
    3. Re:FRP! by Kinryuu · · Score: 1

      I'm looking straight at Warren Spector. Deus Ex: Invisible War was horrible. How did Warren respond? "The biggest mistake we made was not making the inventory screen mouse draggable." Oh, Warren, you're so cute when you're clueless.

    4. Re:FRP! by Terminal+Saint · · Score: 1

      I'd just like to say at this point that Carmack himself has said he doesn't have much interest in making games anymore, he just likes making engines.

      --
      It's sad when choosing an installation directory on your own qualifies you as an "advanced user."
  2. they jsut release by nocomment · · Score: 1

    Daikatana

    --
    /* oops I accidentally made a comment, sorry */
    /* http://allyourbasearebelongto.us */
    1. Re:they jsut release by BoomerSooner · · Score: 1

      You get Doom III instead of Half-Life 2.

  3. soon... by climbing_monkey · · Score: 2, Funny

    "The EA Syndrome" will soon be in our vocab

  4. C'mon... by ersgameboy · · Score: 5, Insightful

    Is this truely a valid comparison? Most rock stars burn out from too much partying. Most game designers burn out from too much crunch time. Aside from the exhaustion presnet in both, there doesn't seem to be much of a similarity.

    1. Re:C'mon... by ShawnMcCool42 · · Score: 1

      This is a stupid topic.

    2. Re:C'mon... by trs9000 · · Score: 2, Informative

      I think your point is valid, but it is not (just) partying that gets to the rockstars. They travel. A lot. Most play shows everyday, sometimes twice on sundays or for a morning show. Pile on top of that travelling every day to get where you are going and always eating on the go, and you've got a tired, jet-lagged, is it 12-noon or 12-midnight rockstar on your hands.
      But you're right, the cocaine doesn't help. My point is that a lot of the rockstars actually do work their asses off to get to where they are, but most will then land, having "made it" and party non-stop. But for those that don't, work is work, either way.

    3. Re:C'mon... by Golias · · Score: 1

      The most successful band of "rock stars" in the world at the moment is U2.

      That's a band which has been playing for over 20 years. They may not be suited to everybody's taste, but then neither is Jet. The point is, rockers don't always burn out.

      Other old-timers who still rock:
      Eric Clapton
      Angus Young
      Jimmy Page
      Pete Townsend
      Neal Peart
      David Bowie
      Bob Dylan
      David Byrne
      and every last toothless fossil who was ever a member of Yes

      You can keep the fuckin' Strokes. I'll stick with the legends I just listed, thanks.

      Not every rocker has to self-destruct like Hendrix or Mamma Cass to be legit.

      --

      Information wants to be anthropomorphized.

    4. Re:C'mon... by mausmalone · · Score: 1

      Sure there is. Remember when Dave Perry wrecked his hotel room and overdosed on heroin? Or when Richard Garriot drank a shot glass full of LSD?

      Oh wait... that's how rock stars burned out. Dave Perry became management and Richard Garriot retired years ago (though I've been hearing his name a lot recently... did he come out of retirement?).

      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
    5. Re:C'mon... by newsdee · · Score: 1

      Richard Garriot runs NC Soft USA, a subsidiary of the Korean company that made and runs Lineage I and II, and City of Heroes. AFAIK he's preparing an MMORPG called Tabula Rasa (which may have been released already).

    6. Re:C'mon... by Anonymous Coward · · Score: 0

      You sound old. These guys all suck now as bad or worse than U2. Sorry Bowie.

  5. Doom by FLAGGR · · Score: 4, Insightful

    So what happens when the spark falters, or goes out?"

    Then you make a game like Doom 3. Seriously, great tech, bad gameplay.

    1. Re:Doom by ZephyrXero · · Score: 2, Insightful

      I'm sick of hearing people say this. Doom 3 is not a bad game at all! I think many people were expecting way way too much out of it. Doom never had very complex gameplay to begin with, so why would you think they would start here? Doom 3 was not intended to be some leap in gameplay, it is a grand re-telling of the orignal Dooms. I for one am glad that every weapon didn't have 3 optional firing modes. Simplicity does not make a game boring! I also have to say that I think Doom 3 has more in common with Resident Evil than it does Half Life 2...so quit comparing them, it's a completely different kind of game even though they both happen to use FPS as a control scheme.

      --
      "A truly wise man realizes he knows nothing."
    2. Re:Doom by Mitaphane · · Score: 1

      Amen. I wish people that were completely disappointed by the hype of DOOM3 would say that rather than bash the game. You mentioned the comparison with RE which I think a lot of people missed. This remake of Doom was suppose to be much more atmospheric and terrorizing(like surival horror games) than the original.

      A lot of people ripped it on not being able to use the flashlight at the same time as your weapon but I thought it added to the suspense. If you played it like a standard Id FPS I could see how you could get frustrated by running around and not having enough time to see anything in the dark. But if you played it at a slower pace like Resident Evil or Silent Hill it was much more intense. There was many times I found myself blasting my shotgun off in the dark because I thought I saw something move in the shadows.

      Another time I remember quite well was that section in which you have to move the toxic barrels via the crane to make your way through. I had picked up the PDA there and I started reading it. I heard a noise and put down the PDA menu. Not being new to Doom, I was expecting an ambush but there wasn't one. I even looked outside to check to see for anything in the area. Nothing. So I went back in the room and went back to the PDA. I got through the email, so I go to the audio log and leave the PDA menu. Next thing I know I find myself staring at an Imp ripping away at my flesh. It scared the shit out me so much I had reload the game since it killed me before I regained my senses. Good stuff.

    3. Re:Doom by FLAGGR · · Score: 1

      The gameplay in Doom was spooky. It was fun and challenging. Multiplayer was fast paced and awsome. Doom III flops compared to it. Like, I'm not saying Doom ever was a fountain of great gameplay, but like, you'd hope a sequal would at least come close to its predesecors standards. Otherwise, whats the point? Anyway, that's all IMO, and really besides the point because I was joking around before, just taking the obvious cheap shot at D3 :)

    4. Re:Doom by Anonymous Coward · · Score: 0

      Spooky? Doom 1 and 2 wasn't spooky after seeing the same few skull sprites every other level. With the exception of the final boss, every sprite, texture and trick in that game was HEAVILY overused. I musta seen the sprite of a dead imp over a 1000 times, I think saw the same 'bleeding walls' texture in 4 different parts of the SAME LEVEL, and the old 'get key, monsters appear' trick got REALLY old after the first 20 times. And I'm speaking from hundreds of hours playing Doom 1 and 2, the game was not spooky and by modern standards, almost childish. (A monster turned into a bloody rib cage after shooting it with a rocket launcher? Big deal, I can dismember a man with a chainsaw in UT2k4, then kill a man by slitting his throat with a knife in MGS3, with the coup de grace by killing a man with a plastic bag in Manhunt. A bloody rib cage sprite is nothing compared to this stuff.)

    5. Re:Doom by Anonymous Coward · · Score: 0

      Doom was a cartoon. Marathon 2, now that was spooky!

    6. Re:Doom by Anonymous Coward · · Score: 0

      Grand retelling my ass!
      Take the E3 videos and clips and compare it to the final game. They fucking gave up trying to make it indepth and complicated and decided to rush it to beat HL2. And monster fucking closets. MONSTER FUCKING CLOSETS! EXPLAIN HOW THEY DIDNT FIND MONSTER CLOSETS EVERY THIRD ENCOUNTER FUCKING RETARDED IN TESTING! THEY DIDNT GIVE A FUCK, THATS WHY.

    7. Re:Doom by FLAGGR · · Score: 1

      amen. Fucking compilers flying out of no where and making me pee myself. Fuckers.

  6. What the? by AltaMannen · · Score: 1

    Ok, deciding to *publish* M.U.L.E and Archon and paying a sports celebrity to use the name in a game title does NOT constitue creative genius or even a hint of game design, and whatever Trip Hawkins ever did in that field it will pale next to his creative accounting to keep 3DO alive for as long as he did.

  7. But has Rockstar burned out? by tepples · · Score: 4, Funny

    Will there or won't there be a Grand Theft Auto 6 from Rockstar?

    1. Re:But has Rockstar burned out? by superpulpsicle · · Score: 1

      Yeah I thought all the stars are now working at Rockstar, that's why they come up with the #1 game year after year.

  8. No here's the deal by Anonymous Coward · · Score: 0

    Game industries can't hire real game designer talent. Good ideas for video games fall short on execs. But good artists have nice looking portfolios. I'm one of the best game designers out there and I've predicted the rise and fall of many game genres. Yet I can't get a foot in the door of any industry. Check out my game design documents if you want to see next generation gaming(ideas I've had for 10 years). www.jimsager.com

    We're in a HUGE slump of video games. I haven't been this bored with the industry since 1983 when atari2600 was stagnating. 1985 is like one of my fondest memories.

    1. Re:No here's the deal by Anonymous Coward · · Score: 0

      So.....You're one of the best game designers out there, yet you've never actually had any sort of game design, programming, or ANY job other than working at the Carnegie Mellon Career Center? You can't even take a picture that's in focus! I wouldn't hire you to clean my bathroom, let alone design a game.

    2. Re:No here's the deal by Schemat1c · · Score: 1

      I'm one of the best game designers out there and I've predicted the rise and fall of many game genres.

      And many of the waiters I know are the best actors out there.

      --

      "Nobody knows the age of the human race, but everybody agrees that it is old enough to know better." - Unknown
    3. Re:No here's the deal by Anonymous Coward · · Score: 0

      I'm one of the best game designers out there and I've predicted the rise and fall of many game genres. Yet I can't get a foot in the door of any industry.

      Yeesh. That's not even hubris. That doesn't even make sense.

    4. Re:No here's the deal by johndoejersey · · Score: 1

      1985 is like one of my fondest memories.

      Too many drugs dude.

  9. I thought Spector handed DX:IW to someone else by bartkusa · · Score: 1

    I thought Harvey Smith ran that into the ground, while Spector just watched.

    1. Re:I thought Spector handed DX:IW to someone else by OmgTEHMATRICKS · · Score: 0

      Me too. The gameplay wasn't as good or as customizable(the second part being what made the first game so fun) and the UI was simplified for the X-Box. Course, that doesn't even include the lazy storyline.

  10. I for one... by d_p · · Score: 3, Funny

    ...got fed up with all the sex and drugs that came with designing Combat Solitaire 4.5!

    1. Re:I for one... by Golias · · Score: 1

      Since you are talking about Solitaire, can we presume that "all the sex" that came with it is the reason why the game can be played with one hand?

      --

      Information wants to be anthropomorphized.

  11. Creativity versus Marketing by hyu · · Score: 4, Insightful

    There's a difference between creativity and marketing. Creativity is what spawned the ideas in the first place and led to many of the games we love today (Mario, Zelda, Final Fantasy, etc). Marketing is how something sells.

    Many designers get stuck in a rut with what they've initially created. When something sells once, it's very difficult to walk away and not try to continue cashing in on it. So, the designers often get put on the same product series again and again. This leads to a lack of creativity, as their primary goal is to redesign a concept within heavy restrictions.

    A developer like Nintendo's Shigeru Miyamoto, for instance, is constantly being put in the chair of developing his Zelda series. There's only so much he can be innovative with and still push the title as a Zelda game. As a result, the end product will tend to not have the same drastic impact upon the gaming world. It'll be a reworked, more-of-the-same type of game, if you will.

    There are still creative products being put out there, it's just that the series effect tends to hinder further innovation.

    1. Re:Creativity versus Marketing by ZephyrXero · · Score: 1

      I think you are very right. The same thing happens in the music industry. And many are directly due to money issues. However, in both vg-design and rock, people do tend to lose their drive as they go on. Most bands will peak with their very first CD and then each proceeding CD keeps going down and down in quality. Whether this is a personal, or a business issue? I don't know... probably a mix of both. And this can probably be said for games too. Also, when you are just starting out, you have time to imagine all new ideas and dwell on what makes this game/song good and this one bad. Once you are actually in the industry and doing it everday, you kind of lose that focus....not always, but most of the time it happens. The only way to prevent it is to try to do something new and weird everyonce and a while...

      --
      "A truly wise man realizes he knows nothing."
    2. Re:Creativity versus Marketing by hibiki_r · · Score: 1
      A developer like Nintendo's Shigeru Miyamoto, for instance, is constantly being put in the chair of developing his Zelda series. There's only so much he can be innovative with and still push the title as a Zelda game. As a result, the end product will tend to not have the same drastic impact upon the gaming world. It'll be a reworked, more-of-the-same type of game, if you will.

      Miyamoto wasn't the lead designer on either Majora's Mask or Wind Waker. AFAIK, he isn't even 50% of the time on the new 'realistic' Zelda. His current position involves spending some time on most Nintendo internal projects, but he doesn't have the same level of involvement in one single game as he had with Mario Bros 3 or Mario 64. It seems that he's spending most of his time collaborating with younger designers. Nintendo would rather have 6 games every year where you can see some of the Miyamoto magic than 1 masterpiece every 2 years. We call can notice where the 'Miyamoto Touch' is, but that doesn't mean that the entire game is his responsability. No matter hard Nintendo is trying, they are having problems findinng enough top level talent to keep their standards of old.

      The Zelda series is now lead by Eiji Aonuma, who IIRC started working in the zelda series as a co-director in Ocarina of Time. IMO, he is doing a pretty good job.

      It's true though that it's much harder to innovate when your game has to keep so many traditional elements as the zelda series carries. Every new zelda game carries a few extra elements that the next has to add into the mix. Most people focus on the traditional elements, like the weapons, the enemies and the dungeons. The game's new changes like face expressions and upgraded physics don't shine as much as they would in a game outside of the Zelda series. If they wanted critical acclaim, they'd be better off working on new franchises, but it seems that it is not in their best interest. Just look at how badly a good game like Pikmin 2 is selling: slightly over 50K this December, compared to almost half a million copies of Mario Party 6.

    3. Re:Creativity versus Marketing by Anonymous Coward · · Score: 0

      Bad example. Aonuma is in charge of the console Zeldas. He has been since Majora's Mask, under Miyamoto's direction.

    4. Re:Creativity versus Marketing by 88NoSoup4U88 · · Score: 1

      I agree with the points you are making ; But I think Shigeru Miyamoto would be a very bad example ; As he seemed to be innovative during his whole span he's been active within the industry.

    5. Re:Creativity versus Marketing by WaterBreath · · Score: 1
      A developer like Nintendo's Shigeru Miyamoto

      AFAIK, Miyamoto was never a developer. He started out as a character designer, moved up to "game designer" (not developer), and eventually became a project manager of sorts. Now he's more of a guiding force across many projects, rather than a manager.

      At most "large" game studios, these are the people that most significantly affect the quality and celebrity of a game, not the developers. This is because these are the people that make the final judgements on gameplay, character, and story issues--the "feel" of the game. At smaller studios, that job can fall more on the developers, but I doubt that's often the case at Nintendo, and I'm almost 100% sure it's not the case with Miyamoto.

      Check out GameSpy's interesting write-up of Miyamoto.

    6. Re:Creativity versus Marketing by MilenCent · · Score: 1

      A developer like Nintendo's Shigeru Miyamoto, for instance, is constantly being put in the chair of developing his Zelda series.

      Okay, here's the thing.

      Miyamoto... doesn't actually design that much, anymore.

      Check the credits of most of Nintendo's core titles and you'll see that the role of primary designer has been handed down, mostly, to a second generation of Nintendo designers.

      Sometimes this results in new ideas, like Majora's Mask's real-time system, and interesting new takes on old ones, like Wind Waker's vast explorable ocean, loaded with secrets on the level of the original game.

      Sometimes, however, this results in nervous young programmers, desperate to not mess things up, sticking a little too close to the formula. It doesn't help that gamers are usually a whiny, petulant bunch, ready to rip apart anything different they don't like (mutter cel-shading mutter).

      Actually, let me launch on a min-tirade there. What is it about cel-shading that turned off so many gamers? The game itself is pure Zelda, and the ending is the best the series has seen. Do people really want to imagine themselves as being Link to such a degree that, when he's depicted in an animated fashion (I purposely avoid the word "cartoonishly" -- Link has never been cartoonish), they feel cheated? That is not a healthy way to play, the PS2 equivilent of that is people laughing to themselves when they make the protagonish of a GTA game bounces around with a prostitute in a car, then shoot her for cash when she gets out.

      Anyway, Miyamoto's influence at Nintendo isn't done, of course, some of the better ideas to come out of there (like for Pikmin for instance) come from him, and he does check up on those guys fairly regularly.

      But he's only one man, and 3D games take a lot more manpower to create than 2D.

  12. Three words: by Xaroth · · Score: 1

    Duke
    Nukem
    Forever.

    Thank you, I'll be here all week. And don't forget to tip your waitrons!

  13. Game designers aren't hardcore by CrazyJim1 · · Score: 1, Troll

    I could think of a dozen styles of games that'd top charts for half a decade. Programmers may burn out, but good game designers just pick up momentum. The problem is there is no way to rate a game designer. You can point at a good artist and say,"He's a good artist, look at his art." The best game designer in the world may never get a job. I'm a world class game designer, but have never even had an interview.

    www.jimsager.com

    1. Re:Game designers aren't hardcore by Anonymous Coward · · Score: 5, Insightful

      I hate to break it to you pal, not only are your ideas NOT revolutionary, you also have no freaking clue what a design document looks like. Real design docs go over 200 pages. You've got what...6 paragraphs?

      I especially love how you declare yourself "world class", and you have all of *3* ideas posted, all of which are cheap tack ons to already existing games.

      Here's some harsh reality for you. Nobody is going to come across your webpage and hire you as a designer. In fact, they are less likely to hire you, after seeing how shallow your ideas are. You wanna get into the design biz, get a job at a small company as QA, put in your time, and work your ass up to design.

      World class, my ass. You've haven't got the foggiest idea of what goes into making a game. A designer like you is far more likely to hurt a product than you are to help a product.

    2. Re:Game designers aren't hardcore by Anonymous Coward · · Score: 0

      Thats the thing, I know games so well I'm overlooked. I've predicted the rise of MMOGs since 1992, even tried to code my own from scratch, which I would have done if it wasn't for college. I knew Final Fantasy had a long term dynasty at 1. I emailed Westwood to add regenerating spice and multiplayer to dune2and they'd have a hit(see command and conquer dynasty). I knew in 95 that FPS next evolution was to have vehicles and organized play(Planetside does it, but no FPS currently ladder ranks you which I find funny). I know what the next big things are going to be. People gave me flak when I gave out strategies for Starcraft, but when I was ranking #1 people started to listen to me. Its the same for game design, I know whats fun and what doesn't work better than most people out there, but no one will listen to me until I prove it. Yet its a catch 22, theres no way to prove yourself as a game designer. You give me flak about my ideas, yet you'll see within 10 years they'll be the next big thing.

    3. Re:Game designers aren't hardcore by Anonymous Coward · · Score: 0

      No, they won't.

      In 1992 the MMOG already existed in the form of MUDs. They've been around since the early 80s. Idea: Not yours.

      Dune 2 isn't the first RTS game. And C&C was knocked as a derivative to Warcraft, which had multiplayer first. Idea: Not yours.

      MechWarrior 2 offered online vehicle FPS combat in 1995. Idea: Not yours.

      You take credit for other people's ideas, which is really what's funny, and why you're overlooked. Your big new idea for a racing game, which is basically every other racing game but with customizable maps, has been talked about since third party mods first created maps for FPS and RTS games.

      Stop giving yourself more credit than you deserve, and actualy go and try and create something if you're so good. You're not in college anymore...why don't you code something from scratch now? Hell, even borrow an engine and do it.

    4. Re:Game designers aren't hardcore by Kyouryuu · · Score: 1
      I work in the industry as a game designer. I would hope that a rational game company would never hire you because you seem to have an ego that's bigger than your head.

      Game design is all about working out compromises and dealing with unexpected dilemmas and problems. It's just like any other industry. There's no room for selfish ego. People with open minds and who are willing to tolerate new ideas have a good chance. Those who insist on their way or the highway, or likewise believe that they are God's gift to the industry, bark louder than they bite.

      You cannot be a "world class" designer if you've never worked in the industry. Or worked on a single mod. Or built a single map. To think of yourself so highly... such a conjecture is as fraudulent claiming to be the world's greatest doctor without ever having seen a patient!

    5. Re:Game designers aren't hardcore by Anonymous Coward · · Score: 0
      I'm a world class game designer, but have never even had an interview
      Y'see the thing is, when you make outrageous claims on a site that is read by many people in the industry, you're going to get stomped on. I've worked with "world class" designers and from looking at your site you are a very far cry from their league.
    6. Re:Game designers aren't hardcore by stonecypher · · Score: 1

      As a world class game designer, I trust you're able to point out one game which you have implemented, or even designed in more depth than "oh you know what'd be cool is tenchu except you can fire poison darts from your shoes i should be a millionaire pass the bong."

      To be quite frank, I don't consider myself a world class game designer, and many of the games I think of as my biggest failures carry both more invention and novelty than anything discussed on that site of yours. I should hope that it's just a teaser, and that you've got your code secretly hidden away.

      Please do edify us: what makes you better than ten year olds which write lists of neato rad things they want to be millionaires from on the insides of their trapper keepers? There's quite a big gap between talking about and implementing, which you may discover if you actually attempt to implement something.

      Maybe the reason you've never had an interview is that your cover letter for a software job lists how good you are at NES games and Angband, rather than work skills, accomplishments, goals or concrete mechanisms. There's more to making a video game than saying "i made a new comic book character; he has two swords and he can FLY AROUND ON THEM."

      And yet somehow you still manage to take yourself seriously. By now I'd think even Geocities would have pulled your site in disgust.

      --
      StoneCypher is Full of BS
    7. Re:Game designers aren't hardcore by Anonymous Coward · · Score: 0

      There's more to making a video game than saying "i made a new comic book character; he has two swords and he can FLY AROUND ON THEM."

      I find that amusing on so many levels. :)

    8. Re:Game designers aren't hardcore by dasunt · · Score: 1

      I could think of a dozen styles of games that'd top charts for half a decade. Programmers may burn out, but good game designers just pick up momentum. The problem is there is no way to rate a game designer. You can point at a good artist and say,"He's a good artist, look at his art." The best game designer in the world may never get a job. I'm a world class game designer, but have never even had an interview.

      I just visited your webpage.

      A few hints:

      • Geocities sucks. Webhosting is cheap and makes a far better impression. If your ISP doesn't offer you webspace, I've had excellent luck at nearlyfreespeech.net (not affilliated, just happy with them).
      • Your cover letter needs help. It gives the impression that you are a game playing obsessed geek. You also sound a little unprofessional (and your site looks it). I'm not an expert at writing resumes or cover letters, so my advice to you is to find an expert.

      Those are the minor problems. Here is the biggie:

      Your site screams "I'm creative, but I don't have the ability to stick to an idea when it gets boring." Jobs tend to have a lot of boring bits, even jobs in the gaming industry. If you are a world-class game designer (rather an inflated title, IMHO), then where is your work? As the other poster pointed out, a few paragraphs does not make a game design document. I can think of several potential candidates in the hobbyist field that are more employable than you, based on output alone.

      We all tend to know bright, creative people who never did anything big and innovative because they didn't follow through. You may end up being one of those people.

      No flames intended: I took the 15 minutes of visiting your site and composing this reply because you do have potential, you just need to develop a dedicated work ethic and improve your presentation.

      Just my $.02.

    9. Re:Game designers aren't hardcore by Anonymous Coward · · Score: 0

      I'm confused by your experience calculations, it appears you are around 23-24 based on your college graduation date, but you claim 16 years of programming experience...were you really programming at age 8? If so you would think you'd have A SINGLE PROGRAM to show for it.

    10. Re:Game designers aren't hardcore by MilenCent · · Score: 1

      I hate to break it to you pal, not only are your ideas NOT revolutionary, you also have no freaking clue what a design document looks like. Real design docs go over 200 pages. You've got what...6 paragraphs?

      I agree with you in principle, but not in practice. There's no reason to tear this guy down, I'm sure the job market will do that all too well. And if he really WERE professional, then he shouldn't be posting his complete work on the Internet anyway....

      I am, too, an unemployed, would-be designer. I actually *have* written up a lengthy design document, around the order of 60-70 pages. So far, it hasn't helped my employment chances any.

      I wonder, by the way, what could be said in 200 pages relating to a game design that couldn't be said in 70. Even great designs shouldn't take THAT much verbiage to express, indeed simpler is usually better.

    11. Re:Game designers aren't hardcore by Anonymous Coward · · Score: 0

      Well, the "crazy" bit is appropriate. With an ego the size of yours, perhaps you should post with not one, but two handles.

  14. Blame marketing by vthome · · Score: 1

    Development teams fall victims to fads... Take a look at Need For Speed.

    It was getting better and better until it finally reached its pinnacle in Porsche Unleashed - I guess the hours spent with its physics engine saved my life on the road a few times. From there, it was all downhill - first, they dumbed down the physics in Hot Pursuit II (for no reason I can think of), and then succumbed completely to "console compatibility" and "teenage appeal"... HPII was the last NFS I bought.

    Rest in peace.

    1. Re:Blame marketing by MoriaOrc · · Score: 1

      Agreed entirely. I tried out the newest one (Underground 2) at a friends house. The game is more about changing your cars looks then actually making it better.

      And note that I said changing, not making it better. Most of the stuff that gets you a better "rep" looks completely awful in my opinion.

      If half of the time they spent recreating things like interior/exterior design mods (since everything you can put in your car is an ad for a real product) had been spent working on gameplay instead, it'd be a much better game.

    2. Re:Blame marketing by Kyouryuu · · Score: 1

      There's truth to what you say. But one has to remember that at the end of the day, a game company is just like any other business in a capitalist society - it has to make money or else it cannot continue making games at the level of quality consumers expect. So yes, one aims at what's popular to cash in on it. As more money is made, the more likely one might choose to invest in smaller "experimental" games. Seems like until you have that foothold, though, there's reason to rely on the tried and true.

    3. Re:Blame marketing by stonecypher · · Score: 1

      From my position in the trenches I feel qualified to suggest that maybe four times in five or so, the fad following is by management, not the developers. Yes, it happens, but usually the developers have to play their own games; they figure it out in time, even if they got started on the wrong track.

      Management, on the other hand, gets to say "I want a racing game, but set it fifty years in the future, make the hero grim and gritty, or maybe a girl, and um, I guess it's in ... Morocco." More often than not, they never see the game running on screen.

      --
      StoneCypher is Full of BS
    4. Re:Blame marketing by Snowmit · · Score: 1

      Except that for some people, playing dressup with their car *is* an important part of the gameplay. Once you understand that, you realize that - for the target audience - NFS:U 2 is actually quite a good game.

      Complaining that there is too much focus on the car-look upgrade gamplay in NFSU is like complaining that in The Sims 2 they spent too much time on developing ways for the characters to interact instead of focusing on the core gameplay from the first game which was clearly the peeing mechanics.

      --
      I have a lot of opinions about Cyborgs and Architects
    5. Re:Blame marketing by Anonymous Coward · · Score: 0

      The NFS:U series was designed for kids that listen to Limp Biskit and watch Fast and the Furious. The series also carries a very, um, (how to phrase this politically correctly?) ethnic feel.

  15. Well. by BrookHarty · · Score: 1

    But 'da street' is no place for our game design gods. The kids are atheists nowadays.

    Ahem, there are lots of indy game designers that keep making new games, but dont burn out. They grow up, make it a life long career, and know how to balance life and work. (Unless you work for EA which means you have no life...)

    One example is the company that released Airburst Extreme, Strange Flavor. They are the largest indy game company at MacWorld releasing 6 new games. They are listed on Apple.com as the most popular game. (Before World of Warcraft came out...) How many years since the original Airburst, 10 years?

  16. Bad Analogies by Detritus · · Score: 1
    There are plenty of authors who create great works of art over the course of a lifetime. The same can be said for actors, directors, screenplay writers, composers and musicians.

    If your profession is dependent on your body, like a dancer or an actress in Hollywood, then you have a problem.

    --
    Mea navis aericumbens anguillis abundat
  17. Daikatana, no seriously... by quantax · · Score: 1

    I think we've all seen what happens when developers have big egos and major arrogance problems; Daikatana pretty much examplifies the end result in my opinion. Between the hype, the ridiculous claims and bragging, you would have thought the team was headed up by a bunch of teenagers. The end result was sad as we all know, with even the installation of the game being buggy as all hell. Another example of 'Im too good for everyone' mindset is Derek Smart. While his gameplay ideas are pretty cool and definitely worth striving for in my opinion, the attitude he brings to the table is absolutely horrendus. Again, this attitude is seen in the quality of the Battlecruiser games. I have never gotten a battlecruiser game to not crash to the desktop onload, so why all this attitude & arrogance when the product doesn't justify it?

    I am interpretting burn out relative to the comparison to rock artists; a lot of these guys burned out cause they got too into drugs, promiscuious sex, and in general started making stupid decisions in arrogance. The results ranged from destroying their careers to going bankrupt, and from needing to goto a rehabilitation facility to death.

    I think its nice that game developers can have a bit of a public status, but the moment they let it go to their heads, they deserve their fall because it usually means an inferior product for the real fans who got them there in the first place.

    And as far as real job burnout goes, its no different than anything else in the entertainment industry. It moves fast, the deadlines are quick, and if you don't keep up, don't expect anyone else to wait up because you've already been left for dead.

    --
    "What can a thoughtful man hope for mankind on Earth, given the experience of the past million years? Nothing." -Bokonon
  18. It's difficult for most people by Lead+Butthead · · Score: 2, Insightful

    It's difficult for most people to top themselves. Game designers are people too.

    --
    ELOI, ELOI, LAMA SABACHTHANI!?
  19. Thats easy by LordZardoz · · Score: 1

    You get hired on at EA as a technical director.

    END COMMUNICATION

  20. low blow by Anonymous Coward · · Score: 0

    I'm a heavy smoker, you insensitive clod!

  21. Is it "burning out"? by PhoenixOne · · Score: 1
    Is it "burning out" or "selling out"?

    You might say that the games from EA have lost a lot of their "edge," but the industry sales have only got better.

    Remember, money talks. If you want to do something about the quality of games, support your "indie" developers and buy their games (first hand, not used if you can help it).

    --
    Spell cheek you've failed me four the last thyme!
  22. The spark hasn't burned out yet. by OmgTEHMATRICKS · · Score: 0

    Burnout 3(Ha ha), Katamari Damacy.

  23. maybe by trs9000 · · Score: 1

    But there are always exceptions. Look at the Rolling Stones. I'm not even sure they should be alive considering the sex,drugs,rocknroll! lifestyle they maintained. But not only are they still touring, they are now actually back in the studio recording new material.
    Some game designers might burn out (from all that mountain dew, you know) and others will flourish well into their 70s.

  24. Modchip bans by tepples · · Score: 1

    If you want to do something about the quality of games, support your "indie" developers and buy their games (first hand, not used if you can help it).

    In many jurisdictions, such as the United Kingdom, it's a crime to buy or sell tools to develop or run an indie game on your console. How can independent developers lawfully compete with the major console studios?

    (Sig note: .de != .uk)
  25. Some do, some don't by Poseidon88 · · Score: 2, Interesting
    I don't really think of John Romero as a burn out. He's not a has-been so much as a never-was. He was in the right place at the right time to take some of the credit for Doom. How much was actually deserved is open to interpretation. The fact that he has not been contributed anything worthwhile to the gaming community since he left id speaks volumes about his level of creativity.

    Then you have folks like Peter Molyneax (also mentioned in the article). He has some really great game designs under his belt. But the last 8 years or so have been filled with one disappointment after another. Honestly, Pete, if you'd just keep your big trap shut until you have a working demo, you could save yourself a lot of heartache.

    Then there are the Sid Meyers of game design, who, while they haven't shown a lot of innovation lately, certainly know how to please the masses by re-working their tried and true formulas into fresh masterpieces. Half Life 2 and the new Pirates were both very derivative of their predecessors, but both added enough fresh gameplay and new features to make me fall in love all over again.

    1. Re:Some do, some don't by Anonymous Coward · · Score: 0

      I wouldn't TOTALLY underestimate JR. He's not a genius designer, and certainly got in over his head as a producer on Daikatana; he wasn't even a great programmer. But one thing he does have is tons of passion, which is how he managed to get his start in the business. He didn't care if he sucked, as long as he could make a game in the end.

      In this way I consider him a sort of hero.

  26. Re:Game designers aren't hardcore(with nick) by CrazyJim1 · · Score: 1

    Thats the thing, I know games so well I'm overlooked. I've predicted the rise of MMOGs since 1992, even tried to code my own from scratch, which I would have done if it wasn't for college. I knew Final Fantasy had a long term dynasty at 1. I emailed Westwood to add regenerating spice and multiplayer to dune2and they'd have a hit(see command and conquer dynasty). I knew in 95 that FPS next evolution was to have vehicles and organized play(Planetside does it, but no FPS currently ladder ranks you which I find funny). I know what the next big things are going to be. People like you gave me flak when I gave out strategies for Starcraft, but when I was ranking #1 people started to hang on my every word. Its the same for game design, I know whats fun and what doesn't work better than most people out there, but no one will listen to me until I prove it. Yet its a catch 22, theres no way to prove yourself as a game designer. You give me flak about my ideas, yet you'll see within 10 years they'll be the next big thing.

  27. Re:Game designers aren't hardcore(with nick) by Mumpsman · · Score: 1

    It must be difficult having to go through life being so great and yet so unappreciated.

    Tell me, is the public library where you're typing this from warm?

    --
    No battles to the death are recalled. Mumpsman can hit to attack and cause brainsmashing.
  28. Re:Game designers aren't hardcore(with nick) by CrazyJim1 · · Score: 1

    I have a degree from Carnegie Mellon, and I'm currently working for a database shop for Non-profit organizations(I do get paid). What is hard to understand, that my claims are outlandish? Yes they would seem great if you checked out my online trophy room. Yet I don't see anyone calling me a liar.

    I'll say it again,"I knew I was a world caliber video game player long before I had a #1 painted on my ranking. People wouldn't believe me when I told them strategies and I wasn't #1. But when I got #1, suddenly everyone was listening."

    Check out my ideas I came up with too, I've predicted things that just aren't related to video games. Its hard to pitch ideas to people when you're just a Joe off the street. So I like to come up with new ideas and see how long it takes for other people to develop them. My best idea so far is true artificial intelligence:
    www.geocities.com/James_Sager2

    Its not difficult to go through life with so many ideas, its just boring when it comes to video games. I know what's next, but I have to wait for someone to make it. Right now theres no games that interest me, and none have since Warcraft 3 which I also was #1 1v1,2v2,and 3v3, and was the first to 1500 wins.

  29. Re:Game designers aren't hardcore(with nick) by Blakey+Rat · · Score: 2, Insightful

    So let's go through some of these:

    You predicted that graphical MUDs would be successful after years of successful text-based MUDs. ... I think that one was obvious to anybody in the MUD scene LONG before Ultima Online came along.

    You also knew that the next FPS evolution (i.e team play and vehicles) was going to be, basically, Tribes ... AFTER Tribes was already announced (in 1995.) BTW, Halo 2 has a ladder, although you're correct that most FPS games omit it.

    But what I don't get is this: Of COURSE you can prove yourself as a game designer... just build a game. If you can't afford the time to create a graphics engine, use Torque or make a Unreal or Half-Life MOD. The difference between you and the people who won the Make Something Unreal contest is that the people who won the Make Something Unreal contest actually, at some point, sat down and designed a game.

  30. Re:Game designers aren't hardcore(with nick) by Blakey+Rat · · Score: 1

    Alas, since you're so cheap or broke that you won't shill out for web hosting, none of us can see the list of your tremendously interesting accomplishments, hosted as they are on GeoCities.

  31. Re:Game designers aren't hardcore(with nick) by CrazyJim1 · · Score: 1

    I sat down last year and wrote up a scratch game of what would be tekken world. I'm a game designer and not a programmer though. So while I was able to do collision detection. learn how to do animation, key in moves to joystick, have the camera follow well, and all that other basic computer stuff, I had no game. The amount of coding I'd have to put in the game to make it work would be about 15 years. I spent a full year coding it with no distractions though. And the game would be fun. Imagine Street Fighter 2 where you level up, and explore a world, and fight more than one monster at once and other players. Its like a MMORPG, but it has action. Also since I know my statistics, items and balance, the treasure system would be aluring. On top of it, would be a kingdom management system where you could hold land. Theres more about it on my website, but no one's attempted Tekken World yet, even though you see TONS of side fighter clones. Its easy to get the basics up, but its tough to do the models and levels for it all without a team. So yeah, I've spent several thousand hours trying to do it on my own, but its not enough, you need a team.

  32. Re:Game designers aren't hardcore(with nick) by Alkaiser · · Score: 2, Interesting

    Have you played Mortal Kombat: Deadly Alliance or Mortal Kombat: Deception yet?

    Or possibly, Mortal Kombat Adventures, Vol. 1 released on the Playstation?

    How about Dynasty Warriors: Empires? Or the Story mode in Soul Calibur, Soul Calibur II, Tobal No. 1, Tobal No. 2 or Ehrgeiz?

    --
    Netjak.com independent reviews of domestic & import video ga
  33. Re:Game designers aren't hardcore(with nick) by CrazyJim1 · · Score: 1

    Yeah, I don't have the cash for high grade webhosting. Check back in an hour or two if you care to read about my game design documents. Since you asked, I'll post my achievements here:

    This is just my virtual trophy room.

    Ranked #1 in 1v1,2v2, and 3v3 in Warcraft3 at the same time.

    First player to 1500 wins in Warcraft3, Blizzard even gave me a shout out on their main web page.

    Ranked #1 in Starcraft and BroodWar.

    Beat StreetFighter 2 classic with all perfect rounds on hardest AI.

    Beat Zelda 1 without using the sword until Gannon's Level.

    Beat Dracula on CastleVania 1 without dying.

    Ranked #1 worldwide on 3 different characters in Diablo 2 hardcore.

    Beat Wolfenstien 3d on Death Incarnite without saving.

    Beat Doom 1 & 2 on nightmare with alot of saving

    Beat Angband Ironman mode(no taking up stairs)

    Gained 30 lives in Contra 1 the hard way:earning them by beating the game repeatedly.

  34. Re:Game designers aren't hardcore(with nick) by Blakey+Rat · · Score: 2, Insightful

    So get a fucking team. When are you going to stop making excuses for your pathetic self and go out there and change the world?

    Those MOD makers in the Unreal contest I talked about? They put together teams to get their games made. What the hell's stopping you?

  35. Re:Game designers aren't hardcore(with nick) by brkello · · Score: 3, Insightful

    You are one of those rare few here on Slashdot I just have to follow. I would say you were a troll, but a part of me wants to believe that people like you exist. It seems to me that you lack the ability to truly assess your own abilities and reality. Just like with your religion, you try to argue some form of logic with people...but your logic is so flawed it is impossible to take you seriously. So you claim to be the best RTS player in the world (or at least with a few games). I'll play along and pretend this isn't just another delusion. Being really good at video games has nothing to do with being a good designer. You see, you are using messed up logic by saying that as if it matter. If you were #1, of course people would look at your strategies and try to learn from them. But just because you say you can predict the future of games, when other people have validly pointed out that stuff have existed before you thought it up, does not make you a world class designer. You have to do something. What separates you from world class designers is that you have yet to design anything, yet to really show any skills (I mean, in something as important as God, you have an awful looking page with spelling errors), and basically just say a lot of bs that everyone can see through.

    I can't get to your pages because you somehow managed to overwhelm the server with your text. But I don't even need to read it, since we are not even close to true artificial intelligence in any form. I have a Master in CS, I took plenty of AI courses. No one is close yet. But the generel concept of having good AI has been around for a long time...like in HL where the troops will shoot at you and then flush you out with grenades if you hide. Saying you want true AI is like a 4 year old saying he wants a giant robot with lasers to shoot people. It sounds great, but let's see you do it. If you were smart enough to actually create something truly AI, you would be a rich, rich man. The only way you will be rich is if some sucker is pulled in by the garbage you spew out.

    But good trolls so far...I am having fun...I will keep an eye on you.

    --
    Support a great indie game: http://www.abaddon360.com
  36. Re:Game designers aren't hardcore(with nick) by CrazyJim1 · · Score: 1

    Nah, I haven't played any of those. I guess I'm so focused on a fighter being an online world that I hadn't considered people may have had single player RPG worlds out of Mortal Kombat genres. I'll check them out. Last game I played that'd be anything like my game was the bouncer, but the controls were very shoddy without a lot of options to switch targets, or go free form fighting.

  37. An apt metaphor... by Anonymous Coward · · Score: 0

    You have the really good bands and singers that often go unrecognized except by the hardcore (Intelligent Systems, Treasure) and the mega-stars who are, er, less than impressive (EA, Take Two). Too often though, the megastars are one-hit wonders. Here EA is more of a Jive Records than an actual boy band. The concept lives on, they just put new faces on it. E.g. in the 90s it was shoot aliens, but now you have to shoot nazis to be popular, so WWII FPS is the star of the day. However, Treasure and other amazing studios are consistently creating amazing new titles every year, and there is a growing indie games scene which is just waiting to explode (the recently posted Darwinia, Moonpod's upcoming Mr. Robot and Battlescape titles, Alien Hominid and their publisher O3, and more). Things keep on ticking, but to expect the games industry to somehow become dramatically less crap-filled than other commercial industries is unrealistic. Can we bolster our indie gaming community more? Hell yes! But not without a little industry support (e.g. Fox Searchlight - where is the EA Underground studio???).

  38. Re:Game designers aren't hardcore(with nick) by Alkaiser · · Score: 1

    Soul Calibur II WAS online...in Arcades.

    If Bouncer is what you were thinking of, Jet Li's Rise to Honor is basically an upgraded version of that.

    A different example of something like this is Initial D, Arcade Stage. You have a car you can upgrade after winning credits via racing the computer or other drivers, and it saves your progress onto a purchaseable 100 yen card. You can then take that card to any Initial D machine and carry your car upgrades with you, to challenge others across the nation/world.

    Basically, I'm telling you what others are saying. You don't have "revolutionary" ideas, you have "evolutionary" ones. Your ideas are minor, but completely predictable upgrades to current concepts, which all evidence points to as having been envisioned by someone else before you.

    --
    Netjak.com independent reviews of domestic & import video ga
  39. Re:Game designers aren't hardcore(with nick) by Blakey+Rat · · Score: 2, Insightful

    You have a LOT of free time for someone who can't actually make an actual game.

  40. Re:Game designers aren't hardcore(with nick) by CrazyJim1 · · Score: 0

    You're right, my ideas are as you mentioned, incrimental upgrades on a good thing, refinements. Yet I think these refinements will resonate so strongly that they will form monopolistic vortexes where its the ONLY game people will want to play. You see some artificial monopolies being formed around sports already, but I think these new monopolies will occur because of the players. Its an old concept:player driven content, but it hasn't been executed very well. Even a minor execution with a huge player base and rating system to sort out the drivel will result in 'everyone' wanting to play the game. So in that way its revolutionary, but you're right I mainly focus on enhancements rather than anything spectacularly new. I'm not original, I'm a game player. I play a game into the ground and see what's missing.

  41. Re:Game designers aren't hardcore(with nick) by Anonymous Coward · · Score: 0

    Since you asked, I'll post my achievements here:

    This is just my virtual trophy room. Ranked #1 in 1v1,2v2, and 3v3 in Warcraft3 at the same time. First player to 1500 wins in Warcraft3, Blizzard even gave me a shout out on their main web page. Ranked #1 in Starcraft and BroodWar. Beat StreetFighter 2 classic with all perfect rounds on hardest AI. Beat Zelda 1 without using the sword until Gannon's Level. Beat Dracula on CastleVania 1 without dying. Ranked #1 worldwide on 3 different characters in Diablo 2 hardcore. Beat Wolfenstien 3d on Death Incarnite without saving. Beat Doom 1 & 2 on nightmare with alot of saving. Beat Angband Ironman mode (no taking up stairs). Gained 30 lives in Contra 1 the hard way: earning them by beating the game repeatedly.


    One of your greatest achievements is that you beat Doom 1 on Nightmare mode? This HAS to be a joke. Who are you really? Warren Spector has a good sense of humor. Romero's too full of himself to recognize the irony. Aha! John Carmack, is that you?

  42. 15 years of game design by Umopepisdn · · Score: 1

    I've been designing and programming on a myriad of projects over the years. Creativity, to me, is something I view on an individual basis and not a generalization (as this article has portrayed). Games, like many artforms, are extremely diverse. The project cycles can be short or long, but you'll always have an opportunity to move on to something new and different to keep you fresh. Even on the same genre of project, an individual designer's roles can vary in such a way that the work is not tedious or repetitive.

    1. Re:15 years of game design by Kyouryuu · · Score: 1
      I'm a newcomer to the industry, but that's one aspect I find really enjoyable about it. No two days are quite the same. Some complication occurs. New technology comes on-line. New bugs appear.

      It's impossible to be bored. There's always plentiful stuff to do. :)

  43. Re:Game designers aren't hardcore(with nick) by Pulse_Instance · · Score: 1

    I'm sorry, I would have liked to believe you up until the point that you said that true AI was your idea. That could not possibly be your idea, it has been around since the early days of Science Fiction. I want to create true A.I. too, however I am actually doing something about it. If I do succeed in my goal of creating true A.I I will not make absurd claims about it being my idea.

  44. More important question by Pan+T.+Hose · · Score: 2, Funny

    Do they look like rock stars? No. More like 1980s rap stars. Who looks like rock stars then? Kernel hackers. OS hackers look like church music stars and hacker anthropologists look like movie stars. As you see, all of the hackers look like stars, but only kernel hackers look like rock stars, except those who look like sport stars. If you have any other "Ask Slashdot" questions, you know where to find me.

    --
    Sincerely,
    Pan Tarhei Hosé, PhD.
    "Homo sum et cogito ergo odi profanum vulgus et libido."
    1. Re:More important question by The-Bus · · Score: 1

      First off, the Carmack poster references the 1973 movie The Mach which has nothing to do with rap whatsoever (and predates it anyways). Maybe a pimp movie, yes, but not an 80's rap star.

      And as far as the submission says, "You may not think it, given the proliferation of sequels and movie tie-ins that clog up the charts like that sickly white glue in the veins of heavy smokers." ...What?

      So Halo 2, Half-Life 2, GTA:SA aren't good games?

      Video games are completely opposite movies and TV shows. Sequels are usually better, or, at least, of very equal quality. Look at some of the obvious progressions like SMB -> SMB2 -> SMB3 -> SMW. All of those games were amazing but each one was able to top the one before it.* Halo 2 is far far better than Halo:CE in many respects. The SSX series improves from title to title. It's the nature of the media. Games, by nature, are repetitive. Especially things that are multi-player or non-mission based. You play them over and over and over. Think of your favorite game. You've probably played it well over 100 hours, possibly even 500 hours or 1000 hours or more. Who has ever seen a movie more than 50 times?

      Saying "sequels are bad" in videogames is like saying sequels are bad in software or cars or appliances. It doesn't really apply. Even with movies, sequels get a bad rap. Sure, there's Leprechaun in Space and Air Bud: World Pup but look at IMDB's top 250 -- there's a lot of sequels or franchises in there.

      * OK, Super Mario Brothers 2 wasn't that cool, but you could pick stuff up and it set the visual themes for Mario games for the next decade.**

      --

      Small potatoes make the steak look bigger.

  45. The designers didn't change - the INDUSTRY did! by Anonymous Coward · · Score: 2, Insightful

    All the old greats worked in a different industry - a smaller one, with smaller teams, smaller budgets, and more risk-taking.

    It should come as no great surprise they've ended up going back to their roots and doing work as indies or for portables. I know *I* wouldn't want to put up with the crap that goes on at EA or Atari or whatnot.

  46. Do Game Designers burn out like rock stars? by Zepalesque · · Score: 1

    No - they just invent projects to compete for the X-prize.

  47. Time to stop dreaming and start "doing" by tibike77 · · Score: 1

    I'm sorry to get into this flame war, but I just couldn't resist...

    CrazyJim, you first start off by claiming "I'm a world class game designer", then mention you never actually finished any work, then finally admit "my ideas are [...]upgrades on a good thing, refinements [...] I'm not original, I'm a game player. I play a game into the ground and see what's missing".
    Now, from that, one could extrapolate either that you have no clue about what you're talking about OR that you spend too much time lamenting and not enough doing something.

    Anyway, until you actually ACCOMPLISH something (pitch your ideeas to some game studios ; heck, start an open source project if nobody else wants to do it), you have no right to claim being a "World Class Game Designer". A "World Class Game Player" yes, but that's still a long way from "Designer".

    This is under no circumstances meant as a personal attack - it's just stating some facts, and giving you a harsh, but friendly advice.
    Almost nobody remembers the second person that claimed inventing the radio, now does it ?

    --
    By reading this signature you agree to not disagree with the post you just read.
    1. Re:Time to stop dreaming and start "doing" by Anonymous Coward · · Score: 0

      > Almost nobody remembers the second person that claimed inventing the radio, now does it ?

      Some people claim that Tesla invented the radio, which would mean that Marconi, whom everyone remembers, would have been second.
      Even if it's the other way around, everyone knows who Tesla is, too.

    2. Re:Time to stop dreaming and start "doing" by Anonymous Coward · · Score: 0

      "some people claim" I think means that nobody remembers for sure who the second was. ;-)

  48. Re:Game designers aren't hardcore(with nick) by stonecypher · · Score: 4, Insightful

    Thats the thing, I know games so well I'm overlooked.

    I'm only telling you this because I hope you'll listen. You're not being overlooked because you're really good at playing video games. You're being overlooked because playing video games has absolutely zero bearing on software development, and because nobody starts in game design.

    What you're doing is saying "I have this neat idea for a jet engine that eats peroxide to keep itself clean, put me in the cutting edge lab at SkunkWorks," and all the while, your resume shows no experience in aeronautics, physics, materials engineering, mechanics or math.

    If you want to be a game designer, first you have to become a programmer; no successful artist can work in ignorance of their tools. I say this with firmament having read your web page; not to be rude, but some of the things written there seem to be an indication of total ignorance of machine limitations.

    You suggest things like that once we get machine vision going, suddenly AI will just jump into our laps, with neither any fortifying argument nor any evidence, and seemingly without realizing that many non-intelligent creatures can see. Belay any discussion of the watershed level of the intelligence level of a deer, please; we're well past the level of the intelligence of cockroaches already, and many far simpler creatures than cockroaches have sight.

    Your progress in AI page contains things like logs of the crashes of MS Windows, frustration with image blending algorithms and compilers, photographs of rooms, but nothing actually about artificial intelligence beyond a rant filled with points like "okay, so, we need it to imprint like a duck, that'll be good, that way our computer will trust us and obey us; one way to teach it would be to put stuff on disk, but better would be voice recognition; you can use verbal commands to teach it, as long as they're in terms of objects and actions it's already familiar with." Maybe this'll be a shock to you: we don't have any computers which even have the concept of familiarity yet.

    Making a list of loosely-related speculations about what might work well is not research, and it is most certainly not invention. If you want to be taken seriously, get rid of the list that says "my best invention is potential AI, the reason Cyc fails blah blah blah." Nobody's interested in bare speculation; it's useless.

    Write functioning code, or stop pretending to be more than you are. This is hardly even up to the level of armchair quarterbacking.

    --
    StoneCypher is Full of BS
  49. Re:Game designers aren't hardcore(with nick) by Snowmit · · Score: 1

    Here's the thing. Under your definition, there are about a zillion World Class Game Designers. By which I mean, people like you who have a few good ideas for things they'd like to try.

    But that's not what makes a world class game designer. A real world class game designer actually goes out and puts the ideas into action. When you say things like "it's hard to make a game without a team" welcome to part of the job of a game designer: corraling a team!

    Ideas are cheap. At our last pitch meeting (where we go over potential game ideas and narrow the focus down to one or two games that we will actually make) we had over 50 ideas any one of which could have made a pretty good or even really great game. We only have time to work on one of those. I guarantee you that every other game company in the world is in the same boat. For every game that they publish they have dozens of really great ideas that they don't have the time or resources to make. So when you come up to them and say "I have some really great ideas" don't be surprised if they kind of laugh at you. They already have too many great ideas. Why would they want more?

    Game design is not coming up with great ideas. Game design is taking great ideas and then hitting them until they bleed pages and pages of technical specifications that tell the programmers, artists, sound engineers, writers and QA team exactly what to do to make the game really great. Then going and cutting half of your great ideas due to time constraints. Then going back and rewriting half of what's left so that it'll fit within current hardware limitations. Then testing the ideas on real people and finding out that some of your solutions to problems don't work and fixing them. And doing this over and over again.

    Game design, like just about any difficult creative tasks is not about the inspiration that starts it but about the hours of stubborn persistence that gets it done.

    --
    I have a lot of opinions about Cyborgs and Architects
  50. Re:Game designers aren't hardcore(with nick) by dasunt · · Score: 1

    Beat Doom 1 & 2 on nightmare with alot of saving

    You might want to skip this one when listing accomplishments...

  51. Re:Game designers aren't hardcore(with nick) by dasunt · · Score: 1

    So yeah, I've spent several thousand hours trying to do it on my own, but its not enough, you need a team.

    Assuming "several thousand hours" >= 2000, I find it amazing that you spent at least 50 work weeks @ 8 hours/day and didn't come up with something that was at least playable.

    Btw, there are several remarkable games and mods out there done by a single coder.

  52. Re:Game designers aren't hardcore(with nick) by Anonymous Coward · · Score: 0

    One final question: Are you Derek Smart?

  53. Re:Game designers aren't hardcore(with nick) by KDR_11k · · Score: 1

    Isn't the proper carrer path for game designers Tester -> Level Designer -> Game Designer?

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  54. Re:Game designers aren't hardcore(with nick) by RsG · · Score: 1

    >One final question: Are you Derek Smart?

    He can't possibly be. He hasn't used the word "fuck" or attacked any vending machines yet. :-)

    Maybe John Romero and Sid Meier's illegitemate love child though...

    --
    Erotic is when you use a feather. Exotic is when you use the whole chicken.
  55. Game designers? by tod_miller · · Score: 1

    None exist, except for people who write games like grandtheftendo.

    For those burn out types, you are working in a narrow field.

    So you might say, do novelists burn out? Directors? Actors? Art designers?

    I want to know does a mother of 3 children ever burn out. A true mother is one of the most impressive and respectable things in this world.

    Feminism is evil.

    --
    #hostfile 0.0.0.0 primidi.com 0.0.0.0 www.primidi.com 0.0.0.0 radio.weblogs.com
  56. Rock Stars don't fade by samsmithnz · · Score: 1

    Personally I don't think that Creatively fades with time, I think it gets better, and rock stars (nearly) always produce better music later in their careers, but as some stars don't change their output significantly from their orginal work, it just doesn't seem as orginal and therefore appealing.

    It also has a lot to do with the right time and place. Nirvana was in the right time and place, if they had appeared on the scene 5 years earlier or later, they would have been noone. Imagine if Kings Quest came out now (with better graphics and such), hardly anyone would notice, but 15 years ago it was amazing...

  57. Blog posting clothed as "article" by Anonymous Coward · · Score: 0

    Why are people linking to some person's blog, as if they are valid, reliable journalists? This "article" is just a glorified troll posting.

    Let's face it, if "Black & White" had been released without hype and it had some other designer's name on it, we'd all have praised it without the microscopic scrutinizing the media ended up doing. Everyone WANTED to find fault with it because of the hype it had. In the end, it was a brilliant game!

    And secondly, why the comparison to "rock stars"? Please! Wishful thinking from geeks who want to be famous. Everyone in every field can and do burn out. So don't compare these guys to rock stars, just cuz their names occasionally appear in game magazines.

  58. Re:Game designers aren't hardcore(with nick) by Anonymous Coward · · Score: 0

    In theory. However, there are two factors which may impact on that:

    1.There's a lot of game dev programs at various colleges now, and a lot of dev houses are pulling folks from there.

    2.There's still a lot of designers with shipped titles under their belt who are looking for work.

    Yes, it may still be possible to claw your way up through the ranks, and it's easier at a smaller dev house (where the rest of the team gets to know you better), but it's not automatic.

  59. Re:Game designers aren't hardcore(with nick) by Anonymous Coward · · Score: 0

    It's time to get your head out of your ass dude...

  60. Re:Game designers aren't hardcore(with nick) by 88NoSoup4U88 · · Score: 1
    Man, I'm chuckling my arse off over this : ARe you -really- that shallow you think 'beating games'(or bragging about it, for that matter) makes you a 'great gamedesigner' :

    For one, as mentioned before, you seem to have your head stuck up your ass.

    Secondly, with a nice premium Geocity account *cough* you don't really seem to be going for it.

    Third up, I am still hesitating if you're simply a troll... or worse.. That you actually belive the fantasy world you are living in.

    If the first : Nice trolling attempt ; If the second : Wake up and smell the f*cking coffee.

  61. Re:Game designers aren't hardcore(with nick) by 88NoSoup4U88 · · Score: 2, Funny
    What the hell's stopping you?

    I'll take the liverty to answer that question for him :

    "Reality"

  62. Re:Game designers aren't hardcore(with nick) by Anonymous Coward · · Score: 3, Funny

    Crazy Jim,

    Good name, because you are crazy. I went to your website and your games are terrible. If you are world class, I must be galaxy class because I am so much better. My game idea is to make a online RTS FPS MMORPG. its called empires of pac-Craft!1!! It is so good. You control armies of pacmen that battle ACROSS TIME! Pacman is still a top selling game! I'm making it even better. alsoyou get Tetris-based inventory. If you cant make your stuff line up like tetris blocks you lose it. Ha ha ha. Awesome! It's for hardcore gamers, not girls or boys! Seriously, everyone talks about massives,, but no one has this great idea of mine. When you buy the game you are teamed up with some other player. Maybe the President of USA or an angry chinese kid. Whoi knows it doesn't matter. That is the only person you can play against so my game makes high scores and world peace because you get to know each other and differences and stuff. I don't know how to program yet, but I've written codes for big head mode and free lives in m$word so I just need some help. I'm looking for artists because the game will be in 2ds and 3ds and maybe 4ds if we have time. ha ha ha. seriously!!! It will hopefully come out on the PS3 because I should have the money to make it by then. My grandpa is going to die soon and hes rich! So um, yeah, Crazy Jim I'm gonna hire you to fire you when I'm rich. ha ha ha! seriously.

  63. Problem is balancing opposing forces... by blahplusplus · · Score: 1

    Games have become derivative because its cost have risen so this has to be weighed vs. profit potential.

    I dont think game designers have gotten worse, they just have enormous pressure to make a product thats going to get someone to fork over $50. So it better damn well be good enough to get that $50. You see the prices of games haven't changed all that much but the cost to produce them has skyrocketed so this necessarily reduces innovation and risktaking because now when you make a game and it flops you are out a shitload of resources that would have been better spent elsewhere and not "wasted" on a niche game.

  64. My God by Anonymous Coward · · Score: 0

    I thought at first that this was a "Joe Job" type post, where some AC was trying to discredit the jimsager web site by coming across as an arrogant bastard in the parent post.
    Then I visited the site.
    My god, my god.
    Compared to his site, the parent post is a paragon of modesty.
    This guy's head must be the size of Jupiter.

  65. Re:Game designers aren't hardcore(with nick) by Anonymous Coward · · Score: 0

    I wrote a doc like this when I was 9, which i suspect is close to your age...mentally at least.

  66. AKA the "Rimmer Complex" by Anonymous Coward · · Score: 0

    Has been trying to learn Esperanto for eight years. (Still useless)

    Rimmer has failed his astronavigation exam on no less than 13 occasions


    .

    Captain's Comments from the crew's confidential reports

    Arnold Rimmer, Technician, 2nd Class.

    Captain's remarks: "There's a saying amongst the officers: If a job's worth doing, it's worth doing well. If it's not worth doing, give it to Rimmer.
    "He aches for responsibility but constantly fails the engineering exam."
    Astoundingly zealous. Possibly mad. Probably has more teeth than brain cells.
    Promotion prospects: comical.

    Arnold J. Rimmer

  67. Marketing., Magazines and lack of freedom? by VoxVeritas · · Score: 1

    How many designers get stifled or told what to do by markteting? Interesting to see that folks like Mat Genser, Greg Johnson, the Gollop brothers, John Freeman and Anne Westfall, were not interviewed. How many game reviewers have killed innovative new games because they weren't the newest prettiest shooters? What happens to game design when there is no more technological innovation? (the end should be real-time raycastracing) Hopefully, company will return to innovative new game play. EA the Microsoft of the gaming world

  68. Re:Game designers aren't hardcore(with nick) by stonecypher · · Score: 1

    I have never promoted someone whose skillset was artistic and tool-use oriented into a software development position. In fact, going through the people I know, I can't think of almost anyone which has come into game design this way; it is my opinion that this is the "farm boy makes good" myth of our profession.

    If you want a software development job, get a junior software development position. You'll be paid and treated like any other entry job, but at least it'll be in the right market. Also, don't follow these myths that small houses are easier to climb up the ranks through; it's the big houses like EA and Take Two which have the resources to hire unknowns and take risks on individuals. A five man operation which is hiring a sixth person will not risk 16% of their workforce on an unknown. EA, however, sees cheap labor; if you can do well there for a year, then the small houses will snap you up like gold.

    Ask a lawyer, a surgeon, an architect. What you have to do is break your back with ridiculous hours for no pay for a year as a faceless minion of some gigundous corporation, because in those places you can make your name. Once you have the ability to say something like "yeah, I did the physics system on FIFA 2006, and I have a game design I'd like to implement," you will be taken far more seriously than if you just said "Hi, I have this GDD, hire me please."

    Tester is a maybe-in; they're semi-code-oriented. If I were you, though, I would be sure to attempt the junior positions.

    --
    StoneCypher is Full of BS
  69. Re:Game designers aren't hardcore(with nick) by stonecypher · · Score: 2, Interesting

    You predicted that graphical MUDs would be successful after years of successful text-based MUDs

    Actually, his prediction postdates the first successful graphic MMOs, too. Have a look at the early histories of GEnie, Delphi and Compuserve; they offered massive online games whose game mechanics, if not whose quality of graphics, frequently rivalled or bettered those available today.

    --
    StoneCypher is Full of BS
  70. Re:Game designers aren't hardcore(with nick) by Anonymous Coward · · Score: 0

    I wish i was a world class game designer like you.
    Come to think of it...never mind, i like not being full of myself and trying to make people think i have a lot of information to offer.