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Shroud of the Avatar: Forsaken Virtues


Silphatos

Öne çıkan mesajlar

kendisi dahil saydıkları will wright, chris roberts ve molyneux

bu dort isimde direk tek başlayıp publisher elinde paçavra olmuş adamlar

ea origini alıp yaktığından beri garriot surunuyor, NC ye gitti baya ismini kullandılar herifin lineage in batı lansmanı için sonra tabula rasada kanlı bıçaklı oldular

will wright EA in oyuncağı olmuştu zaten, sims sims derken sporeu yaptı sonra oyun işinden çekildi zaten EA yı bırakınca

molyneuxun yalan dolanları internet sayesinde iyice oz batmaya başladı, microsoftun vuvuzelalığını yaptı kaç sene, YOU CAN DO EVERYTHIIING.... and nothing temalı oyunları ile zehir saldı direk, en son godus için kickstarter açtı, ana hedef ios olduğundan bi cacık olmıycak ki çok başarılı bi campaign diildi

chris roberts da senerce publisherlarla didişti, freelancerı piyasaya çok zor çıkardı sonrada bi turlu dikiş tutturamadı, sonra star citizen için crowdfundşng denedi ve rekor kırdı herif, size oyun yapıcam diyip 6 milyon dolar kaldırmak kolay iş değil ehuehue
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Words Taken Out of Context

Wow did I strike a nerve! In the midst of a much longer more contextual conversation, PC
Gamer noted “Wow, you just gave me my headline!” At that moment, I knew to brace for an out
of context backlash. Without the broader real time discussion, as often happens, much can be
made out of partial thoughts used as headlines of comments meant as quipping simplification of
complex issues, as was the recent case for me. The variations of headlines where I either
disparage others, or glorify myself are inaccurate representations of the intent of my full
commentary.
Still, I have received numerous comments of support and numerous complaints about my recent
words about the challenges of finding great game designers. But, please let me clarify! By no
means did I intend to disparage others who have led the many great games of each era in gaming
history. I was trying to say, and show why finding or growing NEW great game designers is
hard!
Behind the inaccurate inflammatory headlines extracted from a longer dialog, I really do see a
major challenge to our art form, specifically in the area of design. The design of a game is
simultaneously 1) the most valuable aspect when it comes to the potential of success of a game,
2) the hardest part of game development to improve over previous efforts because of
competition, and 3) the skill set with the least formal and informal training available to game
developers.
Let me examine the history of design from where I watched it unfold.
Once upon a time, only one person made a game. By necessity that person was the programmer,
artist and designer (as well as holding many other roles). I can honestly say that the first artist I
ever hired was FAR better than I ever was. I was, and could still be, a passable programmer.
Some programmers who my companies have hired have been better than me, some worse, as I
would expect. And there are designers whose work in many areas is far better than mine. But I
also think some of the work I have done as a designer remains a top contribution for its time.
However, while ALL artists in the industry are better than I ever was, and while I can easily hire
a programmer who is better than I ever was, it is far more difficult to hire a designer who is
clearly capable of leading a top 10 game. For any company, growth only comes when the
company finds another leader who can make a top 10 game. Origin only grew when we found
people like Chris Roberts and Warren Spector. Most other attempts at creating new game lines
failed when we gave the reigns to junior people looking to advance. I want emphasize that this
was not always the case, but it happened more times than not. As a business it’s important to
understand why.
At Origin, after we successfully added art teams and programming teams, we realized we had
huge worlds to build that did not demand the same drawing skills as an artist. We also had NPC
scripting needs that did not demand a top programmer. Thus we invented the Technical Design
Assistant, often someone from QA (still a traditional source of designers) to build maps and
script NPCs. These people did this to GREAT success!But, as the industry evolved, we began to lean more heavily on new “designers” to develop the
actual plans for the game itself and to describe the game we planned to build. They were also
tasked with making design calls on how much of the computer’s limited resources should be
spent on the competing fields of art, sound and interaction. This difficult trade-off is generally
best handled by someone who knows the difficulties of coding and art creation issues, and that is
more often someone who has programmed and drawn art than it is someone who has not.
Sadly for people who really are passionate about designing the next great game, “game design”
remains a hard skill to learn. A lot of indie developers right now who are “triple threats” of artist,
programmer and designer, will likely rise to the occasion. They will have a good understanding
of ALL the issues. Designers, who never coded and never drew art, have a far harder path ahead
of them. After all, we are making “computer games,” and a deep knowledge of the computer is
mighty helpful.
Artists can take classes and create portfolios of their work and an employer knows they can do
the work. A programmer can take classes and produce code samples to prove the same. For
designers, there are now at least a few good schools like the Guildhall at SMU, that turn out
quality designers. Yet these quality designers remain a rare breed. Sadly, I really do think that
most people who get into design roles on a team have no more skills at design than the
programmers and artists. They may not be worse, but they rarely have better training than the
others to tackle the hardest job of all, determining what game is going to be built.
Perhaps my statement that has been quoted so often in recent days could have been presented in
a more eloquent fashion. But I stand by the point I was making, that game design is the hardest
profession in our business to understand and to learn.
And I certainly am not trying to put my own career on some sort of game design high ground.
While I have hit occasional home runs, I have made plenty of unforced errors. I was not
attempting to prop myself up with these comments, but rather lament my need…our industry’s
need for proper training in the most important skill required to make a good game. I never had
any formal training either; I have just had more time to learn from my mistakes than most. If
what comes from all this is a frank discussion and lively debate on how to best address this issue,
then hopefully I’ve accomplished something.
Thanks for your time,
Richard “Lord British” Garriott
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