Starseeker
Vault Senior Citizen
Here is a question I'll put to the NMA at large: Should game be made by software developers or (product) designers?
This question came about when I was reading this month's Fast Company. This month's feature is the design industry with a special article on John Maeda.
http://www.fastcompany.com/magazine/129/the-double-vision-of-john-maeda.html
A game is an incredibly technical thing to design and produce, so that is probably why we have a lot of IT/technical guys running the show at the top. How are computer skills differ from drawing skills or writing skills? It's a tough question. What is a game? A simulated world/reality where one can enjoy a story(of some sort)/experience that one normally wouldn't be able to. You can come up with your own descriptions/explanations on this.
If one goes through most of the human history, that particular field was mostly occupied by books, plays, toys, and paintings(and later on, TV, photos, movies, etc). It's probably safe to say that games(software) should fit this criteria.
But a lot of games today seem to made by technical people with the focus on only one aspect of story. There are a lot of single focused, cold blooded and autistic elements in some of the modern game designs. You can't exactly play C++ or AutoCAD(and those things have their own uses). So what happened to the human elements? You know, immersion, interaction, choices, fun? An extremely competitive, meritocratic system where people show off how much stuff they can horde, with the shiniest bling possible doesn't sound like fun, it sounds like work. (In fact, I avoid a lot of games today because they feel like work, and are meant for <16 with no real jobs)
My point is that shouldn't game design belong in a design/arts school(instead of animation/computer science) where they actually teach you how to make things from the ground up?
Another memorable paragraph:
Well, aside, I was hoping for some commends from some of the game developers/designers/modders to provide some insight. Seriously, originality is risky so we make sequels/blends of old games, but a lot of people also make crap in the guise of originality. So if you have the money/talents require to make any game you like, what would you make?
This question came about when I was reading this month's Fast Company. This month's feature is the design industry with a special article on John Maeda.
http://www.fastcompany.com/magazine/129/the-double-vision-of-john-maeda.html
A game is an incredibly technical thing to design and produce, so that is probably why we have a lot of IT/technical guys running the show at the top. How are computer skills differ from drawing skills or writing skills? It's a tough question. What is a game? A simulated world/reality where one can enjoy a story(of some sort)/experience that one normally wouldn't be able to. You can come up with your own descriptions/explanations on this.
If one goes through most of the human history, that particular field was mostly occupied by books, plays, toys, and paintings(and later on, TV, photos, movies, etc). It's probably safe to say that games(software) should fit this criteria.
But a lot of games today seem to made by technical people with the focus on only one aspect of story. There are a lot of single focused, cold blooded and autistic elements in some of the modern game designs. You can't exactly play C++ or AutoCAD(and those things have their own uses). So what happened to the human elements? You know, immersion, interaction, choices, fun? An extremely competitive, meritocratic system where people show off how much stuff they can horde, with the shiniest bling possible doesn't sound like fun, it sounds like work. (In fact, I avoid a lot of games today because they feel like work, and are meant for <16 with no real jobs)
My point is that shouldn't game design belong in a design/arts school(instead of animation/computer science) where they actually teach you how to make things from the ground up?
While the corporate world is obsessed with the idea of design thinking -- which relies on data and process for inspiration -- Maeda is skeptical. "Design thinking is basically about being able to make good PowerPoint slides -- the quad-chart slide, the stakeholder slide. I get that. I think it's important. But at the same time, you hear whispers, even at Stanford, that people aren't making things anymore." Scott Klinker, head of the 3-D design program at Cranbrook Academy of Art, who defended the intuitive, qualitative approach to design at this year's Industrial Designers Society of America conference, agrees: "The proponents of the strategy-based approach say, 'Don't worry about form. We'll save you with design thinking.' I think that's crap. Design has always been a complex synthesis of analytical and intuitive processes."
Another memorable paragraph:
The Nature Lab at RISD is a relic of a kinder, gentler, analoger time. The 71-year-old facility, with more than 80,000 stuffed and mounted moose heads, human skeletons, and dung beetles, is a treasured artifact in an institution that celebrates its history like some schools flaunt their juiced-up sports stadiums or slick computer labs. Freshman drawing classes are held here, and you can check out an armadillo or a tarantula for your homework.
"When something dies on the road, people call up to see if RISD wants to taxidermize it," says Maeda, roaming the room, pointing out bones and shells. "It's like the Hogwarts School of Art and Design."
Maeda loves the lab -- its history, its tactility, its randomness. For a guy who has spent most of his career in front of a computer screen, the sheer physicality of the place is exhilarating. "I've been an IT guy in a sensorially deprived space," he says. "All these things can't be replicated so easily. This is our basic competitive advantage. If this were all Googleable, it wouldn't matter so much."
Well, aside, I was hoping for some commends from some of the game developers/designers/modders to provide some insight. Seriously, originality is risky so we make sequels/blends of old games, but a lot of people also make crap in the guise of originality. So if you have the money/talents require to make any game you like, what would you make?