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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

104<br />

U L T I M A T E G A M E D E S I G N<br />

NH: Misconception 1: “I like to play <strong>game</strong>s, so it’s a no-brainer that I’ll like to make <strong>game</strong>s.” This<br />

is a misconception for one simple reason. Creating <strong>game</strong>s is fun and it’s entertainment, while making<br />

<strong>game</strong>s is work and it’s a job. That doesn’t mean a person can’t love the job, but it does mean that<br />

there will be times when a <strong>game</strong> developer has to work on something that is unappealing or painful<br />

but simply has to be done as part of shipping the <strong>game</strong>.<br />

Misconception 2: “I can only be happy making the types of <strong>game</strong>s I like to play.” Most people are<br />

pretty picky about the types of <strong>game</strong>s they play. In fact, an average <strong>game</strong>r probably would really like<br />

only less than 10 percent of the <strong>game</strong>s on the market chosen at random. But each <strong>game</strong> has its<br />

appealing elements that its creators can take pride in, and every well-done <strong>game</strong> will appeal to<br />

someone. So an aspiring developer should go in with an attitude of “what can I learn?” and worry<br />

about making the perfect <strong>game</strong> at a later, more experienced point in his or her career.<br />

Misconception 3: “I know good <strong>game</strong> design when I see it, therefore I’m a designer.” Pointing out<br />

when a <strong>game</strong> design is weak or doesn’t work is a valuable skill in <strong>game</strong> development. But it is only the<br />

beginning of being a good designer. While suggesting solutions is the natural next step to identifying<br />

problems, not everyone can consistently take this step.<br />

TM: What misconceptions do you think people inside the <strong>game</strong> industry have about working in<br />

<strong>game</strong> development?<br />

NH: Misconception 1: “I’m too experienced to be working on tasks of type X.” Elitism is<br />

unfortunately all too common among <strong>game</strong> developers. In many cases, people refuse to work on<br />

tedious work, considering it beneath them. But while a more junior or less qualified employee may<br />

be able to carry out a particular task that is given, someone with pride in their work will still be<br />

willing to do a great job and in a timely manner.<br />

Misconception 2: “I work long hours, so I shouldn’t have to play by any rules of conventional<br />

professionalism.” It’s true, <strong>game</strong> developers often work long hours, as deadlines are all too frequent.<br />

But <strong>game</strong> making should still be a professional environment, where individuals make their best<br />

attempt to adhere to a schedule and a plan, to respect and support their co-workers, and to be<br />

dependable to the rest of the team. When an individual pulls an all-nighter and then disappears for<br />

the next two days for recovery despite the rest of the team, it is not the best way to ship a <strong>game</strong>.<br />

TM: What is the best way to build your gaming intuition?<br />

NH: Different individuals have a different level of aptitude for this. However, people can continue<br />

to refine it and enhance it in two ways. The first and most obvious is to play many <strong>game</strong>s. Knowing<br />

how other <strong>game</strong>s work is a great way of becoming ingrained with this type of knowledge. The second<br />

just comes from experience at developing <strong>game</strong>s. Occasional setbacks and failures are great tools for<br />

educating a person about what is “right” in a <strong>game</strong> and what is not.<br />

TM: Any “nameless” development stories you’d like to share?<br />

NH: I can’t think of any!<br />

TM: Can you share some insights with us about your own path to becoming a leading-edge developer?<br />

NH: One of the key lessons I’ve learned in being a <strong>game</strong> developer is that team building is perhaps the<br />

most important aspect to creating good <strong>game</strong>s. Teams dominated by individuals as dictators—no matter<br />

how strong—rarely produce the same quality of <strong>game</strong> as teams that are universally collaborative and<br />

supportive. Team sizes have continued to grow over the last decade, and this trend isn’t necessarily going to<br />

stop anytime soon. I believe that the <strong>game</strong> development companies that will most dominate in the years to<br />

come are those that can come to grips with how such team members should interact with each other.

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