Job Spotlight

Games Programmer
Dependant on experience
UK - London

Why designers take the brunt of the blame

Why designers take the brunt of the blame

Proper Games’ Andrew Smith explores why the designer is singled out in a team endeavour

What does it mean to be a Game Designer? I’m trying desperately not to be too philosophical or naval gazing, but what does it mean to a person – having to design a game professionally?

Well it’s a mixture of things, and is so often misunderstood or miscommunicated – not only to the layperson but also among teams of developers.

Strangely enough, after wracking my brains on this for a good long while, the closest thing in ‘real life’ to being a Game Designer that I can think of is parenthood.

So how is being a Game Designer like raising a child, you ask? Let me elaborate.

Not only is it a huge investment of time and creative energy, it requires things of you that you’d never expect, you’ll see yourself and others from new perspectives, and if it goes well it’s one of the most satisfying endeavours you could ever embark upon. But that’s glossing over it a little bit. Let me delve into some detail, starting with what every game needs. An idea.

First off the idea needs to be conceived – heavy handed I know but bear with me. Here’s where it differs vastly depending on your opinions and experiences of bringing up a family.

Essentially, someone has to come up with the idea. It’s almost impossible to do so on your own, though there are ways. Often with a game it is someone else’s privilege entirely. (Make of that what you will in terms of the metaphor!)

Sometimes this is your direct boss, sometimes it’s from The Management up in their gold-lined throne room, dictating an order down to the dev floor.

Sometimes it’s an outside client, wanting a game made but not really knowing how, and more often than not it’s a publisher, knowing exactly what they want, pretending they don’t, and getting you and your team to do the dirty work of actually producing the thing.

The irony is that as a Designer, most people expect this bit to be the most fun part of your work, and the area in which you spend most of your time. Well that’s entirely incorrect. It’s honestly the part of the process you have the least direct influence on.

The next step is the act of nurturing the idea – playing with your baby, encouraging inquisitiveness and seeing them take their firs steps. This is where your talents and specific skillset come into play as a designer.

You have to use your expertise to inform the early direction of an idea. You have to not only recognize the positive potential and make sure it is properly encouraged, you have to be wary of possible negative directions that the idea could be taken.

It is not enough to just be aware of these elements, but to balance them in proper amounts. Yin and Yang if you will.

The best idea in the world for a character-based platformer could easily be ruined if someone influential wants to take the focus on characters and force it down the route of an RPG, but who knows what a bit of character growth (stats and story) would do for a ‘stagnant’ genre?

It’s all about ensuring the right outside influences are incorporated in the right amounts, and at the right time.

Guarding the idea comes next. Having to watch it come under the influence of outside elements. Playschool, social interactions, and having to bite your tongue now and then – and not to mention the common wisdom that a few bruises are necessary at this stage for proper development to take place.

You cannot mollycoddle your baby, or your idea at this stage.

The most difficult part is making sure people have respect for the idea while it is merely a prototype. People have to accept it’s in the early stages, still being formed and still exploring the world you’ve set up for it with the boundaries you’ve decided to enforce.

This is a very stressful part of the process, because it’s almost impossible to defend an idea until it is playable, and even then god help you if it isn’t fun enough!

This stage is all about giving the idea the chance it deserves. It takes a lot of faith from other team members, but is totally necessary.

I’ve seen too many good ideas for games castrated and mutilated under the often-merciless gaze of games developers. But it is always worth remembering that nobody in the entire world sets out to make a bad game.

There are checks and procedures that can help the wary developer identify them, but unless you have the trust and time it requires, the idea can be ruined by simply being overprotective and too conservative at this formative stage.

Teaching and communication are very important parts of raising a child.

Being able to convey one’s feelings accurately and succinctly, while also having a thirst for knowledge and having the opportunity to slake that thirst are privileges most parents wish for their children. So too communication plays a key part in the core time of a game’s development.

As a Designer you must be able to communicate the idea properly. By properly I don’t necessarily mean clearly in one sense, but many.

There’s as many senses as there’s disciplines in game development.

Artists and musicians need to understand the mood, tone and style intended for the game. Is it fast paced, action packed, visceral and bombastic? Or is it serene, sombre, thoughtful, plodding and rewarding? Programmers need to know the scope and the specs of all the little details. Not a glamorous process, but definitely a required one.

How many sub-menus does a particular screen have? What functionality do we need for the tutorials – pause-and-tell or something a bit more interactive? How many units high should the player jump in every single differing state?

Level Designers have to know the pace, structure and narrative arc of a game so that they can sensibly integrate their ideas as a team and individually.

This is admittedly the easiest thing for a Designer to communicate accurately, as most Level Designers think the same way as Designers themselves. A rare chance for (relatively) confusion-free discourse!

Producers need to know why a certain feature is more important than the other, thereby informing what the rest of the team spend their time doing. This is serious responsibility. Management needs reason to believe in your ability to successfully steer and deliver on all of these promises you’re making to everyone on the team.

That’s what you do in essence; you make promises and try your damned best to keep them.

This is by far the end of the complications however. Each discipline will take on board the information in subtly different ways according to their training and experience, resulting in tons of unforeseen and often incredible miscommunications.

Even syntax and phrases that are assumed knowledge in one discipline may well mean something entirely different in another. The vagaries of the Game Design Dictionary (if such a thing exists) only stir up the already muddy waters.

All of the above is made hugely more difficult because you are not necessarily the person who came up with the idea in the first place. This is where true professionalism in the design field comes through – convincing yourself of a particular game element’s value in the face of all the doubters and probing questions is key to ensuring confidence in your abilities, and ultimately helps to deliver a quality product at the end of the cycle.

But I personally think that Designers are left to hang in this part of the process.

I’m all for expecting us to have a decent understanding of each part of the development process, but too often a Designer has to shoulder the blame for all of the development teams’ failings.

Indeed, it all comes back to poor planning, which after all is based on the Designer’s initial opinion, specifications and input. But a Designer can never scope a menu system for a multiplayer game better than he could with the detailed and un-distracted attention of his network coding compatriot.

Similarly you’d never expect a Designer to sit with the Artists day in day out to make sure they’re on target with poly counts and texture limits.

What is too often asked of the Designer is the impossible.

To design and scope every single element of a game from scratch without ever actually getting a hands-on session with the product is insane. The same train of thought would expect the product to be bug-free because planning can solve all of our coding woes ahead of time.

Don’t get me wrong, I’m not against planning - I just want to make sure that expectations are tempered by the reasonable application of common sense and accepting that nothing is done in a vacuum.

Time, budget, people, skillset and experience - these all affect the quality of art, sound, and code. Similarly they affect the quality and thoroughness of any game’s design.

Finally, allowing the child to leave the nest is often regarded as the hardest part. Allowing what you’ve poured your heart and soul into to up and leave, and try to make something of itself. It’s emotional to say the least. The same goes for finishing a game and see it fly off into the marketplace. It’s tough, because in your eyes it is never ready. More so than in any other discipline.

While an Artist could console himself to the idea that a model looks less than perfect because of a polygon limit, or a coder squirms at the mention of a bug in a review but knows that the publisher waived it… the Designer has nowhere to hide.

All of these issues, and more, are directly their fault. Everything can be traced to a decision they made, or a concession they gave. Every single element of a game is ultimately the way it is down to a decision that the Designer had key power over. And that, my friends, hurts like hell.

But it’s part of the job, and just as you learn not to mind when your 50th idea gets shot down in the concept meeting, you learn to cope with the feeling that everything is your fault.

I’ll leave you with the only consolation I’ve found that always works. Despite everything, the person who likes your game enough to buy it and then play it only knows the reality of what they are playing.

They don’t like it despite of the fact that you had to cut the multiplayer mini-games, they’re busy enjoying what is in the game. They don’t look beyond the less-than optimal controls screen layout, they simply see the one on their screen.

Despite all the arguments and concessions and all the times you had to compromise, they simply have no idea it happened and it has no influence on their opinion at all.

It ultimately doesn’t matter.

 

Andrew Smith is a BAFTA-winning game designer for Proper Games, complete with his own blog. He recently featured in Develop’s 30 Under 30, profiling the best young talent in the industry today.

Real melancholy

posted by Umze Feb 05, 2010 at 11:04 pm
1

It seems as though the 'Designer' is actually the project manager as well as the scape goat.
I'm still a little confused as to where these game ideas come from... who on the management team sends down the idea? Who is so priviledged that they get to describe in vague terms what they would like and have a team do the hard part?
If the designer simply takes someone elses 'child' then it's a role sure to be full of disappointments.

I suppose it's a job someone has to do but from reading this article, I see it's another role of unappreciated achievements.
The myths about Game Designers have been unveiled and yet another dream shattered... Could it really be that the only fun thing about games is playing them?

  • + 1 
  • - 0 
  • 1

But...

posted by Issues Feb 08, 2010 at 9:22 am
2
Issues

This swings two ways.

Designers wanting to share the blame with the rest of the team after a game doesnt perform well is predictable enough.

Would it be the same if a game was a success though? If a game is successful, the rest of the team tend to get put to the background while the designer claims all the credit.

I've seen it happen.

  • + 2 
  • - 0 
  • 2

Uncomfortable

posted by DeadedMe Feb 08, 2010 at 9:58 am
3
DeadedMe

Uncomfortable reading - self-conscious, self-absorbed, and over-written. Let's keep things simple: when we consider your game Flock, who is actually to blame for the game not being any fun at all, if not the designer? After all, it looks great and it sounds great - your team did a great job in that respect. It's just that the concept was fundamentally awful.

  • + 1 
  • - 0 
  • 1

oh dear

posted by Anon Feb 08, 2010 at 3:05 pm
4
Anon

Great article - reaffirms everything I thought about Game design, designers and their egos. I've lost count of the numerous days lost by code/art/test to design when pointing out the often numerous flaws and then waiting for decent, well thought-out and structured design. A veteran of 5 years but only 2 published games should know better than to write such cr@p.

  • + 0 
  • - 0 
  • 0

Intrigued

posted by Andrew J Smith Feb 11, 2010 at 2:33 pm
5
Andrew J Smith

I'm very intrigued by these comments.

@Umze - I didn't mean to burst any bubbles, simply offer a balanced insight into the life of a designer, from a perspective not usually exposed to the wider world. I think you may have taken some of the negative tone to heart, and hope that if you re-read the pice some of the more positive elements will rise up. Specifically the end - it ultimately doesn't matter how bad or good your game is to you, it's only in the eyes of the consumer that it has any value - and that is a good thing! :)

@Issues - I totally agree. I guess the reason for me writing it like this is that I feel that Designers often get lumped with a perconception. It's harder to write about the specifics of being a designer than it is a coder. I trawl all the websites, I see how many articles are devoted to the life and times of game art, music and coding. I just hoped this would balance things out :)

@DeadedMe - a fair point, but one that just reaffirms my belief that articles like this need to be written. You're falling into the trap I tried to disarm with my blog piece. Maybe next time I'll succeed :)

@Anon - intersting that you're posting anonymously. Say what you want about ego, at least I'm contributing to the international debate openly and honestly. I'm not sure what discipline you're in, but I can tell from the short expression of opinion you give that you're pretty biased against Design from the get-go, entirely missing half the point of what I've written. Also if you're as experienced as you seem to imply you are, you'd know that if you've been in the industry for 5 years having 2 games out is probably quite a decent amount. Verging on industry standard even.

  • + 2 
  • - 0 
  • 2

Except

posted by Anon Feb 11, 2010 at 3:12 pm
6
Anon

My mistake; you've actually got only one designer credit to show for 5 years of work - one little downloadable game. Consider getting a bit more experience before doing industry blogs, perhaps. Instead of all this shameful self-promotion, get some more games on your CV, and earn the respect of your peers by being good at your job. You may find then that you don't need to get all defensive about designers (lower-case 'd') taking blame.

  • + 0 
  • - 1 
  • -1

Try a different approach...

posted by Chicknstu Feb 11, 2010 at 6:18 pm
7
Chicknstu

"What is too often asked of the Designer is the impossible."

IMO, the problem lies with the method, and this dogmatic way of doing things. With smaller teams, you can afford to mess with the rules a bit. Personally, I think a designer NEEDS to be able to get practical.

http://www.denki.co.uk/2009/09/23/mucky-hands-design/

Not a popular view, I admit, but one I hold very firmly. On a project the size of Flock, I'd split the design tasks between people who are closest to those areas. If you're doing...

Gameplay design - Need code skills

Visual design - Need to be able to draw

Level design - Patience and cunning

etc.

ALL require creativity.

The idea of an uber-designer that is the go-to person for everything on a project, yet doesn't go near any of the code / art, is a non starter for me on smaller projects. It's a mythical role which causes way more problems than it solves, and does, as you said, put a lot of blame and problems onto guys who aren't, and never were, in a position to actually do anything about them.

On the subject that you're getting a pounding for from other posters, the notion (which I don't think you share) that the title of 'designer' means that you're opinions on gameplay hold more weight than people who job title is 'coder', 'artist' or 'tester', is a fallacy. Anyone can design. It's not an messianic role which only a few chosen deity can perform. But the media does tend to go towards the designer thinking this, and you never see designers denying it. And that's going to piss the rest of the disciplines off, especially if they've worked on teams with crummy designers, as it sounds like they have.

Stu x

  • + 0 
  • - 0 
  • 0

Intrigued

posted by Markmark Feb 11, 2010 at 6:53 pm
8
Markmark

All these comments had me intrigued, more so than your article I'm afraid. I think I can see what you are saying - design is difficult and is not always appreciated, it requires multiple skills and disciplines and sometimes you need to be more professional and not take offense when the other team members , management, publisher, etc question your decisions. A bit like most jobs really. But digging a little deeper and going to your blog I see that you posted that YOU won a BAFTA, not the team, your employer or the publisher. I guess that and the above kinda says what you think is important.

  • + 0 
  • - 0 
  • 0

Designers

posted by Andrew J Smith Feb 11, 2010 at 11:39 pm
9
Andrew J Smith

@ Anon - assuming it's the same person replying, you've missed the point. I'm not defensive about the role of a Designer, nor whinging about how we seem to have to take blame on the chin. Hell, the only real mention of that is in the title - which I did not write. Editor's choice. In fact, I believe the point of my article is that none of it really matters. I'm saying despite what people may think of a designer, or how a designer may feel at any time during a game's development (or siubsequent release), it doesn't matter. For every Anon saying speaking derogatorily about their game, there is a nice review by someone who actually enjoys it - and that is all that matters. Thankyou for reinforcing my point.

It may also interest you to know that I was asked to write the blog, it hardly qualifies as self promotion. If you can't take it on face value - as a piece written by a designer about what it is like being a designer - then that is your loss.

@Chicknstu - hey man, how's it going! I totally agree with you, but I'm not really comfortable writing about company specifics - I was only asked to write about Design, not Proper, Visual, VISSCI, Acclaim or anywhere else I've worked. Cheers for the thoughts and the support though, and glad it made an impact. It's just my voice adding to the milieu!

@Markmark - I'm sorry you see how I've written my personal CV as somehow lessening my respect for the team at Proper. Yeah I got the BAFTA, but so did Danny, Andy, Mike, Geoff, John, Chris and everyone else who worked on the game. But it's not their CV now, is it?

As for the summary of the job - yeah sure more roles suffer through similar feelings, but as I blogged, it's always that little bit more personal for a designer. It's impossible for it not to be. What I'm saying is that it's ok. There're always ways to deal with it.

In general the negative comments about what I've expressed seem to come from an odd angle.

I'm not out to do this for myself. I'm not spending my free time writing things for the heck of it.

I'm writing so that maybe people will be able to get a glimpse at a truth - as I see it.

Sure you can disagree with what I say, and I'll never change your minds, but hopefully someone out there learned a little something new about what it means to be a Designer in games.

Other than that, what more can be done. I for one am pleased to have generated discussion, as that is the key to progress. I may be misguided and hugely wrong, but at least it's getting people talking :)

  • + 0 
  • - 0 
  • 0

Lay off

posted by ibk1 Feb 12, 2010 at 10:52 am
10
ibk1

Yeah it seems a bit off to pick on a guy for mentioning an award on his CV! That's what CVs are for, and if I was the lead-designer on a BAFTA-winning game, you can be sure I would mention it :) Cut the guy some slack.

  • + 0 
  • - 0 
  • 0

Design Credibility

posted by Alan Jack Sep 29, 2010 at 12:45 pm
11
Alan Jack

I think you touched on something here.

"Design" in itself is a pretty vague term. There's a lot of creative processes involved in development, and the position of "designer" isn't well-enough defined to be able to say exactly what that person does.

This is reflected in your comment about a "game design dictionary". As much as I hate cross-media comparisons, if you're making a movie it tends to be pretty clear what people's roles are, because every aspect of film has decades, perhaps even centuries of study and understanding. In professional photography, it's the same - you say something about focus depth, and everybody knows what you're talking about.

It'd be interesting to hear what other people thought a designer should and shouldn't be doing. It seems like it ought to be about the most fluid role in any development. Stu makes a good point that it requires a degree of multi-disciplinary experience.

I tend to look on it as being in charge of the "creative direction" of a game, and that your primary duty is to ensure every aspect of development merges together creatively, your final deliverable being that a game is, in some way, "fun".

But again, "fun" is a vague, unclear term. In a professional context, I'd say that means ensuring as many people as possible can enjoy your game. Others are probably going to be more cynical about it, and I imagine some might be more creative and personal about it.

  • + 0 
  • - 0 
  • 0

Leave a Comment