




Do Game Designers Burn Out Like Rock Stars ? 123
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?"
Re:FRP! (Score:2)
Re:FRP! (Score:1)
Re:FRP! (Score:1)
they jsut release (Score:2)
Re:they jsut release (Score:2)
soon... (Score:2, Funny)
C'mon... (Score:5, Insightful)
Re:C'mon... (Score:1)
Re:C'mon... (Score:3, Informative)
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 a
Re:C'mon... (Score:2)
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
Re:C'mon... (Score:2)
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?).
Re:C'mon... (Score:2)
Doom (Score:5, Insightful)
Then you make a game like Doom 3. Seriously, great tech, bad gameplay.
Re:Doom (Score:2, Insightful)
Re:Doom (Score:1)
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 yo
Re:Doom (Score:2)
Re:Doom (Score:2)
What the? (Score:2)
But has Rockstar burned out? (Score:4, Funny)
Will there or won't there be a Grand Theft Auto 6 from Rockstar?
Re:But has Rockstar burned out? (Score:2)
Re:No here's the deal (Score:2)
And many of the waiters I know are the best actors out there.
Re:No here's the deal (Score:1)
Too many drugs dude.
I thought Spector handed DX:IW to someone else (Score:1)
I for one... (Score:3, Funny)
Re:I for one... (Score:1)
Creativity versus Marketing (Score:4, Insightful)
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.
Re:Creativity versus Marketing (Score:1)
Re:Creativity versus Marketing (Score:1)
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
Re:Creativity versus Marketing (Score:2)
Re:Creativity versus Marketing (Score:1)
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
Re:Creativity versus Marketing (Score:2)
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
Three words: (Score:2)
Nukem
Forever.
Thank you, I'll be here all week. And don't forget to tip your waitrons!
Game designers aren't hardcore (Score:1, Troll)
www.jimsager.com
Re:Game designers aren't hardcore (Score:5, Insightful)
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.
Re:Game designers aren't hardcore(with nick) (Score:1)
Re:Game designers aren't hardcore(with nick) (Score:1)
Tell me, is the public library where you're typing this from warm?
Re:Game designers aren't hardcore(with nick) (Score:1)
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, sudde
Re:Game designers aren't hardcore(with nick) (Score:2)
Re:Game designers aren't hardcore(with nick) (Score:1)
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 wit
Re:Game designers aren't hardcore(with nick) (Score:3, Insightful)
Re:Game designers aren't hardcore(with nick) (Score:2)
Beat Doom 1 & 2 on nightmare with alot of saving
You might want to skip this one when listing accomplishments...
Re:Game designers aren't hardcore(with nick) (Score:2)
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 atte
Re:Game designers aren't hardcore(with nick) (Score:4, Insightful)
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.
Re:Game designers aren't hardcore(with nick) (Score:1)
Re:Game designers aren't hardcore(with nick) (Score:3, Insightful)
You predicted that graphical MUDs would be successful after years of successful text-based MUDs.
You also knew that the next FPS evolution (i.e team play and vehicles) was going to be, basically, Tribes
But what I don't get is this: Of COURSE you
Re:Game designers aren't hardcore(with nick) (Score:1)
Re:Game designers aren't hardcore(with nick) (Score:3, Interesting)
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?
Re:Game designers aren't hardcore(with nick) (Score:1)
Re:Game designers aren't hardcore(with nick) (Score:2)
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.
Time to stop dreaming and start "doing" (Score:2)
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 a
Re:Game designers aren't hardcore(with nick) (Score:2)
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 o
Re:Game designers aren't hardcore(with nick) (Score:3, Insightful)
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?
Re:Game designers aren't hardcore(with nick) (Score:3, Funny)
I'll take the liverty to answer that question for him :
"Reality"
Re:Game designers aren't hardcore(with nick) (Score:2)
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.
Re:Game designers aren't hardcore(with nick) (Score:3, Funny)
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!
Re:Game designers aren't hardcore(with nick) (Score:2)
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...
Re:Game designers aren't hardcore(with nick) (Score:3, Interesting)
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.
Re:Game designers aren't hardcore(with nick) (Score:5, Insightful)
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.
Re:Game designers aren't hardcore(with nick) (Score:1)
Re:Game designers aren't hardcore(with nick) (Score:2)
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 foll
unskilled and unaware (Score:1)
Re:Game designers aren't hardcore (Score:2)
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
Re:Game designers aren't hardcore (Score:2)
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'
Re:Game designers aren't hardcore (Score:2)
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
Re:Game designers aren't hardcore (Score:2)
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:
Blame marketing (Score:2)
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.
Re:Blame marketing (Score:1)
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
Re:Blame marketing (Score:2)
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.
Re:Blame marketing (Score:2)
Re:Blame marketing (Score:2)
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
Well. (Score:2)
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 [freeverse.com], Strange Flavor [strangeflavour.com]. They are the largest indy game company at MacWorld releasing 6 new games. They are listed on Apple.com as the most popula
Bad Analogies (Score:2)
If your profession is dependent on your body, like a dancer or an actress in Hollywood, then you have a problem.
Daikatana, no seriously... (Score:2)
It's difficult for most people (Score:3, Insightful)
Thats easy (Score:2)
END COMMUNICATION
Is it "burning out"? (Score:2)
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).
Modchip bans (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:maybe (Score:2)
Some game designers might burn out (from all that mountain dew, you know) and others will flourish well into their 70s.
Some do, some don't (Score:3, Interesting)
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.
15 years of game design (Score:1)
Re:15 years of game design (Score:2)
It's impossible to be bored. There's always plentiful stuff to do. :)
More important question (Score:2, Funny)
Re:More important question (Score:2)
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."
So Halo 2, Half-Life 2, GTA:SA aren't good games?
Video games are completely opposite movies and TV shows. Sequels are us
The designers didn't change - the INDUSTRY did! (Score:2, Insightful)
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.
Do Game Designers burn out like rock stars? (Score:1)
Game designers? (Score:2)
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.
Rock Stars don't fade (Score:2)
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
Problem is balancing opposing forces... (Score:2)
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 a
Marketing., Magazines and lack of freedom? (Score:1)