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It seems that the idea of being the best to command the market is becoming a popular theme. What are your thoughts in field specialization versus being well versed in many areas? For my part, I always wanted to do game design, and more than that want to specialize in designing game economics. I find that in order to see anything of mine put into practice (and have a demonstrable product) I spend most of my time working on things outside this specialization. Maybe that is not a bad thing as game companies, especially smaller ones, seem to want people (especially designers) that can wear many hats. It seems that other positions on the game team are given greater allowance to specialize but with a small enough team this becomes less true.
Maybe trying to specialize that much in games is more of a +1 type of endeavor. "I am an experienced game designer, oh and by the way I am also one of the top designers in the world at creating game economies" would not hurt your chances at landing a position. Possibly the niche for that kind of specialization is just as a contractor who comes in, evaluates, and refactors games for other companies.
A last anecdote, when I was signing games for the GarageGames Game Store, I ran into a curious pattern. I'd often find a hot-shit game from an indie developer whose game got lots of great press in the indie game scene, and I'd play the game, and it would have that little pearl of brilliance that's at the center of truly great game design, and I would join the ranks in declaring the game brilliant. Oftentimes this would be among the first games a designer would make. Since we were trying to sign up a ton of indie games, I'd check the developer's other games that they made after the superstar one. They made one great game, so their others should be awesome too, right? Boy was I wrong. Time after time, the developers other games would SUCK. Ironically, due to the success of their first game, they'd have more budget to make subsequent games, but they'd all lack that pearl of brilliance that was in the first one. Why is this? Well, essentially the developer got LUCKY with a game mechanic or formula that just plain clicked with people. But because they were new, even though they stumbled upon this magic gameplay for this one game, they'd be unable to ever repeat the success, because they didn't understand gameplay on deep enough of a level to deconstruct and repeat it. I would rather skip the quick success and have a string of learning projects, so that I may one day CONSISTENTLY make successful games, as opposed to getting lucky with the quick one-off, not understanding my luck, then never being able to repeat it. I think the same can happen in film, too, when a first-time director makes a brilliant first film, with all subsequent films lacking. I have more respect for a PopCap that can consistently churn out quality addicting intriguing games than an indie who gets one hit followed by a string of lackluster follow-ups.
People that want to make games need to play every genre of game from AAA to Casual, from FPS to RTS to Puzzle and everything in between. What is also important IMHO is to go and play non-computer games too, games like Risk, Monopoly, Poker, Crib, Magic the Gatherin (or any other modern CCG) and Pen & Paper RPGs are very critial to understanding what makes something so dammed simple so very fun. Sadly I rarely see people diversifying into classic and non-computer gaming and I think that its a real disappointment that no one is slapping them upside the head and saying "hey dummy".
http://bbrathwaite.wordpress.com/
Nice post too Joshua. I'm at the 5 year mark as an indie myself and although it is a bit jarring and a little demoralising to sometimes see some indies make it big with their first effort or in short time period, the long term experience / failures are invaluable and will make your (and hopefully mines too) pending critical and commercial success all the more sweeter and relevant! It will also insure success it handled wiser and not taking for granted as it can be for those that it comes all too easily/quickly for.
http://enkerli.wordpress.com/2008/12/23/experti...
http://enkerli.wordpress.com/2008/12/25/answers...
http://www.newfoundroom.com/?p=19
http://gbgames.com/blog/2009/01/join-the-thousa...
Scott
The more potent point for me, however, was that the big difference in outcomes between two equally capable people can be simple perseverance. The examples of the Asian math students gave me hope that the months I spent trying to figure out a hard crash bug instead of making any progress at all on my games were actually well spent _and_ part of being coming a competent developer. It seems plenty obvious now, but when things seem painfully unclear it can certainly be refreshing to remember the value of stubbornly hitting a problem over and over again.
"If the activities that lead to greatness were easy and fun, then everyone would do them and no one could distinguish the best from the rest. The reality that deliberate practice is hard can even be seen as good news. It means that most people won't do it. So your willingness to do it will distinguish you all the more."
"What you want - really, deeply want - is fundamental because deliberate practice is an investment: The costs come now, the benefits later. The more you want something, the easier it will be for you to sustain the needed effort until the payoff starts to arrive. But if you're pursuing something that you don't truly want and are competing against others whose desire is deep, you can guess the outcome."
- Why Talent is Overrated, CNN
http://money.cnn.com/2008/10/21/magazines/fortu...
At the end of the day making games is a lot like surfing. Once you know the basics it's all about getting in the water at the right time. Anyone can catch a great wave. It stinks when you've been stalling in the sun all day only to see someone paddle out and instantly catch a great ride but that's the way it goes.
Even when you look at the greats you don't see successive hit after hit. Alexey Pajotnov is one of my favorite case studies. He created what is arguably the greatest game ever in Tetris. Yet the only other game he ever made worth playing was Hexic, which let's face it isn't nearly the game that Tetris was relative to their respective contemporaries. That's the cool thing about game development though. It only takes one or two really good games to be considered successful. I don't think most developers envision themselves creating hit after hit. Rather, I think most hope to create a 1-hit-wonder like Worms and then live off that single IP for the rest of their lives. Even Shigeru Miyamoto (arguably the best designer) has really only created a fistful of great IP's.
As it relates back to the actual article, I wouldn't necessarily agree that you get more likely to find financial success with experience. I think people have a certain pattern going on inside their brain and if they get lucky enough for that pattern to resonate at a certain point in time then so be it. Miyamoto had great patterns for the last 3 decades. Ethan Nicholas had a great pattern for our current time. I only hope to get lucky enough for my pattern to be desired sometime before I die.
While I agree that you can get technically better at what you do it can only enhance your thought process. If you're thought process is not desirable to people then no amount of practice will help you. The only thing that can help you then is the alignment of exterior forces or the opportunity.
As designers we are constructed of 3 parts. The first part is that innate ability we all have to construct what we consider to be fun situations in our own minds, the imagination. The second part is what we do to augment our imaginations, this is the technical know-how. Without this component we are merely crying babies trying to get an idea across with no means to communicate clearly what our intentions are. The third part of course is the opportunity. In life there are those rare occasions when everything goes just right like perhaps the first time you met your significant other. It's these moments that bring it all together. Your god-given body chemistry, life experiences, and then opportunity combine to form something wonderful. This is how a great game is made. Some people meet their soul mate when they're in high school and some are still single at 40. This is analogous to making games. Some people will do it on their first time out and some will have to plug away through many failures before they find success. Finally, as depressing as it may sound some people will toil away and never find true success although hopefully they will find related success through a tangent of some sort.
I wanna be one of those million guys. I'd be OK succeeding as much as a hack like Britney Spears. Hopefully minus the tabloid coverage and weird family dynamics.
In short, I agree with you but I love a good conversation.