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State of Game Design 2011

  • Sentura
  • November 9, 2011 at 12:52 AM
  • Skjalg
    • November 21, 2011 at 10:38 AM
    • #61
    Quote from Erratic

    Charts and graphs are for the creatively bankrupt. They turn it into a science cause they havnt a fucking clue. See: Gamasutra. Maybe they can do something useful and chart me a graph showing when and at what point their creativity finally evaporated.

    I'm sorry but thats the dumbest piece of lines I've read today. [sarcasm]Yeah I totally agree that understanding the subject at hand fully totally excludes being able to be creative about it[/sarcasm]

  • Skjalg
    • November 21, 2011 at 10:40 AM
    • #62

    That almost pissed me off as much as people saying that something is wrong because it doesn't feel right, but they cant really tell why or what and that they will know its when they see it.

    http://www.google.no/webhp?sourceid=chr ... 99&bih=795

  • Erratic
    • November 21, 2011 at 2:57 PM
    • #63
    Quote from Skjalg

    I'm sorry but thats the dumbest piece of lines I've read today. [sarcasm]Yeah I totally agree that understanding the subject at hand fully totally excludes being able to be creative about it[/sarcasm]

    I thought it was kinda funny.

    But I dislike quantifying things just because you can. It's boring.

  • Erratic
    • November 21, 2011 at 3:14 PM
    • #64
    Quote from Skjalg

    That almost pissed me off as much as people saying that something is wrong because it doesn't feel right, but they cant really tell why or what and that they will know its when they see it.http://www.google.no/webhp?sourceid=chr ... 99&bih=795

    I don't like that stuff either. Not being able to explain yourself is pretty bad too.

  • Skjalg
    • November 21, 2011 at 3:37 PM
    • #65
    Quote from Erratic

    But I dislike quantifying things just because you can. It's boring.

    Its not about doing it just because you can. Its so you can teach or explain coworkers what you mean without resorting to the "I will know it when I see it" type of mentality that I see a lot of people using. How can you explain what good game design is without putting it into words or quantifying it as you say. You might find reading/learning about game design theory boring because you have spent a million hours playing games and inherently know what makes a game good, or maybe you had a miserable school experience so you think that putting stuff into text-book words or dissecting something that you think is fun is incredibly boring. But when working with games, as a game designer (or with), then you need to learn how to explain what and why this and that is good game design. Being clear and concise is really important when you want to get your idea across to other people who are going to implement your ideas.

    edit;

    point is, there's a big difference between finding something boring yourself and saying that everyone who doesn't think its boring but rather a valuable tool in game development is totally void of creativity.

  • Erratic
    • November 21, 2011 at 4:03 PM
    • #66

    I don't think we're talking about the same thing anymore. There's a difference between being clear with language and using data as a crutch.

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