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When did We Stop Trusting Game Designers?
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<blockquote data-quote="Jack7" data-source="post: 4590196" data-attributes="member: 54707"><p>Perhaps this isn't the direct expression of an opinion on the original post by Hussar, but it strikes me that the implications of the question(s) goes to the facts of determining exactly what a Game Designer is, and what is he responsible for?</p><p></p><p>What does he (a GD) do exactly, what is he responsible for, where does his authority or influence end (especially in something like an RPG, or maybe later into interactive games where the player can "refocus the environment, characters, etc. - as well as in fields like Virtual Reality, and RPGs are a form of non-technological, imagination-based Virtual Reality if you think about it), where begin, what cover, and so forth and so on?</p><p></p><p>Does he shape or create a game genre, modify it, redefine it, if so how? Does he just operate according to pre-determined rules? Does history and prior development dictate how he should or must operate? To what degree is he free to innovate or invent? What should be the theories or principles governing design? Why is one design successful, or at least useful, and one not?</p><p></p><p>I think it would probably be easier to answer your question(s) if there was an agreed upon definition, or at least an greed upon set of principles regarding what a designer is exactly, what his real functions are, what is none of his business, how he should operate and things like that.</p><p></p><p>I have my own opinions on the matter but I reckon most everyone else does too.</p><p></p><p>Still, it would be kinda interesting to see what people think or feel on the issue and if there were any real agreement on what exactly the job of a designer is, and if there is agreement, to what degree people do actually agree about what is a game designer and his real function(s)?</p></blockquote><p></p>
[QUOTE="Jack7, post: 4590196, member: 54707"] Perhaps this isn't the direct expression of an opinion on the original post by Hussar, but it strikes me that the implications of the question(s) goes to the facts of determining exactly what a Game Designer is, and what is he responsible for? What does he (a GD) do exactly, what is he responsible for, where does his authority or influence end (especially in something like an RPG, or maybe later into interactive games where the player can "refocus the environment, characters, etc. - as well as in fields like Virtual Reality, and RPGs are a form of non-technological, imagination-based Virtual Reality if you think about it), where begin, what cover, and so forth and so on? Does he shape or create a game genre, modify it, redefine it, if so how? Does he just operate according to pre-determined rules? Does history and prior development dictate how he should or must operate? To what degree is he free to innovate or invent? What should be the theories or principles governing design? Why is one design successful, or at least useful, and one not? I think it would probably be easier to answer your question(s) if there was an agreed upon definition, or at least an greed upon set of principles regarding what a designer is exactly, what his real functions are, what is none of his business, how he should operate and things like that. I have my own opinions on the matter but I reckon most everyone else does too. Still, it would be kinda interesting to see what people think or feel on the issue and if there were any real agreement on what exactly the job of a designer is, and if there is agreement, to what degree people do actually agree about what is a game designer and his real function(s)? [/QUOTE]
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