In this article, MMO developer Brian Green explains what exactly a game designer does in an organization and why a variety of skills is required for game design.
So, let's start with the basics: What is a game designer?
A Communicator
The primary job of a designer is communication. This means you need
to get used to doing a lot of writing, meeting, and explaining.
Really, your ideas are actually secondary to the main focus of
explaining those ideas. A designer with mediocre ideas and
great communication skills is better than a designer with super ideas
and no communication skills.
Why is communication so important? If the designer cannot communicate
their ideas, then those ideas are stuck in his or her head. Without
good design, it is harder for implementers to coordinate and plan the
project. The designer should also be able to identify details that
the implementers might not consider.
Not Really the Idea Person
So, what about ideas? Most aspiring game designers are disappointed
to learn that they won't get to be the "idea person" on a project. In
fact, the direction of game project is usually already established by
someone (maybe a senior designer), approved by executives (sometimes
approving his or her own flawed idea), fleshed out in high level
meetings, then passed down from the lead designer to a junior
designer. Note that you will still have a chance to be creative, but
you won't necessarily be suggesting sweeping changes and directly
choosing which games will be made. You will probably be working on a
smaller portion of the whole project. This is still an interesting
job, however, and you should take the opportunity to learn as much as
you can while doing your work.
Also note that most new designers are going to be working on the
"second tier" type projects. These games include ports, sequels, and
other games that aren't going to be as interesting to work on as the
hot new high-profile brand. But, you have to start somewhere. As you
gain experience and work into higher positions, you will generally be
able to work on higher profile games and get more creative freedom,
but will not necessarily call the creative shots. Even a lead
designer will see many of the details about the core gameplay already
decided for them. So, what does a designer do if he or she is not the
"idea guy"?
An Organizer
One major responsibility of a designer, particularly a lead designer,
is organization. A lead designer organizes the different thoughts
that everyone has come up with prior to starting on the project. He
or she has to consider how these different systems work together and
organize them into a series of documents. The lead designer also
evaluates all the ideas and offer feedback based on my experience,
particularly the parts dealing with online-specific aspects. The lead
designer will also organize documents for the Creative Director,
Executive Producer, and other designers to review and work on. After
all this organization, the lead designer will still have to work on
the details of some of the documents themselves along with the other
designers. Eventually the design documents will be handed to the
implementers to make early versions and prototypes of the game.
Good organization makes it easier to collaborate on the design. For
example, there may be the design for a general advancement system in
place in addition to a general quest system. A designer should be
able to point out that some concept prevents them from working
together, or that the advancement system expects players to gain X
experience per hour, but that the quest system states it will provide
Y per hour. Good organization skills to understand the systems are
what make this feedback possible.
A Researcher
When it comes to the creative part of the job, a designer has to
evaluate and flesh out ideas already presented. If the game contains
RPG-style combat, for example, a designer needs to evaluate ideas for
viability. If the ideas are not feasible, he or she must bring up
these issues to managers and perhaps even suggest a way to alter the
idea to make it possible. Once the idea is determined feasible, the
design team needs to fill in details. How do you do this? Research!
One of the most useful skills a designer can have is knowing how to
find information. In this day and age, that means knowing how to use
search engines, online encyclopedias, and wikis; of course, you need
enough basic knowledge to know how accurate the information you find
really is. However, don't be afraid to go to the old-fashioned
physical library in your town as well.
It also means having an extensive knowledge of other games, and that
means playing lots of games! You should play major games in the genre
as well as a few offbeat ones and a good selection outside your
project's genre. Having a grasp on other genres can help give you
inspiration for design problems you will encounter. Just be careful
not to fall into the trap of trying to copy existing systems wholesale
without understanding the design choices that went into that work.
If you don't enjoy reading pages and pages information, synthesizing
data to present to other people, and playing games, do not become a
game designer.
A Jack-of-all-trades
Okay, so now we know in general what a designer should do, what does a
designer do on a day to day basis? Well, this is harder to define
because it depends on many factors, including the project, the
designer, and the organization. Unfortunately, the industry really
doesn't have standardized titles or job descriptions. So, you get a
lot of specialized titles that may mean different things at different
companies. The skills required for a "systems designer" (which is my
strength) are very focused on math. A level layout designer (which I
am hopelessly terrible at), on the other hand, should be much more
visually-orientated and able to visualize things easily in his or her
head. Note that some companies might expect a "designer" to encompass
many different disciplines.
It's not unusually to think of a designer as a jack-of-all-trades,
especially as many designers have worked into a design position from
another discipline. A designer with an art background might be
assigned to develop the user interface, or work closely with the Art
Lead to develop color schemes. Designers with a mind for programming
might dig into the scripting system and help with implementation.
However, a truly great designer should have at least a working
knowledge of every aspect of game development. Even if the designer
can't draw detailed pictures or make a 3D model, knowing how these
tasks are done can help them communicate their ideas. Many designers
also come form the QA department; this can be very beneficial if the
individual had exposure to multiple elements of the game. And,
knowing how to write test plans can help make sure that a design can
be adequately tested.
In addition, knowing the different areas of game development helps
keep the project possible. I've heard numerous stories about
designers with no programming ability making designs that cannot
possibly be implemented within a reasonable amount of time. Aspiring
designers should get involved in multiple aspects of game development
in order to make sure their designs are actually possible.
Putting it all together
If you want to be a great designer, you will need a variety of skills.
This is one of the reasons why it's so hard to really write an exact
description of what a designer is, and why it can be very difficult to
teach game design in a traditional structured setting of university
classes. On the other hand, it's hard to have the resources to train
someone on the job. Which is why it's important to be self-motivated
to learn all you can about game design, because it can be hard if not
impossible to learn any other way.
Brian Green, known by the pseudonym Psychochild, is an experienced MMO
developer. He's the former developer of the classic online MMO
Meridian 59 and a developer for Storybricks. More of his
writing can be found on his
professional blog.