Original Post
A number of recent events have me worried. I've been abusing the EBGames 7-day return system for PS2 games. "If you don't like it, bring it back," kind of deal. I almost always took the games back. Most of the games I bought/swapped were so badly designed that they were just unplayable. Some of them even had great graphics (silent hill origins) but basically lacked a good game. So the attendent notices I've been coming in a lot and asks me what kind of games I like. I tell him the last great game I played on PS2 was Shadow of the Colossus. He blinks at me before gesturing with his hands: "Yeah, Shadow is kind of up 'here' where most game are kind of down 'here'. Maybe you shouldn't expect so much from games." I was shocked. This totally blew my mind. Why the hell shouldn't I expect good quality from my games? Am I doomed to sit back and make snide remarks forever? What the hell is so wrong with paid professionals that they can't make good games? Games AS GOOD as Shadow of the Colossus, Ico or Portal. Why can't all games at least be playable? People get paid for this crap. That was event number one. This is event number two. I recently applied for a job transfer at a local developer. The job was a game design position to do specifically with level design. This is not a new concept to me. But the market was open and a lot of my associates were also applying for various other jobs at the same company. Many of the artists I knew were made to do a 4-6 hour test; presumably to test their knowledge of certain programs while assessing their artistic skill under pressure of time. The process was pretty similar for any coders applying for low-level positions. Crucially, only minimal previous experience was required to sit the exam. But the designers had a different format. Individually, we were given a stock game mechanic and told to design a level exploring it. We only had twenty minutes to do so. At the time I figured hey, whatever, I'll design a level experimenting with the mechanic in 20 minutes. But afterwards I thought about it a bit more. Why did the artists and coders get a whole day's worth of a test while the designers only got 20mins? That hardly seems right. Sure, I designed a good level in 20mins... But so what? That's moot when you consider the stuff I could have done in 6 hours. As if anyone can tell whether you're a good designer based on 20mins of work. What if some kid randomly hits on the only good design they'll ever create just that one time? Do all companies only spend 20 mins on each level design in their game? No freaking way! Do you give an artist 20mins to model, texture, skin and animate a character in 3dsmax? No way! Do you tell a coder to make a game in 20mins in C# and base his job application on that? No! The company didn't end up hiring any of the applicants. And so... I thought the days of people considering game design a joke were over. But I see that there's still a warm place in consumers' hearts for bad game design. If I had my way, badly designed games would be held accountable; just like if you have a plumber who doesn't screw your taps shut tight enough. Why do people still accept bad game design? And is this the reason so many developers still don't care about it as much as art and code, even after good game design has been proven again and again? 20 minutes? Gimme a break. I may have a biased opinion because I didn't get that job - but neither did anyone else; what is that company going to do for their level designs? I shudder to think.