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Why is it that game designers should not have emotions for their ideas?


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#1 Cap'n VG   Members   -  Reputation: 170

Posted 25 November 2011 - 11:48 AM

I mean seriously why shouldn't they have any emotions for their ideas and stories? Why should they let go of it immediately if the idea sucks or won't work? there have been bad games lately. Why Should I take it from heart? Then I won't feel like it if its something I make which I don't feel right about it and you know....Awkwardness?

Have many of the game designers feel like this? Or am I the only one here?

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#2 ApochPiQ   Moderators   -  Reputation: 15190

Posted 25 November 2011 - 12:05 PM

There's a big difference between not having any attachment or passion for your ideas, and being willing to let go of an idea that turns out to be crap.

#3 Cap'n VG   Members   -  Reputation: 170

Posted 25 November 2011 - 01:15 PM

So you're saying that its bad to get attached to the ideas?

#4 DarklyDreaming   Members   -  Reputation: 363

Posted 25 November 2011 - 01:34 PM

So you're saying that its bad to get attached to the ideas?

Attachment is bad if you can't let go, yes. It provokes irrational behaviour.
"I will personally burn everything I've made to the fucking ground if I think I can catch them in the flames."
~ Gabe

"I don't mean to rush you but you are keeping two civilizations waiting!"
~ Cavil, BSG.
"If it's really important to you that other people follow your True Brace Style, it just indicates you're inexperienced. Go find something productive to do."
~ Bregma

"Well, you're not alone.

There's a club for people like that. It's called Everybody and we meet at the bar."

~ Antheus


#5 frob   Moderators   -  Reputation: 20514

Posted 25 November 2011 - 04:00 PM

It is good to have deeply felt but loosely held attachment. You can feel strongly about it, but be prepared to let it go when that is okay.

The skill, confidence, and self-assurance is invaluable when people can say: "I feel strongly that this is the best design. Here is why. ... Now I am willing to let this design go if anyone can convince me of a better one."

Too many people (and politicians) get stuck with the giant ego that their view is right and others are inferior. The preson unable or unwilling to change their view when presented with new information deserves failure.

Your desisn is not perfect. As a mere mortal your designs and plans are going to be flawed. Sometimes you will be flat-out wrong. Sometimes you will rethink a long-held belief and reach a different conclusion. Sometimes it takes a bunch of friends and coworkers to convince you that the project will absolutely fail dispite your beliefs. Learn from it, listen to feedback, reframe views as neccasary, pick an improved direction, and move on.
Check out my personal indie blog at bryanwagstaff.com.

#6 Katie   Members   -  Reputation: 1322

Posted 25 November 2011 - 04:21 PM

Writers refer to this as "Be willing to kill your children."

You must be ruthless. You must be objective. You may think it's a neat idea, but *YOUR* opinion is not important. Your readers are the important ones. If it's not the very neatest idea, then it's not a neat idea at all and it must go.

Without that ruthlessness -- that willingness to kill ANY of your ideas in the service of the greater story, you will be self-indulgent and great writing is never self-indulgent.

#7 cowsarenotevil   Crossbones+   -  Reputation: 2022

Posted 25 November 2011 - 06:23 PM

Without that ruthlessness -- that willingness to kill ANY of your ideas in the service of the greater story, you will be self-indulgent and great writing is never self-indulgent.


Self-indulgent writing may or may not ever be great, but it is often profitable.
-~-The Cow of Darkness-~-

#8 Washu   Senior Moderators   -  Reputation: 5047

Posted 25 November 2011 - 08:55 PM


Without that ruthlessness -- that willingness to kill ANY of your ideas in the service of the greater story, you will be self-indulgent and great writing is never self-indulgent.


Self-indulgent writing may or may not ever be great, but it is often profitable.

Or you end up with the Skyrim skill window, which is terrible to work with.

In time the project grows, the ignorance of its devs it shows, with many a convoluted function, it plunges into deep compunction, the price of failure is high, Washu's mirth is nigh.
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#9 Cap'n VG   Members   -  Reputation: 170

Posted 25 November 2011 - 09:52 PM

So...All this time you're saying that passion is not a great thing to have for a game designer?

I can't believe this. Then you guys are just making games for the players but not that you like the idea or hate the idea, you just do it.

#10 Cap'n VG   Members   -  Reputation: 170

Posted 25 November 2011 - 09:54 PM

Your desisn is not perfect. .

What design are you talking about?




#11 frob   Moderators   -  Reputation: 20514

Posted 25 November 2011 - 10:28 PM


Your desisn is not perfect. .

What design are you talking about?


The context of the thread; the designs that "game designers should not have emotions for their ideas" designs. All of them.

Be prepared to let any of them (or all of them) go.


Yes, be passionate about them. But don't hold them so closely that you refuse to advance. Game designers should have strong emotions for their ideas. If they didn't, I'd question if they were passionate enough to make great games. You just should be prepared to let them go, or as was stated above, kill them if necessary.
Check out my personal indie blog at bryanwagstaff.com.

#12 Paul Franzen   Members   -  Reputation: 334

Posted 02 December 2011 - 10:09 AM

So...All this time you're saying that passion is not a great thing to have for a game designer?


I don't think anyone's saying that. You just have to be objective, too--or, if you're having trouble with that, playtest the game in its earliest stages to see how people react to it. I'm working on a comedic adventure game right now, and if things that seemed hilarious in my head didn't warrant so much as a polite chuckle during playtesting, then I cut then. I did that because I was passionate about the game and wanted it to be the best it could be, despite my own limitations.

Life in the Dorms -- comedic point-and-click adventure game out now for Xbox Live Indie Games!

My portfolio: http://paulfranzen.wordpress.com/


#13 davepermen   Members   -  Reputation: 1007

Posted 02 December 2011 - 01:06 PM

you should be passionate and everything. but you have to know, and always consider, that you can be wrong on something. you're not perfect, sometimes someone else is right. and you have to accept that not everything you invented is pure gold and pure genius.

if you can't let go of ideas that failed/will fail, you're not good at your passion. because your main goal and passion is and should be making a good product. not a product with a feature you've invented, even if that feature is completely bollocks.

so put your passion into a higher level: the actual product (be it a game, a webpage you're designing, what ever).

an idea getting dismissed doesn't mean the idea itself was bad. it means it doesn't fit right now, right here. focus on the project, not your idea.
If that's not the help you're after then you're going to have to explain the problem better than what you have. - joanusdmentia

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#14 FLeBlanc   Crossbones+   -  Reputation: 3101

Posted 02 December 2011 - 01:48 PM

I love these kinds of threads where someone invents a thing/problem, then proceeds to attack some kind of nebulous 'they/them' over perceived wrongs. What's the point of crap like this, really? Why are you letting this ethereal 'they/them' say what you can or cannot do? And why do we have to listen to you whine about it?




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