#1: You are picking a few who stand out (the very fact that you know their names means they are not the average case) to make an example that you hope to apply to “average Joe”.
Personally, I like to think of people as individuals with potential for greatness, until proven otherwise. The only difference between Madonna and the "average joe" is that she actually
took the next step. The difference lies in fear, not in capacity. This is actually a well established science.
#2: But those people had so much passion, direction, and possibly luck, that they didn’t need to ask anyone else if it was too late, what degree to get, etc. For them, everything—what to do and how to do it—was clear from the start. When people ask for help on a forum, we generally assume they are not superstars, and we try to give advice that is applicable to the average case.
Strange, I've always thought that the people who ask the most questions are the ones with the strongest desire and potential to succeed, because other people just take the blue pill and accept everything at face value.
#3: And yes, it would be something I would take into account in hiring them. I would try to confirm it during the interview, but my guess is that they don’t work well in teams, and would have trouble yielding to ideas not their own, even if those ideas are correct. I guess they think they need to be in control and would not accept anything but a prestigious position within the company, and I would not be willing to give anyone, including “one-hit” superstars, such a position without a proven background in actual working environments.
It is likely to be the deciding factor in why I don’t hire them.
I have to say that my own ethics seem fundamentally different from yours. If I need to know whether or not someone is a team player, has overly rigid ethics, need to be in control or whatever, there are ways to test this as an interviewer. I'd try to never assume anything, because that'll reflect on my skills as a game designer as well. Assumptions (e.g. about the player, player base or industry at large) can irrevocably cripple a game.
Don't get me wrong, L. Spiro. Maybe we're just speaking in different tongues. But my point is that everything adds up, not just job experience at a game studio. Obviously, one's relevant official job experience is by far the most important one. But that wasn't the issue I brought up.
Edited by DrMadolite, 30 April 2012 - 05:28 AM.