Acharis is talking about the difference in quality between a game produced solely by the design team, versus one produced entirely by the development team. It's a bit of a strawman, since the design team is very unlikely to be able to develop a game without any developers.
Well, thats a rigged proposition then Because obviously, we all know designers need developers.
If not, a designer needs some development know how in order to complete a game. In which case you can't paint them out as a "designer". This person is multi-disciplined as was being brought up in DaveTroyers' post.
Designers need Programmers, Graphic Artist, and Sound Technicians. Programmers, Graphic Artist, and Sound Technicians could live without Designers.
We get it, you don't have to rub it in
I am not sure what are the merits of design without regard for feasibility.
Perhaps we could have a "FUN" tag for game design discussions that are meant to be "just for fun" and not necessarily functional/feasible?
I agree with a slight different stand on why. Design without regard for feasibility is not in fact design. Its as you said before, day dreaming.
During a design discussion of either one of those games, I would prefer to read about the functional/feasible ideas, than the non-functional/feasible ones
Also agree, I believe in purpose in all my actions (even the menial ones) and shy away from waste of energy and time. Talking about things I don't believe I can realistically implement just counts as dilly dallying. I don't mind discussing something I believe I can implement but don't know how until I come to the conclusion that it is unrealistic.
don't be that "idea guy". Bring more to the table, see others as equals, and take advice into serious consideration when its given. If you don't, you'll be that "idea guy".
...I think "idea guy" should be a bad word here.
First off, welcome to the thread Sir DaveTroyer!! Thanks again for your input on the FFC system
As you may have noticed, I've taken a liking to considering myself an "Idea Guy" in defense to the design aspects of development. Even though I am most definitely not an "Idea Guy" in the sense it is commonly used on here. So yes, the common notion for the term is VERY bad. I like to think of being an "Idea guy" from a more positive and practical perspective. When I refer to myself as an "Idea Guy" I mean I have a design heavy orientation and approach to development. As I mentioned before, up to this point I've done all of my own work and there is indeed alot more than just thoughts included in my work.
A little appreciated reality of the game designer role is merging the game idea with the engineering constraints to develop a game that meets both ends. In the end, this is one of the primary reasons initial game ideas evolve and adapt from their beginnings into a finished product that may bear little resemblance to the original idea.
I couldn't have said it better myself. This explains and adds to a statement I made a while back quite nicely.
What you defined is functional game development. Game design is in fact more about daydreaming and spewing ideas. Where they meet, tying into what you're saying, lies within the balance of ideology and functionality/feasibility.
Thank you for getting the discussion back on track guys (and gal? lol) You're all champs