QuoteI'm afraid "I play a lot of games" isn't a job qualification, sorry.
But it should be one of the key factors. I doubt there is many rock singers who listen only to rap music, teachers who don't have any education at all, cooks who don't try food made by other people, car designers who rarely using cars, etc. No theoretical education will give you the expirience of how real game looks and feels like, and since there is many various games out there (and some, like survivals or fightings need hundred of hours spent before you can try out all content they have to offer) - you need A LOT of time spent in games before you will know all the possibilities they have to offer.
If you don't have that kind of expirience:
- You will not know about how players react to certain feature before you spent time and money to test it
- You will repeat mistakes already made by other developers because you have no idea about them
- You will miss an exellent opportunities that may come out of inspiration from another gameplay mechanics
- You will proudly announce "the feature that you never expirienced before" when it was already being implemented in 5 various games
- You will not know the trends - genres and types of gameplay that are overused and make players sick when they see yet another one, genres that are in need of a new game atm, etc.
- You will repeat annoying cliches and other overused types of storytelling, that don't even change from one game to another.
And there is a lot more to add, but the most important part here is that your games will be made in sort of informational vacuum, when you rely on very limited sourses of expirience (maybe you tried most popular games in the genre), and disregarding everything else. Honestly, i never saw a good game being build with that kind of approach, because the best expirience is the practical expirience.
I don't say that just because i played a lot of games i should be instantly hired in the industry. But expirience and understanding of your craft was never concidered a bad part of resume, right?
QuoteHe started at the bottom as a designer - not someone just pitching random ideas from the outside.
It seems like you think that i want to just give them my concept and say "good luck on making the game", when in reality i want to go all the way to the release, including working as a designer. But just a game designer, and not visual designer, level designer, etc, because i know my limitations too well.
QuoteIt doesn't matter whose fault it is. What matters is commercial viability.
Sorry, are you serious now?
People making a plane. Sunndely, the company responcible for finansing the whole thing says "finish the work, and it does not matter if it has only one engine and one wing, and also most of the systems aren't even tested yet", then plane crushes into the ground.
Your conclusion on this - "planes are bad in general".