Kinda proved my point with your statement but *yawn* to exhausted argue the point.. Gnite ppk
I don't think this thread should be an argument.
It has grown into one, of a sort, but it shouldn't have.
Sinister, just reading the name of the thread, I would think you would support the idea that designers should not be idea-people, but rather a more involved and versatile tool in the development process.
This thread started as a reasonable discussion about what it is to design versus develop a game, and the question of what is a designer's [practical] role. Early in this thread there is a lot of advice given (free-of-charge) for how to make your ideas tangible, to be able to present them to a development team and get them to want to code and mold and draw and render that idea of yours--but it involves more than just tossing out ideas, it involves getting your hands dirty and starting out all alone (or with friends) until you have something to convince that team that they want you as one of theirs.
Instead of being an argument, this thread should be a source of information, Ideas are a dime a dozen, so what? Concept sketches and diagrams of how a mechanic work (to show that this has really been thought out, and practiced) aren't. Prototypes are even better. You, the armchair-designer, as it were, probably can get a team to develop your idea, even if it's a group of hobbyists, but you have to show each member of that team that they want to want to spend their hours-in-a-day making that game, and it has to be something that the team as a whole can do in a reasonable amount of time. The bigger the project (and thus time-investment for each member of the team), the more work you need to put in to giving these artists and programmers a reason to pick your project over all of the other great projects out there. Concept sketches and diagrams of GUI and the like might be enough to present when working with a small project, but the moment you start introducing new and complicated ideas you need to show prototypes of mechanics or design; really you want to be as precise as possible, and sometimes that precision only comes with an actual applet or mini-game (again, I think Jonathan Blow illustrates this nicely in this video).
Edited by NoAdmiral, 26 January 2013 - 07:51 AM.