View Poll Results: How do you feel about the franchise now? | |||
I love everything about it! They just keep improving! | 8 | 24.24% | |
I'm pleased that they keep changing things. | 8 | 24.24% | |
Due to nostalgia, I just can't stop playing them. | 5 | 15.15% | |
They're okay, nothing I would rush out to buy. | 4 | 12.12% | |
They milk the franchise too much. | 8 | 24.24% | |
Voters: 33. You may not vote on this poll |
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04-17-2008, 06:12 PM
What I'm really interested in is working with the creative aspects of the game. While I have done some programming (Java, C++ and going to learn GML), it's not what I want to work with. Regarding gameplay, I would like to design how gameplay works as well (in fact, this is the part I am MOST interested in, and naturally, story and level design comes with this). That's different from programming. And just to make this clear, remaining ignorant about programming would be a baaaaad idea. XD
Basically all your talk about how one man can make games to compete in the market is wrong. Every game idea I have is one that can be applied to one of the current generation of consoles. I don't want to limit myself to like, 8-bit NES when I know I can work with a Nintendo DS if I'd like. And it would take too much time to do all the programming, graphic designing, sound editing, composing, etc. etc. etc. all by myself. Even you must know this. In order to develop a game that can compete in the market today, you'll need a group of at least 20 people. Now to tie this in with the topic at hand... I personally would have liked it if Square focused less on FF, and try to come up with brand new titles. Not saying they should drop FF because it's their flagship. But instead of having all their teams working with various FF games, why not cancel 1 or 2 of these spin-offs and create something new? This is what I mean. They're making money. FF sells. They wanna keep it that way, I'm okay with that, but I do get disappointed as some of the FF's don't hold the quality an FF game should. By that I mean great gameplay, fun sidequests, involving and great story with great characters accompanied by a beautiful score. I love when game companies take new creative steps. Remember Capcom? All they did was Resident Evil. But then came Onimusha and Devil May Cry. Soon followed Monster Hunter, and then we had Clover Studios creating Viewtiful Joe and Okami. This kind of initiative I like! |
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04-17-2008, 06:40 PM
if you are interested. in game play(ui,battle scenes,... etc) knowledge in programming is essential even with our recent technology there are limits to you can do. Whats the point of designing a really nice battle scene if it is impossible to make. Stick with aesthetics and story design if your not into programming. Well hopefully by 2012 there would be a game designer studio program. there have been manga studio and anime studio we really cant tell that it wont happen. for now we got editors from stand alone games
I never mention for you to compete with the market. When i say game i mean game in general flash game, web based game, custom map created games or mods not just stand alone game.If your serious about programming since about a year ago you should have made progress already plans are good but something playable is better. I only mention DOTA to show that it is not really impossible to succeed as a solo game designer. DoTA is Level design to the highest power and so is Counter strike both are mods both become very famous . Well any you mention you are making a something with UnrealEd good luck to you. some FF titles are not meant to be as great as the other. X-2 for example it just fan service IMO. They target specific fans of the series that why some of us might not like it. Never liked Capcom games. Tecmo is my fave game devoper they made a game that provide a very original game experience "Monster Rancher 2" little story, lame fight interface but the goal of the game makes up for all its shortcomings. too bad tecmo is so little to be noticed. |
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04-17-2008, 06:57 PM
There is actually a position of a 'game designer.'
Here is some of the information that was given out by people IN THE INDUSTRY, regarding the different roles in game design. [This is only a small paragraph from the book, I'll probably be scanning the pages in at some point as it's very useful so people who are interested look out for that.] This is an interview with a 'Game Designer' called SaiTong Man, who is the designer at Ninja Theory. ' Q: How does this role exist today? What's expected? The role of the designer is to give shape to the game. As each team is made up of such a diverse collection of disciplines, designers must ensure that all elements of a game fit together as a whole. We need to ensure that what is delivered to us is fitting of the game and is in a state where we can balance the elements together to produce a balanced gaming experiance. A designer really needs to have an understanding of all the disciplines withing a development team so that they can make solid decisions when requesting content or work from others. ' Tenchu, I suppose you could say that a designer is the same thing as a project manager, from reading that paragraph it sort of fits the same description. |
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04-17-2008, 07:00 PM
Oh brother... gotta write even more now...
You asked me to write a GDD. Quote:
Now in your post comes a bit if bad grammar that makes it hard to understand exactly what you mean, but you didn't answer my question. Is Draw a good or bad thing? I mean, really, the whole Draw system. Is it good or bad? It's not my job to tell Square what to do instead, they have their own people who should figure this out. They're paid to do so. Just get over yourself, you can't even argue right. I didn't ignore half your post, I quoted and commented almost everything you said. You, on the other hand, completely skipped my first half which COMPLETELY AND UTTERLY destroyed your previous arguments. And your last qute there was directed at Tenshu, and we've already concluded that. It had little to do with FF, and we both understand where us two are at. You're putting it out of context. The Draw system fails mainly because it's so dull. I mean, seriously. Have you seen that FFVIII review that came in 7 parts, with part 6 reviewing FFVII? The 2nd part shows that it takes 10-ish minutes to stock up on around 2 spells. To being forced to stock magic over magic over magic time and time again is time-consuming and boring. Unless you think using Draw over and over again is oh so much fun. I don't really like turn-based stuff anyway, but this just makes it even worse as it's almost necessary. |
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04-17-2008, 07:02 PM
I think it sounds more like a Director, personally. I dunno, they use these titles a bit differently.
Main point is: I want to work creatively with the game, mainly on ideas, concepts and fleshing them out, giving them basis, making them all fit, gameplay, story, combat, etc. |
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04-17-2008, 07:08 PM
Quote:
Yeah, it's all sort of a similar thing, but he calls himself a designer in here. But I do know that nowhere in the booklet or the industry do they ask you to show them a whole fully fleshed game you've produced. What they ask for is dependant on the job. Maybe for programming they'll ask you for a small sample of some coding, which may be in the form of a game but I don't know much about the programming side. However, for things such as artist and designer you don't need that, you just need knowledge of different programs. For example for an artist, if your a concept artist they expect pencil drawings, sketches, CGed on photoshop. For a model artist they expect CGed images, 3D models, and animation reels. |
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04-17-2008, 07:12 PM
I know that it's like impossible to get hired as a Project Manager/Lead Game Designer/Director unless you have big bits of experience and merits. Here's an excerpt from Massive Entertainment:
PROJECT MANAGER: Do you want to become our next Project Manager and create fantastic games with some of the most talented people in the industry? Are you challenged by helping us maintaining our reputation of delivering top-quality titles and being part of one of the greatest studios? As our gaming Project Manager, we want you to contribute with good comprehension of all aspects of project management to successfully manage and coordinate the complete production process! You will manage team Leads and together define and create effective schedules/project plans and milestone deliverables, for the project. To ensure successful completion of the product you coordinate resources throughout the development, by facilitating and driving the team communication and motivation. This includes reporting to and assisting VP of Product Development in supporting the strategic planning process besides coordinating with staff and handle task interdependencies to ensure timely and accurate deliveries. An important part of your job is to work closely with CFO and team Leads to manage budgets and profit goals of the project. This also means providing financial, technical, and creative input to management on the product. To interact with external development partners, contractors, and outsourcing providers is necessary. Primary is contact with publisher to establish and maintain proper expectations and represent Massive Entertainment’s professional approach to game development. Amusing and fun might also be to represent the company at Game events around the world. Required skills and experience: You play computer games regularly and have: Minimum of 3 years Project Management experience is a must (team consisted of 30 members or more) Expert knowledge of hardware and software game industry trends. Excellent verbal and written communication and collaboration skills. Must be driven and enjoy working in a fast paced environment proactively. Experience of facilitating effective project planning and decision making besides having the capacity to provide clear goals and motivate your team. Must be extremely organized and detail oriented with the ability to drive large-scale projects. Helpful additional skills: Experience from the game industry. Experience of Scrum or other kinds of agile methods. |
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04-17-2008, 07:15 PM
This is what they have to say about Lead Game Designer:
As a Senior Game Designer you will be joining a team of 7 designers and one lead. Your responsibilities can (and will) cover the full range of the game design spectrum from dialog writing to unit balancing. Our teamplay environment requires highly diplomatic team players that can inspire, unite and lead the other disciplines in the development team. In addition to this we are only looking for people who like games more than most people, who play games more than most people and who know games more than most people. Requirements: Minimum of 3 years game industry experience Worked on at least one title as a game designer Fluent in both written and spoken English A passion for games Outstanding communication and cooperation skills Willing to relocate to Malmö, Sweden Additional strengths: Worked on a console SKU Relevant education (HCI, Game design, etc) In addition to your CV, please include a cover letter describing the nature of your profound passion for games, as well as any number (at least one) of documents in English that you yourself have written (for instance a school paper, a short story, a game design draft etc). And about Game Designer: As a Game Designer you will be joining a team of 7 designers and one lead. Your responsibilities can (and will) cover the full range of the game design spectrum from dialog writing to unit balancing. Our teamplay environment requires highly diplomatic team players that can inspire, unite and lead the other disciplines in the development team. In addition to this we are only looking for people who like games more than most people, who play games more than most people and who know games more than most people. Requirements: Previous game industry experience OR Relevant education (HCI, Game design, etc) Fluent in both written and spoken English A passion for games Outstanding communication and cooperation skills Willing to relocate to Malmö, Sweden Additional strengths: Modding experience Previous experience working with different GUI systems Experience working on console games in any capacity In addition to your CV, please include a cover letter describing the nature of your profound passion for games, as well as any number (at least one) of documents in English that you yourself have written (for instance a school paper, a short story, a game design draft etc). |
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04-17-2008, 09:04 PM
Wow they both seem extremely demanding jobs. Very exciting stuff though! It would be like a dream come true to work in the game design industry.
My dad has a friend of a friend, so to speak, who's in the industry to maybe I could get some work experiance through him like I got my work exp at the BBC. |
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