Missing the 'Big Picture'

mike wuetherick <[email protected]> Sat, 09 Oct 2004 23:58:54 -0700
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
Seeing as it's pretty quiet around here lately, figured i'd post about 
an interesting set of articles recently posted discussing Game Design 
and the 'Big Picture'(tm):

http://www.ludonauts.com/index.php/Developers:_Missing_the_'Whole'_Point

Often it seems that most games are designed by dozens of individuals, 
and end up feeling this way - basically completely fail in the 'big 
picture' department...

Any thoughts on the article?  I personally agree with the author, in 
that games are unique in that every single piece of the development 
puzzle is, in fact 'a design decision', something that often has no 
input or control by the designer...or so it seems this way in the final 
product that is produced...

Where in films, no matter how many hundreds of people were involved, 
often you hear people discussing how 'every frame is perfect', and how a 
film lives up to the directors' 'vision'...

How do film's manage this when games often seem like there was no 
'vision' to begin with in the first place (whether this is true or not 
is a different story)...

Cheers
Mike Wuetherick


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