RE: Missing the 'Big Picture'

"Jamie Fowlston" <[email protected]> Mon, 11 Oct 2004 11:05:17 +0100
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
It's not entirely true, of course. I'm sure your average film director
doesn't go to the camera manufacturers and tell them how to build a camera.
It's all about finding the right boundaries between skill sets. We're
getting there, slowly....

Jamie


-----Original Message-----
From: [email protected]
[mailto:[email protected]]On Behalf Of
Brian Hook
Sent: 10 October 2004 15:51
To: [email protected]
Subject: Re: [GD-General] Missing the 'Big Picture'


> 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)...

Cultural differences, which will erode over time.  In a movie, there
is NO question that the director is charge.  The actors, set
designers, script writers, ALL respond to the director except in very
anomalous situations (e.g. a star driven movie where the star has
considerable weight with the studio).

In games, no such similar structure happens.  Fiefdoms and personal
domains are far more common, and rarely does anyone have the authority
to quash that.

As games become more assembly-line oriented, this will naturally
diminish.  Budgets and teams are becoming far too big for the ad-hoc
method of game design to work much longer.  Some companies, such as
EA, are getting this process down very well, much to the ire of the
individual contributors.

In Japan it's already this way to a large degree, e.g. the situations
where Kojima or Suzuki are clearly the defining visionaries for their
products, and everyone else is there primarily to assist, not to have
their own miniature visions of how things need to get done.

Brian




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