Realtiy Checks and Balances

Reality checks and balances; what exactly do I mean this time you ask dear readers. Well it's actually something that I believe has been touched on before, yet I think needs repeating. People are always passionate about their ideas, especially highly creative people. And that, in and of itself is a good thing. Were people not passionate about their ideas many things would never have been created. There'd be no drive to create, to envision new ideas, or the drive to make things happen.

However, there has to be a level of balance to that passion, some objectivity. We can all be passionate about our ideas, but we also need to be realistic, both about the ways and means to push those ideas further and also the sum total of how things can or cannot be applied in different situations. In game design, passion for ideas of course helps tremendously to make things happen. But when designing a game, unless you're truly doing it all yourself, there has to be the objective thinking to go along with it. Compromise is not only a valuable ability but it is a necessity. In the case of TS, while we all want our ideas included and to be a key contributor to the overall game, we must be able to realize we can't clamp down, dig our heels in and not let anything else in. We cannot spend copious amounts of time day in, day out, fighting it out about 10 different ideas, systems, approaches and so on. We will never progress further the longer these types of discussions go on.

When we face these challenges, it takes more than just an ability to create things and think up things to make a great game. It takes the realization that as a team we must work and act together to find a working system that benefits the project and the creative process as a whole so we can continue to move forward and gain momentum towards the end result we're all striving for.

In this industry, which is full of idea people, more often than not ideas get knocked back by the decision makers, either because they aren't feasible, they're incomplete, or they are simply not compatible with the overall vision. As a team we have to unite our ideas into a workable form that we can then put in place and move on to the next task, system, area, etcetera.

We can't all have it our own way, but in no way does that mean we cannot all be a part of the end result or the next selection. It takes people with a broad view and the moral fortitude to make decisions based around the greater good rather then sticking to personal agendas, or holding out for one specific idea against all odds. Sure we have to fight for what we really believe in, but we must also be willing to make sacrifices in order to make the whole trip to the finish line (Pardon the racing analogies but they suit appropriately, considering).

Now of course I'm not going to tell you that your ideas are wrong, or that only one system has to simply be selected. But elements of all the good proposals could be perhaps combined, and ways found to include the good elements to make one unified concept or proposal that will be the most beneficial and productive for the game and project.

I admire anyone who has the passion behind their ideas to promote it, but clinging blindly to that and that alone will not provide us with a game at the end. It just leads to more circular conversations, arguments, and nothing being accomplished, which I feel is a large part of the slump. We have so many people unwilling to compromise and form a concept that will push us forward. Instead they're trenching in and fighting it out day after day and the project as a whole has its wheels spinning. Instead we need to make the required choices and sacrifices to move past the 10 or 20 options and form one or two really good ones that we can then build upon.

Now I am aware that people are and have been complaining about how the tasks seem to be repeating themselves and duplicating effort. Perhaps that is true to sum extent. But also when it comes to refining details, different aspects both need to be looked at, thought of, and created. Everything has to tie in, we have to think of how these new things will work with and fit in with what we've done, decided on, and created before hand. So yes, while at times it will feel repetitive to continue to go over certain parts time and time again, this is to ensure that we have a functioning system, rather then a bunch of separate parts that don't go together and just make a mess.

No one said game design was easy, and refining and getting key elements in place is and can be a lot of work. But it is vitally important to get these things done and in place so we can move once again into the fun parts and make an even better game. So while yes, hold on to your passion and be true to yourself, remember we're a team making one game. Choices need to be made, sacrifices will and must be done at times, and compromise will make us all winners, rather then a bunch of selfish, non-cooperative noobcakes.

Published Tuesday, July 24, 2007 1:32 PM by AnjelusX
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