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How much freedom does a game designer have at a non-indie studio? Are they able to pitch and create their own ideas or are they basically project leads that get assigned games to make/design (ie that time everyone was making a WW2 shooter)?

5. Srpen 2024 v 18:01

I think you have the wrong idea about what game designers do. We're not project leads that pitch entire games, we're [content creators] that build the bits of specific content in games - the spells, the monsters, the fights, the classes, the races, the quests, the environments, the stats, the companions, and so on. Your typical AAA dev team has hundreds of developers, including dozens (or even hundreds) of designers there to create the items, quests, abilities, enemies, fights, crafting recipes, and other content that players engage with.

There are times when studios will solicit pitches from the rank and file, but these are few and far between. Everybody from the oldest of the old to the newest of the new have their own game ideas that they want to get made. Only those who have amassed sufficient experience and influence with publishing executives are typically given this opportunity, often because anyone who leads a new game's development is being trusted with hundreds of thousands, if not millions, of dollars.

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Do you think Steam should have enforced quality control so that the platform is more of games very positively received? because Steam is full of pretty bad and mediocre indie games if you ask me.

19. Červenec 2024 v 18:01

Steam could do that, but that would make it a much more strongly-curated platform similar to the game consoles. This would ultimately result in games that had a higher quality bar, but also a lot fewer games in general because there's no way to automate testing games like that. Further, it would also significantly raise the cost of publishing games due to needing workers to do the vetting and quality assurance - they would have to test every game that gets submitted to make sure they comply with Valve's theoretical regulations and either pass or fail those games. Paying for those costs would have to come from somewhere, either cutting into Steam's margins or raising Steam prices.

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