Constraints are a constant in design, and while they can sound like a bad thing, I'd suggest that I think they're not just inevitable, but beneficial to a strong, focused game design.
We don't talk about this a lot, so let's dive in a bit.
To clarify, constraints are factors that put pressure, requirements or challenges on the design that aren't just the design itself.
Each game has its own, unique constraints. While we can't prepare for everything until we hit it, let's categorize a few places they come from:
* Technical.
A few examples would be the memory budget, how many characters can be "active" at once, database space for inventory items, rig bone counts, or AI behaviors.
(AI is generally really expensive on performance).
* Art and style
This is less about what you can't do, and more about not overly-constraining artists. Where are the opportunities to show off cool stuff? Let the style of the world be present for the player?
(I recognize the irony having worked on Valorant 😅)
* Tone and world
Regardless of the tone, consistency is key - and a lot of things you might want to do might warp the tone and feel of the game, even if the gameplay and mood would be good in a vacuum.
Your job, as the designer, is not just to understand and work with constraints, it's to ensure your design has them *integrated* in it!
AI is expensive? Your design might want to find non-AI content to challenge players more.
Tone is cheery but we'd like a climactic moment? A boss battle that elicits horror might be too far, but irony or poetic justice might be something that's close enough.
This is also important that these constraints aren't all visible at the start;
We learn about what not to do, often, by attempting to do it. The failure itself or conversation will reveal and expose the constraints.
You might have already designed without that in mind! But, it's your job to do your best to honor it - work with it - integrate it.
Sometimes, you can work "around" these challenges with the team - that's part of the process! - but a lot of times, these constraints will force a helpful focus and discipline.
One that I think benefits design a great deal.
These constraints often help make some choices about focus for you; leveraging that as a blessing is smart.
But I think constraints are just a forced version of something that it's important to take the time to do even without them: *focused, disciplined design*
We're in a world of unprecedented capability with games -- huge worlds, massive teams, incredible rendering capability, powerful player machines.
But this capability unshackles the designer from a required focus. Focus makes better games...every time.
Games that do a few things well, and offer a clear experience, are going to succeed - both at drawing in the right players, turning the wrong ones (IE people who don't want this thing!) away, and delivering on it well.
What if we don't?
We're likely to end up with an unmanaged mess; something that fails to do anything well because the design scope is out of whack.
Kitchen Sink design is almost always a mistake. More is not better - in fact, I think we have some high profile examples of just that.
Cyberpunk, Anthem and Battleborn (just to name a few) are games, like every game, made by a talented team of developers, with love and care, and a high capability of craftsmanship (even despite the burnout)
These teams know how to produce phenomenal games.
But that's why so many high profile flops as of late are the result of unmanaged largess and a *lack of constraints*.
These games had the talent, but not the focus.
This is something to pin on the leadership - always. Their job is constraints and focus.
While these are big examples, let's not see it only as a large problem;
Content and smaller components of the game need to be focused and consistent, too.
It's 1/1000000 to get something like HL2's Ravenholme out of disparate content, usually you get a mess
How can you watch for this in your own design?
Well, I invoke the Goldblum Theorum;
Start here always. "Can we?" is secondary to "why do we want to?"
Once you determine why, then ask how
This will generally make you a giant pain in the ass. Part of your job is being that pain in the ass, sadly. It's one of the myriad of reasons being good to folks is important
Most games, though, will have constraints. Start there! Remember your job is to make the whole game better, not just have good design in a patchwork game.
Negotiate them, discuss them, but once you've done that, embrace them. Don't buck them.
Start compromising now.
And like most design skills, being a better person (compromise, negotiation, looking for win-wins) will make you a better designer. Start thinking about the constraints and how to integrate them in daily life - it'll be easier to transfer when you do.
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I wanted to talk about a unique part of game dev: access to developers, and the expectation therein.
Fandoms, and particularly game, have an insane relationship to this - something not really in other industries.
Some tips, also, from someone who's been in the public eye a lot.
This might be a tempting topic to oversimplify, but as with nearly everything in game dev, it's nuanced.
Often I think the problems with this subject come from extreme takes on some very understandable issues, so hopefully this will color a more complete picture.
People who play video games get *very invested* - moreso than most other entertainment forms. There's a deeper passion, connection and meaning for people who play video games.
The experiences matter to us. That's part of the magic after all.
Let's discuss game design education and post-graduate programs. I have a bit of a dour take, but I hope it can be useful - and maybe we can even find the silver linings.
It's something I've spent potentially too much time thinking about.
While I have not experienced these classes first hand, I have been a hiring manager for about 10 years. I've had the opportunity to review a *lot* of candidates, resumes, and conduct a lot of interviews.
My experience is from an "I want to find good junior designers" POV
I'll start with generalizations, then we'll move onto exceptions, and then potential things you can do if you find yourself in a bad spot with this.
I don't think there are any blistering-hot takes in here - this isn't an uncommon convo - but I want to make sure new folks see it
Today, let's talk about design "subclasses" - that is, what sort of type of skills outside of game design responsibilities do you want to pursue?
A lot of designers have a subclass or two, making the shape of an individual designer sort of unique!
It's another reason design is harder to "grok" what it exactly is - there's so much variance. That's not a bad thing, though!
It speaks to what roles are more or less attractive, and what unique skills you can offer your team.
These should be defined by interest and background, I think. As a new designer, these can be nice to leverage for being more qualified or useful, but you'll still be very focused on getting the designer part right.
Let's talk about being "well-played" in design. That is, having a rich background of gameplay experiences.
This is a critical qualification of all Game Designers, in my mind, but there are(as usual!) a lot of misconceptions around what it is, what it means, and why it matters.
First, let's define what it is (to me):
Being well-played is about having not just a lot of experience in playing games, but looking at those games analytically, too.
Now, a lot of people meet this qualification, which leads me to the first misconception.
* Well-played is required, but it is not sufficient.
This misconception comes from a lot of armchair designers, and usually ones who are, uhm, let's say not always generously-minded.
It's important to have a wealth of experience, but it doesn't make you a designer.
Let's do something more upbeat tonight; I want to talk about passion in game design a bit.
I tend to spend a lot of time with more buzzkill-style topics (in a bit of an effort to take the glamor out of design), but passion does matter and play a role!
I've mentioned before that your engagement in a title doesn't equate to skill and ability, and that a healthy distance from that can help you have a clearer head. This is true, but (as most things) it's nuanced.
Just as job functions have different roles, so do types of passion.
When building a design team, I think about these aspects - in how they offer different, important perspectives. While my experience is primarily in "enthusiast" type games, I think it's abstract enough to apply anywhere.
Here are 3 buckets of passion (..?) with "stat-sheets!"
Let's talk about a subject near and dear to my heart; the *emotional skills* of game design.
We talk a lot about psychology, and the nuts and bolts of "engagement" - but we don't often talk about how emotional awareness and skills are critical to being a great designer.
(Also tbh the design process from execution forward is interesting in practice, but I kept writing boring things that didn't feel super useful beyond what we've discussed already.
If there's a huge demand, I'll come back to breaking those down.)
OK, on to it.
I've seen a lot of designers, usually implicitly, think that being the biggest brain or the "most right" are what we really need in design.
You do want to hone your analytical skills, sure, but without the emotional ones, you'll find yourself having a really tough time.