I had an interesting conversation this week about the concept of "taste" in design. Specifically, the idea that designers should have good taste to be good designers.

I disagree with this, but maybe not for the obvious reasons. Let's discuss taste.
The problem with "good taste" is that it doesn't mean anything on its own. My belief is that good taste is simply a weak definition for the combination of things we *do* want .

So I'm gonna try to break down the elements of good taste and demystify it a bit.
1) Player empathy. Knowing and being able to understand the audience(s), the meaning behind their needs and frustrations, and what does and doesn't really matter.

It goes beyond just knowing the common requests - say rollback netcode or good anticheat. Those matter, but..
A lot of the reason we need the empathy is to go beyond the surface level and boil that up to the why (surprise!). There are a lot of needs that are based on patterns player experience but don't have the language to communicate well, or things that might almost be subconscious.
I also think you need to be well-played in the space.

You don't need to be a high-level expert, but it's tough to design for a space you have no experience in at all. Seeing examples - first hand will give you queues of how it all works, and you'll be more informed.
A note for players; your designers don't all need to be masters of the game to make the game.

You want that insight somewhere on your team; someone that has experience for that *section* of the audience, but if the best designers were the best players, we'd see that shift more.
2) Being critical of your own preferences and taste.

Paradoxically, maybe, having good taste means always questioning it. Do I *like that* or is it *good for what I'm doing?*

This is something I think is surprisingly rare - not just in design, but humans
It's where I see a lot of would-be designers need the most room to work. In reality, this is just bias management - but for your own likes and dislikes. Being able to see the positive in things you really hate, or find the flaws in your favorite games is a start.
I'm always suspicious of anyone doesn't self-reflect and share issues with their taste.

It's also easy to see where those calls are made in a game that did not line up with players but definitely were "the lead like this movie that came out at that time." (Subtweet intentional)
3) Good "squint".

This is shorthand for the ability to see something incomplete, or in progress and understand where it's likely to go.

What problems can be solved with more iteration, and what problems are directional?

What problems players have are foundational vs iterative?
This comes down to abstraction and experience, generally.

For would-be designers, though, abstraction is a skill you can work on now. Trying to remove the descriptors, theme and visuals from something and understanding why things work..or don't.
(I could do an entire lecture on this subject alone - maybe I'll do something if there's enough interest)
I've met plenty of very experienced designers who cannot squint, and need to take something all the way to see if it works or not.

This is really challenging for consistently good design, and reasonable timelines.
So, do I think designers should have "good taste"? Yes - but that puts the onus on us to know and communicate what that means. Without definition, it's a recipe for wild subjectivity, preference-based design and even cronyism or nepotism as people use it to hire their buddies.
Taste is also not only the things listed here; I'm a mechanics/systems person and see this as a way to navigate problems in that space. Other sub-disciplines, like level or narrative, might define it differently. Studios have different approaches too.
Work to understand and define it for yourself, and help your team and studio understand if if you're in the biz already.

It'll save you - no lie - hundreds of hours of time and heartache.

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More from @MorelloNMST

10 Aug
Let's talk today about the word and concept "fun" in terms of development.

I have a pretty sharp opinion on this: It's a word and concept you shouldn't use as a designer.

Of course we want players to *find* a game fun, but as devs, it's too vague and subjective to use
To go further, I don't think it's merely useless, it's *dangerous* as a term in design.

Seems silly, maybe; especially when design does have a measure of subjectivity inherent to the craft. But fun, and arguments around it, at best bury real issues.

More often, it's a weapon
Beware the phrase "well, that's not fun" in terms of a design discussion. This weaponization has caused the biggest fallouts I've seen.

A way of taking one individual's taste and preferences and applying it as a rubric is misguided at best, or toxic at worst.
Read 16 tweets
21 Jul
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).
Read 20 tweets
20 Jul
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.
Read 25 tweets
11 Jul
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
Read 31 tweets
10 Jul
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.

This is more a long term thing to think about.

Let's go;
Read 24 tweets
9 Jul
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.
Read 22 tweets

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