16 May 2013

Path to glory of Game Designer

I have a confession to make. I believed that becoming game designer is similar to becoming a pop star. Not because you automatically become rich, famous and can pull any Blondie with your picture in latest gaming magazine. But because you have a chance to become one of the few whose job is to do something they love.

I've been following Jake Thorton's blog  for some time now, as well as pushing my research of game rules and game designers. He wrote quite brilliant descriptions on game design ABC as well as some hidden psychological obstacles in this creative process. Perhaps Murder Your Darlings  is one my favorites. 

However more I look at the industry the more down-to-earth my point of view becomes. There are loads of gifted people, there are hundreds of already tested and played game systems. Those few giants who manged to build their name thanks to GW or Boardgame geek website are few, and they are hardly rich and famous of this world. The amount of rules, both fan-made and pro-made is demonstrated here: http://www.freewargamesrules.co.uk/

Number of companies that started their journey to success in gaming industry is growing day by day, as well as number of gonners from this business. In short, its a highly competitive area, with quite limited demand and unpredictable return of time and money investment. So where do the game designer finds his employment and becomes one of those geeky icons? What paths takes those people to the cave full of glory and riches? How does one makes it from humble dreamer of fan of certain game to next Father-of-all-gaming? 

1. Servant of Evil Mega-Corporation. 
Yes, my friends. You have to get a job in the Mega-Corporation which has been on this market before you were born. You have to sell your creative soul for their dirty money, crawl through the rank of other puny mortals, get to design studio and then do their marketing department bidding. Then you can quit, tell the whole world about unjust and greedy MegaCorp and how you fought for your creative freedom. Now you have some street-cred, as well as backing of well respected experience in the business. If you are lucky enough to save some of your creative soul you may even start freelancing and blogging. Thus you ultimately become the Master of Rules and Dice for all those puny mortals who did not get the job or were born too late.   
2. Street Fighter.
Those chaps like the thrill of one-shot assignments. The started somewhere in the shed of their house, torturing their pets, friends and family members with their incredible inventions. They don't really care about money, they love the thrill of pulling off next big thing, making this idea work in someones plan. Street Fighters are always waiting  to be carried away by next Big Idea or paycheck from next employment. There is many of them, few want fame, but most hunger for achievement. When occasionally their Idea takes over the world they become the Masters of Rules and their blog so far visited by robots and occasional friend rival major news channel. In the end, your portfolio is stained with blood of your Achievements, which makes any Servant of MegaCorps shiver from envy. But forget about safe pension if you take this path. 

3. Empire Builder. 
As game designers they are not exactly in the same league as most. Empire Builders take theirs or someone else idea and make it profitable. If they are lucky enough, their Empire will grow into Mega Corporation, if not they at least make enough money to break even. With the arrival of Kickstarter and Lulu there will be more and more of them, less adventurous but practical, calculating and dream-driven at the same time. The Universes and Galaxies they spawn will hardly be totally new and incredible, but they will sell. Then with addition of zombies, superheros, starfleets, comic books and growing fan base they will make someone rich. Empire Builder may not have the creative energy, but they will have the Endurance. Few of the Servants and Street Fighters would  understand this path, for it takes the game out of pocket reality into the real world around us.     

4. Universal Soldier.  
The choice made those who took this path was simple: career. Universal Soldier studies his craft in University, makes first games or programs as part of group assignment, graduates (or not in some cases), but his skill is good enough for immediate employment. As they progress, Universal Soldiers pick up extra programming languages, side skills, and connections within industry. One company is not different from another but pay is better and free pool is there. You have seen them on numerous promotional videos as part of highly creative group of people who are so happy to do their job and bring you the next big thing. Sometimes Universal Soldiers appear next to the Masters of Rules providing necessary fire support on topics of technical issues and patches. The most ambitious ones even take the role of Leading Game Designer and thanks to marketing bombardment are counted as Masters of Rules. 

5. Prophet of Game.
There are people who don't create game - they give birth to entire Universes. Prophets usually are great writers, directors and thinkers. Their reflection on the world around us are melted into the text and then into the game. Those creation are then visited by countless day dreamers and they make it grow and evolve. Prophets may not be great on writing the rules but those rules make sense thanks to meaning put into them and narrative supporting it.  But as soon as money rolls in every Prophet faces a great challenge: the sale must go on. If that would be a Daniela Steel, this question would not be even asked, if that would be Andzei Sapkowski or Frank Herbert I'd struggle to define the answer. Unlike anyone else in this business, Prophet of Game does not create the game itself, he catches the essence of our desires and gives it a form which could be translated  into game by others. How to become one? Just be one and let the Universe decide whether you are Prophet of Regret or Prophet of Truth.         


Yours,
Mark-Paul Severn.

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