Some Love from Eskil Steenberg
25 03 2009While perusing Massively I came across an article about Love. If you haven’t heard of Love yet, it’s an MMO that is being developed by a single person: Eskil Steenberg. It seems that he is at GDC today (Another thing that makes me want to be at GDC!) giving a presentation about his work on the project. For the less fortunate, such as myself, a long copy of his presentation can be found on his blog here.

A screenshot from Love
The presentation, in online-blog-form, makes me hope there will be a video available at some point. Steenberg’s opinions on where the game industry pipeline needs to head is a feeling I have been having also. The ability to create a virtual reality doesn’t equal the ability to populate a virtual reality. Development time on games is only increasing as the industry matures, and we need better tools.
But do better tools equate to better games, or just more games? Quantity does not equal quality. During the High Renaissance, artists would have to do sketch upon sketch upon sketch to get composition, figure and form correct before moving into actually painting. The reason for this was the production time involved in creating the paint itself. Tubes of paint weren’t readily available and artist had to mix them by hand. Then, En Plein Air painting comes along because of advances in tools; mainly, storage containers for paint. With this advancement in painters tools, what do we get besides lots and lots of landscape art? We get Impressionism, since artist can now play around with natural light more.
Steenberg’s vision of the industry’s future could produce something for our medium as much a force majeure as Impressionism was, but there is also the possibility of it just allow there to be a lot of shitty games being made. Look at places like YouTube, 4chan, MySpace, etc. These are all platforms that support user generated content, which is really way Steenberg is talking about: giving the general populace tools to create. The problem is that in a true UGC platform, there is no editorial control. Who decides what is good and what is bad comes after the creation of the end product instead of during the production cycle.
Of course, the industry buzz word to throw at this is ‘iteration’. By allowing the artist to modify, change, destroy, create, mutate or other wise alter their creations at a rate fast enough, they can be ahead of the horde of critics pounding down their door to drag them screaming into the night.
The big personal lightbulb that went off while I was reading the presentation was the section on designers.
You have 199 people trying to cut down the ToDo list and one person trying to make it longer. My first advice to anyone who is trying to cut costs is to fire your designer. To have a person who cant produce art or code, be in charge of deciding what art and code you produce is madness. Design is not as many think about ideas, it is about choice, and unless you know what it takes to make things you shouldn’t make decisions about it.
A year ago I would have disagreed with this statement. Now, I put a gold stamp of approval on this. Yes, designers do have a place in the industry, but the pure designers are a rare breed. I get the chance to work with those kind of people at my job, and I see what they do. The person I was a year ago went to school with people that wanted to be that pure designer, but I can tell you they fall far short of what is needed for that role.
For all you people still in school that get nothing else from this post, at least get this: Learn To Program.
Categories : Game Design







