How to Screw Up a Perfectly Good Game Company in Ten Easy Steps
#4 - Assume that anyone can design a gameListen, and listen carefully: Running a basement Dungeons & Dragons campaign for 6 months in high school does not qualify anyone to design complex entertainment software. Beware of the frustrated programmer or artist who starts his own company because no one at his existing job ever listens to his brilliant ideas: there may be a reason why no one listens. (Also beware of people who sneer at designers because they don't code or can't animate: design is a very difficult job, and requires far more skill than most developers are willing to admit.) Sure, some people get the knack of game design the very first time. (I have met one. Operative word: One.) Most people don't. "Most" means: you are probably one of them. Do NOT overestimate yourself. If you want to become a game designer, work with a pro, and learn your trade. Otherwise, you may get a nice trip to Egoland, but you won't get a game. I have seen companies waste months of development because the boss kept interfering in areas far beyond his competence. I have seen a BRILLIANT development team go absolutely nowhere because their outstanding graphic and AI technology was wasted on a non-game some hack had come up with in an afternoon, thinking that great looks would be enough. Don't make the same mistake.
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