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No, I'm very much disagreeing with you. I can take any title I worked on and point to art, code, production or design work that dovetailed into what makes a gam
by vvanders 8y ago
No, I'm very much disagreeing with you. I can take any title I worked on and point to art, code, production or design work that dovetailed into what makes a game "fun".
In fact the want to know what the largest predictor of if a game is going to be fun or not?
Talk to any game designer and they'll tell you it's the iteration cycle time of their tools. They'll be the first to admit that they don't know what fun is(otherwise we'd just formulate it, bottle it up and fire all the game designers). The more they can throw things at the wall that "stick" the better chance a game has at being fun.
I also can't think of any team I've been on my career(or other teams I know of) where roles weren't "blurred" it's expected and required in the industry even on large, AAA teams.