Good Ideas make for Bad Designers — (Part 3 of 3)

<p>Game development is highly collaborative and requires the work of many people. As the industry grows, it is no longer rare to see flagship projects combining the efforts of thousands of people. Despite this, we still have a tendency to see those creations as the work of just one or a few persons.</p> <p>I&rsquo;ve already discussed why I think this perception is both false and harmful to the people in the industry (in&nbsp;<a href="https://leolesetre.medium.com/good-ideas-make-for-bad-designers-part-1-or-3-1a94fdbcf12e" rel="noopener"><strong>part 1</strong></a>&nbsp;and&nbsp;<a href="https://leolesetre.medium.com/good-ideas-make-for-bad-designers-part-2-of-3-58ad72f98556" rel="noopener"><strong>part 2</strong></a><strong>)</strong>. And while I think neglecting people&rsquo;s contribution is a big problem, overestimating the contribution of a few, no matter how skilled and experienced they might be, is just as problematic.</p> <p>And it often ends up being bad for the game and the player experience as well.</p> <p><a href="https://leolesetre.medium.com/good-ideas-make-for-bad-designers-part-3-of-3-42b9aeaf45fe"><strong>Learn More</strong></a></p>
Tags: Bad designers