Recently an 8-year old ask on the forums of World of Warcraft/Blizzard how to become a game designer. One of WoW's designers, the lead system designer Ghostcrawler,
answered. Even though the topic was in reply to a computer game, within his reply is some excellent advice for anyone wanting to design and sell their rpg ideas. The advice is geared for those looking to join an existing company (such as WotC), but it still highly relevant for those looking to start their own company.
Here are some highlights with me
bolding the really good points...
"Next comes experience. You need some kind of experience to get a job in
game design. Playing a lot of games does count as experience, but it’s
the kind of thing that’s hard for us to test. You’re better off playing a
lot of games
and doing something else as well. Career
experience as a professional game designer is of course the most
desirable. Blizzard is in a position where we can afford to be really
picky about who we hire so we often look for prior experience
. I will
quickly add that plenty of our designers didn’t have any, but it helps a
lot.
Less established companies are more likely to give a beginner a
shot, and once you have some experience, you’ll have a lot more options.
If you can’t get a job as a game designer, you can try to get a job in a
game company and hope to move sideways into game design. We have
several designers who worked in quality assurance and customer service.
You just have to get your foot in the door."
"The second is to
design your own
game. That is easier than ever in this day of mobile devices, but still
not a trivial feat you can throw together on a weekend. This next part
is important:
we like to see completed games because it shows you can
finish something. One of the dark secrets of game design is that good
ideas are cheap. Nobody gets hired because they had a great idea for a
class ability or a raid encounter let alone a great idea for a game.
They get hired because they can take those ideas to the next level,
foresee problems, come up with solutions, and otherwise put in all of
the hard implementation work long after the shininess has worn off of
the original idea."
"
If you can’t build an actual game, then the third
thing you can try is to create an add-on, level or some other additional
content for an existing game. Finishing that project isn’t as
impressive as finishing an actual game, but it can still work. (This is
how I got my foot in the door – I designed a scenario for Age of Empires
that was eventually included in a shipping product.)"
"
Fourth is to be
involved in the game community. You can host an awesome fansite, write a
gaming blog, or make your own podcast. It might not illustrate your
design cred, but it can get you noticed. If all else fails, try to be
involved in beta testing. It’s tricky but possible to detect a good
design sense from beta feedback."
"In all of these cases, what you’re
trying to do is to develop a portfolio – something you can send to a
company to show your chops. Artists can show their art. Programmers can
submit sample code.
A designer needs to somehow prove that he or she can
design."
"
If you want to be a game designer, you’ll do more than
just make games – you will be a member of the game-making industry. Try
and keep up with industry news. Understand the upcoming platforms and
the hot new genres and technology everyone is talking about. This is
much easier in the internet age than it was a dozen years ago. It’s not
always feasible, but attending game conventions can help. Companies
often use those events for recruiting and you can ask a lot of questions
and get a lot of information once you’re talking to someone
face-to-face. Advice I give for anyone in any industry to get a job is
networking. We are much more likely to go to bat for a candidate we
know, especially if we have some idea of their design skills. This
doesn’t mean cold-calling or emailing folks in the industry – that risks
just annoying them. It’s not easy to get to know people, but it can
open doors. Here is where being a game journalist, famous player, or
website designer can come into play."
"Keep in mind that game
studios are businesses. They have budgets and headcounts like any
company.
To get a job, you’re generally going to be applying for an
existing open position. It takes the truly one-in-a-million candidate
that can get a position created for them. Don’t blanket email companies;
I don’t think I’ve ever seen that tactic work. Apply for specific
positions, and if none are available, consider contacting the company HR
representative to inquire if some might open in the future. That HR rep
can be your greatest advocate, so don’t badger him or her. We have
hired people who had off-and-on email conversations with our human
resources team members for years before the right position came along."
"That’s
the hard part. The fun part is
playing a lot of games. Don’t just play
them though – devour them. Understand why they’re fun. Think about what
you’d change if you designed the game. One question we frequently ask in
interviews is: what is the worst part of your favorite game and how
would you fix it? One of the quickest ways to fail an interview for the
WoW team is when we ask “What would you change about WoW?” to answer
“Gee, I hadn’t really thought about that before.” "
"I’ll close
this monologue by talking about some of the traits that Blizzard looks
for in game designers; other companies may place values on different
traits.
- A good design sense. Analyze
systems as a game designer, not just a player. A player might look for
the most efficient way to progress through a game or search for the most
powerful choices for their character. A designer understands why a
certain way is more powerful or efficient and if that’s even a good
thing for the game (and again, how to fix it).
- Creativity.
This is less important than a lot of folks outside the industry think,
but it’s still important. Creative problem solving is often more
important than creativity in naming creatures or coming up with good
stories.
- Implementation. We spend 5% of our
time brainstorming and 95% of the time sitting at a keyboard trying to
get things to work. (We use our own proprietary tools, but also a lot of
Photoshop, Excel and Visio.) We want people who can handle bugs, manage
their time, solve roadblocks, survive pressure, handle critical
feedback, know when to quit and when to soldier on, and overall just not
get distracted. This is one reason why seeing finished work in a resume
is so valuable.
- Communication. As I said, we
talk to each other, other members on the team, other people at Blizzard,
and the community of players. Constantly. Designers need to be able to
think on their feet, criticize ideas without causing hurt feelings,
accept feedback, and understand what other people are saying. The best
designers make you feel like you are being heard. We do have introverts
on our staff, but it’s probably more challenging for them.
- Passion.
This is probably the easiest one. It’s important though. You need to
love games to do this job. I’m not sure what the most surefire career is
for making millions, but this isn’t it. You’ll be asked to work long
hours. You’ll be asked to playtest a game long after you’re sick of it.
You’ll be expected to play new games as they come out to see what you
can learn from them. You’ll be asked to cut your favorite feature.
Passion for games is the reason most people want to get into the
industry in the first place though, so you’re probably fine here.
The
biggest challenge for folks breaking into the industry is making
themselves stand out.
Saying “I love games” is important, but it’s not
enough, because thousands of players will say the same thing. You have
to demonstrate that you love games *and* know how to make them without
actually being able to talk to anyone, because you haven’t gotten the
interview yet. I invite anyone who makes it to let me know so I can
personally congratulate them. It’s hard and it’s worth it."