| ▲ | mickeyp 2 days ago | |||||||||||||||||||||||||
Or maybe, just maybe, these guys made great games because they were surrounded by great people. That QA guy who gave key insights into how tedious certain game mechanics were; the "bad executive" they all hated who reined in their unreachable goals; that one developer who applied his good game design senses despite not being a designated designer. I find the notion of auteur "game developers" somewhat puzzling. I say that as someone who played, and still play, these games when they came out. Most of these guys haven't made great games in a long, long while. Obsidian's only decent game in a long while is Pentiment, and that for all intents was a passion project. | ||||||||||||||||||||||||||
| ▲ | OnionBlender a day ago | parent | next [-] | |||||||||||||||||||||||||
Spector has acknowledged that. Reminds me of this funny opening line. > "There's a tendency among the press to attribute the creation of a game to a single person," says Warren Spector, creator of Thief and Deus Ex. | ||||||||||||||||||||||||||
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| ▲ | nsavage a day ago | parent | prev | next [-] | |||||||||||||||||||||||||
The other factor that might be in play is that the people who made great games got lucky and didn't really know exactly what made their games so good and aren't able to recapture the magic. | ||||||||||||||||||||||||||
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| ▲ | MisterTea a day ago | parent | prev | next [-] | |||||||||||||||||||||||||
It certainly is synergistic though I also think it has to do with being at the right place at the right time. New technology, new industry, new ideas - pure excitement for all involved. I feel as the industry ages out the "fresh new excitement cutting edge" environment you thrived in is now mainstream. It's procedural and boring so you feel forced to churn out another "cutting edge" mainstream thing. You burn out trying to blend in with the furniture. Perhaps if you keep finding new cutting edge things to do you can stay on top but most people are ensnared by their zeitgeist. | ||||||||||||||||||||||||||
| ▲ | fasterik a day ago | parent | prev | next [-] | |||||||||||||||||||||||||
What you're describing is the inability to maintain quality over a career, which is a separate issue from whether auteurs exist. Often it's because fame and success remove the constraints that were forcing the work to be tight and focused. I don't think the idea of a game auteur is any less real than that of a film auteur. Both are made by large teams, but the best works are often a single person's vision. | ||||||||||||||||||||||||||
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| ▲ | uejfiweun a day ago | parent | prev | next [-] | |||||||||||||||||||||||||
Or maybe, just maybe, it's both. As with basically all things like this in life. Obviously, you need a great leader, and you need a great team. Like look at Hidetaka Miyazaki's work on Demon's Souls and then go and tell me that the leader doesn't matter. | ||||||||||||||||||||||||||
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| ▲ | m_mueller a day ago | parent | prev | next [-] | |||||||||||||||||||||||||
exhibit B: Chris Roberts. pretty sure this guy needs a studio counterpart that gives him limits, or else nothing ever gets actually finished. | ||||||||||||||||||||||||||
| ▲ | DonHopkins a day ago | parent | prev [-] | |||||||||||||||||||||||||
The intern who didn't know it was impossible so did it anyway. | ||||||||||||||||||||||||||