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"if you hired passionate designers and outsourced talented (but not necessarily passionate) programmers, wouldn't you still end up with a quality game?"

Perhaps, for certain types of games. But for many types of games there's this subtle overlap between design and programming that defines how the game "feels" to play.

eg. How do digital/analog sampled inputs exactly map to character movement and camera control.

This is an area where having a small core group that understands the technology at play but also has a handle on the design side of how to implement for "fun" can be a huge difference maker.

From a high level design point of view, most action "platform" games have basically the same controls. But anyone who has played, say, Nintendo's Mario games versus most other platform games realizes there is some special sauce in the "feel" of the character movement that is equal parts design and programming/low-level-implementation that wouldn't get conveyed properly in a higher level outsource-ready design document.




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