Things that veteran gamedevs do differently from novice gamedevs?

Nivlacart

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So I have a Psychology essay I've to write on games, and it's goes something like...

Something-something-by comparing processes between experts and novices.

I thought it'd be interesting to use Game Design as the subject of my essay, so it'd really help to hear more views on it!

What are some things that veteran game designers do differently from novice game design?
Or even, what are some steps in game design you do now that contrasts greatly with how you did it when you first started?

Trying to think of an example from myself...
I used to make maps unnecessarily big, trying to simulate a pseudo-open world feel. It got annoying cos' chests would be at the end of long, winding, branched paths.
Nowadays, I much prefer maps cut down into many small zones, and always keeping stuff along the way and visible, so that I could steer away the feeling of 'missable content' as much as I could.
 

MessiahComplex

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Wouldn't call myself an expert but I've definitely been using RM programs for quite a long time. I also used to make unnecessarily huge and empty maps and now prefer smaller ones. And all my old battle systems were very basic, mostly relying on spamming attack or whatever your highest damage skill was, whereas now I try and implement specific strategies for different party members and more complicated mechanics to make fights more interactive than just whacking a pinata. Basically a lot of the changes I've made over time come down to just higher standards of quality and more deliberate design, instead of just whatever sounds coolest and such.
 

gstv87

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What are some things that veteran game designers do differently from novice game design?
-be able to make the bridge from "how it has to look like" to "what has to be done".
-spot repeating patterns, normalize them, and send them to a separate process.
-pick "the fitting resource" rather than "the shiny resource" (or plugin)

IDK, those are the ones that come to mind
 

Kes

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Game Mechanics Design is for looking at mechanics that is to say, specific aspects of game play e.g. Class systems, the interaction of different skills, and so on.

[move]General Discussion[/move]
I think there is a mistaken assumption in the wording of your question - some people keep repeating the same approach (often a mistaken one) in game after game. It is therefore not automatic that 'veteran' developers have a different process from novices. You have also not defined what makes a developer a 'veteran'. The number of games completed? The number of games started? The length of time since you first tried to make a game?

The following comes from noticing my own processes, and having to read a lot of posts here as a Mod.
Experienced developers tend to do more pre-planning.
They are more likely to streamline their features, rather than bloat them out with every cool thing they've ever seen.
They are more likely to have an efficient work flow.
The quality may be higher.

Beyond that I think it is difficult to make generalisations. There have been many threads where people have been asked to describe how they tackle aspect X or Y of game making, how they start a game, etc. etc. The diversity is enormous. So am I doing something this particular way because I'm a veteran or because I am who I am with the particular skill set that I've got?
 
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SolonWise

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I'm not an expert either, but I think that a veteran game designer knows better what kind of stuff works better in a game than a beginner, before even start to make the actual game. Let me give an exemple: When I was younger, I used to have a lot of cool ideas for making a RPG Maker game (in the RPG Maker 2000). In my head, all ideas were great, but once I start doing the game and testing it, I often realized that the game idea wasn't so good, and wasn't even fun to play at all.

Of course you can say that maybe the idea was indeed good, and my skills in turning an idea into a game wasn't great, but that complement what I'm saying. A experienced game design can compile a lot of information and game ideas BEFORE even start doing the game, adding things that will work and removing ideas that doesn't. That in part explains why there is so many beginner RPG Maker games with A LOT of complex systems and plugins, but the game itself is not fun. Sometimes it hardly make sense, because a beginner may have a hard time choosing what to put in a game and what not to put. A beginner wants to put every single idea he has in his first game, and I thing it don't work at all.

Just my opinion. :)
 

jkweath

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I don't know if I'd qualify as a "veteran" gamedev, I think I've been using MV for around two and a half years now, but there are a few things I do now that I'm on game #5 compared to game #1:

-I have a relatively stable workflow that gets me through projects relatively quickly.
-I tend to think "less is more" especially in regards to plugins. I had "plugin-itis" back when I first started, and I'd end up wasting a lot of time adding and configuring plugins I didn't really need.
-More efficient workflow in general as Kes already pointed out.
-Since I make commercial games, I tend to think more in line of "will this game idea sell?" rather than going by whether I just like an idea or think an idea is cool

There's probably more but can't think of any at the moment.
 

TheoAllen

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I'm not a veteran myself, but the thing I noticed that the one I consider a veteran usually tries to make a viewpoint from their players, not their own judgment or opinion when talking about game design.
 

BlueMage

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Drink more coke?
 

Tai_MT

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Here are the things I've noticed. I'm not a veteran. I'm very much still a "newbie", despite how much I've learned, and preach, and probably come off as some sort of veteran... or maybe a faux veteran.

1. Every feature has a reason to exist. If you ask someone "why is this in your game?" a veteran will tell you the exact thing they want the player to be doing, experiencing, feeling, etcetera with the thing they put in their game. Someone who is not a veteran, will throw all kinds of answers at you that are not these. They will usually also get confused when keep asking what the purpose of something is.

For example:

"Why do you have a visual encounter system?"
Beginner: "Random encounters are annoying and I hate that you can run into combat with a single step or a handful of steps. Other players don't like them either."
Veteran: "I want the player to use on map maneuvering and feel skilled for dodging encounters. It is also there to allow players to pick and choose which fights they engage in at any given time, so they can avoid tough fights. It is also a way to make the maps more interactive than most RPG's allow. The player will feel like a part of the world and they are not suddenly jarred from the overworld by a battle transition, since a visual encounter allows the player to mentally prepare for this transition."

2. Veterans don't usually have an excessive amount of tropes. In general, they tend to either stay away from common tropes or try to reinvent them. Their "Healer" probably isn't going to be the main character's love interest, an attractive girl, with a pure heart, who learns confidence and determination as the story unfolds. Likewise, Veterans don't usually engage in "beat the guy trying to destroy/take over the world" storylines either. Or, if they do, they tend to try to reinvent it. Give it a twist. Something unique.

"Beginner" devs tend to take the stories they've seen and enjoyed before... and put them into RPG Maker games. Without changing much beyond names or physical maps.

3. Veterans do not tend to install every plugin imaginable. They tend to only install what they need to pull off what they are trying to accomplish. Do they need to be able to socket gems into equipment? They grab that plugin.

"Beginner" devs tend to just install a ton of plugins that do neat things and then try to build a game that uses all of them. As well as try to work around the conflicting plugins.

4. Veterans tend to "plan" their game more. That is, before they've made a single map, item, weapon, or character... they've got a spreadsheet, a word document, a workflow chart, etcetera. They know what will go into each field so that they do not have to move things around later. Everything is organized.

"Beginner" devs tend to just add things as they go. Got a neato new idea for a weapon? Throw it in. Even if it's 10x more powerful than the last one. Doesn't matter how it will look in a full inventory. Got an idea for a new character? They are just inserted into the game and tend to take the spotlight from other characters since they're just the coolest new thing added.

5. Bloat.

Veterans often spend time cutting features or streamlining them. Removing anything unnecessary or that breaks the overall feel they want from their game. If a feature just doesn't feel fun, they'll cut it. Or, they'll redesign it to be more in line with what they're trying to accomplish.

"Beginner" devs, on the other hand, will try any and everything to keep every feature in their game. Every character. Every piece of story. Every piece of Lore. They will continue to add new things they find cool or interesting no matter how well it does (or doesn't) mesh with what already exists.

6. Mindset.

Veterans don't tend to think of themselves as "Veterans" or even "the right answer". Veterans will gleefully learn from other people and take other opinions and criticism under advisement. Even if they have several games under their belt, successful or not, they tend to think of themselves simply as "devs" and spend time perfecting their craft. They are humble in the way, "I can make a game, but I can't make the best game ever, yet.".

"Beginner" devs, meanwhile, find it easy to take offense when their skill is called into question, or when something they want in their game takes criticism. They think of themselves as "the next big thing", or have aims to be "the next big thing" and don't consider that it may take a lot of time and learning to get there. They want to make a game and get a lot of praise for it and be told it has no flaws. They tend to have a bit of a larger ego, since they've yet to be knocked down a peg.

7. Scope.

"Beginner" devs tend to want to make a huge 50 hour game as their first game. Most of them set out to do just this (Yep! I'M ONE OF THEM!!!!!). They rarely, if ever, succeed. If they do, the beginning of their game tends to be a hot mess while the end tends to be good (since their skill and experience increases as they go along and they didn't bother going back to fix up the first parts of the game once they got better as devs).

Veteran devs though? They tend to create games that are 1 to 10 hours long. At some point, they start a "larger" project and aim for 20 hours or more, but they tend to work on it for quite some time. They keep their scope "small" so that they can finish games, get feedback, learn from the feedback, and apply it to later games... the ones they REALLY want to make. They use short games to get a handle on how you publish a game, distribute a game, deal with feedback/criticism on a game, and get used to the way the engine works.
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Okay, that's all I got for now. Just the things I've noticed while I read stuff on these forums. Hope you find it useful.
 

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