>>2012>For game design in particular, there are almost no hard facts to teach. It's a new artistic medium. Virtually every book written on it is garbage and professors can at best pass on guidelines and advice. The only way to learn it is to DO it. And do it a lot.
>And that's why GDs are generally so shitty. Because most of them want their hand held and to go home at 3 like they're still in highschool.
>YOU ARE EXPLORERS OF A NEW MOTHERFUCKING FRONTIER. ACT LIKE IT.Yes yes but I can practice game design on my own with Unity for free without having to pay DigiPen. I could quite honestly summarize every useful, non-bullshit, non-ripped-from-someone-else's-YouTube-video game design thing I've learned at DigiPen into a short maybe 80-page PDF. And half of that shit only applies to traditional tabletop games, not video games at all.
I paid money for an education dammit, I don't want to be told, "But
really, man, what is there to teach? Game design is like so
broad, bro! Just design stuff all the time, man, and you'll be a better designer. But please keep giving me money every year so I can keep reinventing my acronymed 'theory of all game design' framework every year, also I haven't worked on a game in like a decade. Also let me tell you for the fortieth time about the one thing we actually are pretty sure about in game design, the Intensity Curve. It's all-important! Worship the curve! Endure
yet another lecture about it, despite the fact that you're in your fourth semester in the game design program and have already heard all this same shit before! Multiple times!"
Fuck.
That.
I was making games on my own before DigiPen and I'll be making games on my own afterwards. I definitely had some valuable experiences while I was there, but almost none from the game design program. It can take its pretentious bullshit and die in a fire for all I care.
People seem to forget that almost every "amazingly designed" game from DigiPen came before the GD programs even existed. People love to point out old DigiPen games like Tag as being proof that the game design programs at DigiPen is good, even though they didn't even exist when those games were made!
And then there's the fact that people like to conflate "good design" with "innovative design" (including the GAM rubrics up until recently). I've designed games on my own for years. I think about design constantly. When I make something, I try to think about all of its individual parts and how they contribute to the overall experience of playing the game/using the website/whatever. I'd like to think that I'm an OK designer, not amazing, but OK.
I've never had an idea for a game that is as "groundbreaking" or "revolutionary" as Narbacular Drop/Portal or Tag/Portal 2. Or Perspective, or many of the other games that totally think outside of the box and do cool and unique shit. Does this mean that I'm a bad designer? First of all, no, and second,
double fucking no because I'm a student at a school. DigiPen should urge students to
not try crazy innovative things in their first three years of GAM, but instead focus on making
really good, traditional-style video games.
I made a game for GAT 250 this year. It had an art style that I've never personally ever seen at this school, and one that I thought was unique enough and thinking-out-of-the-box enough to be considered "innovative." Yet on my rubric I was told "well, it is very unique for a DigiPen student game, but, y'know, I think like one other game might've looked like it this one time, also other real games use it too so I mean while I'll give you the next-highest level for graphics, I wouldn't quite say the graphics are
innovative. What? What the fuck? I made a cool game (that did get a very, very good grade), but like, I'm supposed to
create an entirely new art style that the games industry has never seen before in order to get the highest level of graphics on the rubric? And when I do, I get what, immediate job offers from every local game company because holy shit, this art style has
literally never been done before and it's so unique and new and innovative, but instead like a +1.5% on my project grade?
DigiPen's design program is a fucking joke, plain and simple.