Every game has a team behind it, where people work together with different skill sets to accomplish one goal. Sometimes the collaborators will join in on more than just their main role. These roles consist of game designers, programmers, visual artists, quality assurance and specialized media. Together they provide the base structure of the developing team. Importantly, balancing and allowing contribution of each member is essential.
However, some roles can be overlooked by other members. In cases where the head programmer is also the game designer, there can be less focus on other elements of the game like story and art due to role bias. “If the roles are divided, the game designer can approach playtests and feedback with a more objective mindset (Fullerton, 394).” Without objectivity, the product will weigh more heavily towards the bias of the designer. Even if the programmer is not the game designer, many people might see the programmer as more essential, due to the rigor of coding and without the code, there is no game. One could say that without an artist, there is no game either. Toxic mentality can really hinder the confidence of other members and cause them to feel disposable and invaluable. As mentioned in class, giving the ability of each collaborator to shine would be a helpful way to acknowledge the significance of their role on the team and on the game.
Similarly, board games that involve cooperation are intriguing examples of how a team should work together. Our group played Mountains of Madness, where we had to communicate what supplies we had in order to escape and collect enough relics. Each player only knew their own supplies in their hand. In the production of a game, we see that same concept. A bunch of people explaining and using what they have to contribute to the end objective.
Overall, developers aren’t just a group of nerds who know how to program. They are a combination of a diverse set of people, who have special contributions to the team and without even the smallest role, something can go awry. It’s a bunch of cogs and wheels in a machine that can’t work properly without every piece. In cooperative board games, there is no “I” in team. Just like real life, we can’t always work by ourselves, no matter how hard we try.
Works Cited
Fullerton, Tracy. Game Design Workshop: a Playcentric Approach to Creating Innovative Games. CRC Press, 2019.