Who should make games - artists or engineers? We've bemoaned in this space before the turn that WoW took, from the kludgy 3d mock-up of a D&D campaign that was EverQuest, to the very refined, very polished, and to some dead, grind that was (is!) Azeroth. We bemoaned it. Then we went out and played the heck out of it for years.
Students come to game design with passion and see themselves as creators. It's a lot of work to get them to finish, polish, and refine to a degree the industry might respect. It's important pressure, though, according to a surprising source. Ernest Adams, a game design artist, tells us that passion is overrated.
Constructing these large-scale engagement systems - is there a method to it? Is it scientific, like the building of ships and cars? Come to think of it, what's an example of an "indie car" or an "indie ship" or an "indie building" akin to the indie games that many say are the only soul left in the business? Are these examples apt at all?