There's an interesting article over at [url="http://popcultureshock.com/features.php?id=1402"]popcultureshock.com[/url], the latest in a series by game designer David A. Rodriguez, that's about the realities of a game designer's job and also pleasing the client/publisher.
It's quite an interesting read, and I'm sure Caroo, Ash etc will be interested in reading the series..
Sure I work in a creative field. Sure many of the things I do are creative and I get to imagine things and attempt to put them into reality. But an artist gets to do what they want, how they want, when they want. That's not what I do. Someone comes to my company with a contract. They give us money to make something. I make it. They take it and sell it. I don?t work in art.
I work?in customer service.
And fortunately or unfortunately, the customer is always right. That means that no matter how bad I think an idea is. That means no matter how unreasonable the request or how STUPID the last thing they said was, in the end they write the check, so they get to decide. I can voice my opinion. I can tell them what I think because that's what they are paying me for, but ultimately, if they decide that something must be in the game?then you can bet your sweet ass it's gonna be in the game.
We always hear about this situation of pleasing publisher demands, but it never occured to me that the game designer is the one who faces the brunt of it first.