Original Post
I’ve been thinking about the roles of "game designer" and programmer for awhile now, as this is probably a huge (and contentious) topic which has been discussed before, let me first set the boundaries for this discussion: 1.) We are only discussing core GAMEPLAY mechanics - what every game boils down to once you strip away the fat. All other aspects of design such as the story, setting, characters and documentation are ignored. 2.) We are not discussing the necessity of the “game designer” role in the industry, they can always help with the gameplay design and to offload work from the other team members. Now, the base of my belief lies in the simple fact that games are made from code. Because of this, as a programmer reviews his own code and improves his technique, a new gameplay idea may hit him like an epiphany in a totally organic way. I’m sure most programmers have experienced that tingling feeling. The actual code itself, and the act of programming, begets ideas and makes them possible. For example, the programmer implements an invisible bounding sphere around the player which keeps track of all entities and events within its radius. Just from this one concept, a multitude of new gameplay features become possible, and they are all realized from the moment the code is typed - this is the mind of the programmer. Because of this, I find it very difficult to accept the notion that specialised "game designers” would be better at designing gameplay than programmers, in general. After all, what is gameplay (use any sport you like as an example) if not a series of rules + cause and effect? Ahhh, it feels good to get that off my chest, thanks for reading.