Who the hell is Andrew Rollings?
I submitted a couple of reviews to Amazon this morning about Rollings' books, both of which I really liked, even though he dissed on
Die By The Sword in the first one.
I'm not going to shut somebody out simply because they don't seem to have the experience to back up their words -- for example, I read Joel Spolsky's site religiously even though the team sizes he tends to deal with are much smaller than ours -- but I definitely give more credence to someone who has that track record.
Ernest Adams I know, he's got some titles under his belt he can be proud of.
It's especially problematic for Rollings and Morris because they have a lot of advice to offer on how to run a game company that I don't believe was fully field tested when they published it. Advice that heavily contradicts
Mark Cerny, but Mark Cerny is the guy with the serious track record.
Another thing that irritated me: in the beginning of
On Game Design, they dis on design by consensus, saying that Half-Life's
cabal process is the "exception that proves the rule," that the Half-Life guys are really talented and therefore their methods work for them but won't work for anybody else. This dovetails
Game Architecture and Design, where they interview a bunch of hot-shit developers, and most of these developers give advice contrary to the advice from the book...but these guys "are from Shao-Lin" and therefore can get away with methods like these.
Rollings/Morris may have a point. Games frequently have strategies that work terribly in the hands of a mediocre player but kick ass in the hands of a strong player. (My favorite example is the Interceptor from
Allegiance; learning to be effective with that ship is quite difficult, but once you've mastered it it's devastating.) The mediocre player is best off sticking with a strategy that's easier to manage. Likewise, a beginning studio could be best off working with a "safe" strategy.
But the Cerny Method is not one of those strategies. It is the way a beginning studio should do things; it's an effective strategy that will kick much ass no matter who employs it. Building a game is building a system. Unless your game is very simple, it's going to have emergent properties and complications that you cannot predict. Your plan will not survive contact with the enemy. So, although a bad plan is better than no plan, a big plan is worse than a small plan. A hundred page design document that contains "Design Decisisons" such as 'if the player walks within fifty meters of the nest, the mother monster will go into attack mode, and not leave attack mode until the player is dead or has retreated a distance of a hundred meters' rather than 'mothers protect their nests' is a waste of time and paper...and it's micromanagement to boot.
I'm not so sure about the Cabal Process; so much can go wrong with
design-by-consensus (my thoughts on design-by-consensus are two-thirds of the way down the page. That's one thing I liked better about editthispage over blogspot; each article was a separate, linkable page) that it may be one of those advanced strategies best left in the hands of experts.
Still, even if Rollings/Morris are right, and these are secret Shao-Lin methods for making great games, what are you going to do? Are you going to stick with the "safe strategy" that guarantees a mediocre game, or are you going to try to learn the strategy the big dogs use, probably screw it up the first time, but the game after that: look out world!
Still, we don't have to agree with everything somebody says for some of the things they say to be very valuable. (Good thing, otherwise nothing anybody says would be valuable.) Maybe Rollings and Morris aren't that production savvy, but when it comes to game architecture and design, they know their shit.