What Is The Most Important Skill For A Game Designer?
What Is The Most Important Skill For A Game Designer?
Many people guess “creativity,” and I would argue that this is probably the second most important skill. Some guess “critical thinking” or “logic,” since game design is about decision making. These are indeed important, but by no means the most important skills.
Some say “communication,” which starts to get close.The word communication has unfortunately become corrupted over the centuries. It once referred to an exchange of ideas but now has become a synonym for talking. Talking is certainly an important skill, but good communication and good game design are rooted in something far more basic and far more important.
The most important skill for a game designer is listening.
Game designers must listen to many things. These can be grouped into five major categories: team, audience, game, client, and self.
This may sound absurd to you. Is listening even a skill? We are not equipped with “earlids.” How can we help but listen?
By listening, I don’t mean merely hearing what is said. I mean a deeper listening, a thoughtful listening. For example, you are at work, and you see your friend Adam. “Hi Adam, how are you?” you say. Adam frowns, looks down, shifts his weight uncomfortably, seems to be hunting for words, and then says quietly, without eye contact, “Uh, fine, I guess.” And then, he collects himself, takes a breath, and looks you in the eye as he determinedly, but not convincingly, says a little louder, “I’m, uh, fine. How are you?”
So how is Adam? His words say, “He’s fine.” Great. Adam is fine. If you are just a surface listener you might draw that conclusion.. but if you listen more deeply, paying full attention to Adam's body language, subtle facial expression, tone of voice, and gestures, you might hear a very different message: “Actually, I’m not fine. I have a serious problem that I think I might want to discuss with you. But I won’t do that unless I get some kind of commitment from you that you really care about my problem, because it is kind of a personal issue. If you don’t want to get involved with it though, I won’t bother you with it, and I’ll just pretend that everything is okay.”
All of that was right there, in Adam’s “I’m fine.” And if you were listening deeply to what he said, you heard it all, clear as a bell, plain as day, as if he’d said it out loud. This is the kind of listening that game designers must engage in, day in and day out, with every decision that they make.
When you listen thoughtfully, you observe everything and constantly ask yourself questions: “Is that right?” “Why is it that way?” “Is this how she really feels?” “Now that I know that, what does it mean?”
Game designer Brian Moriarty once pointed out that there was a time when we didn’t use the word “listen,” instead we said “list!” And where did this come from? Well, what do we do when we listen? We tip our head to one side—our head literally lists, as a boat at sea. And when we tip to one side, we put ourselves off balance; we accept the possibility of upset. When we listen deeply, we put ourselves in a position of risk. We accept the possibility that what we hear may upset us and may cause everything we know to be contradicted. It is the ultimate in open-mindedness. It is the only way to learn the truth. You must approach everything as a child does, assuming nothing, observing everything, and listening as Herman Hesse describes in Siddhartha:
To listen with a silent heart, with a waiting, open soul. Without passion, without desire, without judgement, without rebuke.
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