Nikhil Khimani Software EngineerÂ
  “You don’t lead by pointing and telling people some place to go. You lead by going to that place and making a case”#NikhilKhimaniÂ

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Nikhil Khimani Software EngineerÂ
  “You don’t lead by pointing and telling people some place to go. You lead by going to that place and making a case”#NikhilKhimaniÂ

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“It always seems impossible until it’s done”#NikhilKhimani
I don't remember exactly how I first found out about Qa'id Jacobs, but based on our conversation, he's someone that I will never forget. Our conversation was so deep, in fact, that I wanted to make this our first two-part episode!
In part one of our talk, I got to learn more about Qa'id, including what he does as a product and systems designer, how his background in music and business led him to tech and design, the myth of Black creatives fleeing to Europe for greater civility, and what eventually prompted his move overseas to The Netherlands. Stay tuned as our conversation continues next week!
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Ask a Game Dev Interviews Systems Designer Benjamin Johnson
Hey everyone. I'm going to try to have new interviews up each Wednesday, if I can get them. I've gotten some folks who have agreed, but not all of them have done the interviews just yet. Today I've got an old colleague of mine from back in the day. Without further adieu, we'll begin.
What is your name, and what do you do?
Mr Benja. Well, my name is Benjamin Johnson, but if you go online, you’ll find other clowns with that name, so I go by my handle all the time now.
What kind of designer should I be? The System Designer (part 2 of many)
If you've played games at all within the past decade, you've probably at least heard of MMORPGs. Millions upon millions of players have played these games, and all of the hard core players in those games have both praised and gnashed their teeth at the work of system designers.
Last time, I discussed just [what a level designer does]. Level designers focus on specific experiences, like this cave, this dungeon, this town. They specialize in more contained experiences, and working on slight variations when they need to happen (e.g. games that reuse environments, like The Walking Dead). A lava dungeon won't have a lot in common with a grassy field.
What a system designer does is create, tune, and balance systems. So while the level designers might work on this dungeon on this map specifically, a system designer works on a system that can be reused in many places in general. Let's use a sample system that many people have encountered as an example - experience and leveling up in a MMORPG.Â
Just what is an experience system? It's a means of advancement for players. Your character earns experience points through gameplay, which then results in gaining discrete levels which confer increased overall character effectiveness. So how does a system designer fit into this? What exactly does a system designer do?
Well, if you read [the very first SYWTBAGD post], you'll remember that the game designer's primary role is to answer questions. What sort of questions would somebody have about earning experience points? Here are a few that anyone building such a system would need to have answers to:
How much experience does it take to level up?
What sort of benefits does leveling up grant?
How much stronger should a level X+1 character be above a level X character?
Do the enemies also gain power at a similar rate? Do they get stronger or weaker as they level, or keep pace?
How is the experience rewarded to the player?
How much experience do you gain from certain activities?
Something that's so seemingly simple can get extremely complicated very fast. Let's take a look at World of Warcraft's experience system, since I can assume that many people are at least passingly familiar with it. When you level up, a number of things happen:
You used to get one talent point to spend on a talent tree. Now, you get to make a talent decision every 5 levels.
You get some amount of health, possibly mana.
You gain access to gear that requires a certain level to equip
You gain some base stat numbers as well, which boost your combat effectiveness.
Your secondary stats like accuracy, critical strike chance, haste, mastery, etc. are all readjusted for the higher level.
On top of this, there is also the Rested experience system, items or bonuses that increase the experience earned, and things like that. A systems designer will want to take the speed at which the leveling happens into account as well - the goal is to keep a brisk pace so the player doesn't feel bored, but also not make it so fast that the player can't create memories and associations with interesting gameplay experiences as they level up. The sources of the experience need to be balanced, and the use of experience points can also be used as a reward to encourage non-critical-path gameplay, such as exploring, crafting, pvp gameplay, or other activities. But the use of all of this needs to be standardized for faster and more streamlined content production.Â
The answer to all of this comes in the creation and tuning of a massive number of formulas. Completing a quest of level X and difficulty A will result in Y experience points, as well as a reward of item level Z. A rare weapon will do N damage, an epic weapon will deal M damage per second, and this is the formula that will scale from level 1 until roughly level 80. These formulas intersect in various ways - maybe this talent will affect that proc, or this weapon will work synergistically with that spec.Â
These sort of things don't just spring fully-formed from the brow of Zeus. Creation of these sorts of systems needs somebody with a head for numbers, a mind for scalability, and a good amount of creativity to create a system like this that not only works within the constraints that the game needs, but feels engaging for the player. The systems created by the system designers touch most parts of the game on a much more fundamental and broader level than the level designer.
So what can you do to learn how to be a better system designer?
For students, I would pay attention in math and introductory engineering courses. It's incredibly important to know how to construct the sort of growth curves for systems like combat, economics, etc. Learn to use databases and spreadsheets and use them to calculate how things work. Most of the time, the issue is identifying the proper variables, and giving them the proper weight in the formula. How much does strength affect a warrior's damage? What about the weapon itself? The critical strike chance? How much extra damage is dealt on a critical strike? All of these values can and will be tweaked in the future to balance things. It is imperative that you understand enough math to make them work together, especially if you ever want to be able to craft your own system.
I would suggest that would-be system designers also try to pick up tabletop RPG gaming, and homebrew your own class or skills. Give it a playtest in a sample scenario and see how it plays, especially compared to other similar classes. Is too powerful? Not powerful enough? Unbalanced in certain situations? Well, how do you adjust that? Make adjustments and try again. Remember, the goal is to try to make the new class fun, interesting, and resonant, but not at the expense of other classes.
Try to break down how the systems work, what sort of formulas are in action, and figure out what makes it interesting, what makes it engaging for the player, and how does that system encapsulate what you are trying to model. Does this feel like combat? Does that really feel like a character becoming more experienced? Does the player feel that they are progressing, and if so, is it inherently interesting? Will they have things they look forward to as they level up more than simply seeing numbers get bigger?
If answering these sorts of questions are interesting to you, you should probably be a systems designer.

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Esmond Bevan intended to stand as an independent Labour candidate, but erroneously entered his occupation in the section on the nomination papers headed 'description', thus appearing on ballot papers as "Systems Designer".
Wikipedia's entry for the Bermondsey by-election, 1983.
For some reason I find this hilarious. For the record, he got eight votes.