> Overall, HHS teams are more likely than professional teams to create truly creative game designs. That's a pretty bold statement to make in the highlights in my opinion.
Hobbyists beat professional designers in creating novel board games
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Re: Hobbyists beat professional designers in creating novel board games
#12Sometimes I think researchers do not understand second-order effects of their pet theories. The societal/market result of stuff like this will inevitably be something like "Let's crowdsource more of these creative activities, so we can drive down the already rock-bottom compensation rates of the few jobs that cannot be automated - this research says we're not going to lose anything on the quality side anyway". In the…
What does this possible outcome mean for the people who are making games now?
What does it mean for the entrants?
Both short term and long term. How do you see this going?
Re: Hobbyists beat professional designers in creating novel board games
#13Re: Hobbyists beat professional designers in creating novel board games
#14Sometimes I think researchers do not understand second-order effects of their pet theories. The societal/market result of stuff like this will inevitably be something like "Let's crowdsource more of these creative activities, so we can drive down the already rock-bottom compensation rates of the few jobs that cannot be automated - this research says we're not going to lose anything on the quality side anyway". In the…
I'm curious about what you see as the end state. What does this possible outcome mean for the people who are making games now? What does it mean for the entrants? Both short term and long term. How do you see this going?
I don't know how this will work with board games which have physical products that need creating and sending. It might be the right place for distributed "print shops" with card printers, 3D printers, and laser cutters to provide the actual game pieces.
Re: Hobbyists beat professional designers in creating novel board games
#15Professional designers can't afford failure, so they make "safe" designs that are likely to work. This isn't a result about "knowledge diversity", it's a result about incentives.
Re: Hobbyists beat professional designers in creating novel board games
#16This kind of thing has been shown in all sorts of creative endeavour. But it ignores consistency, which is the main mark of professionalism. Yeah, if you disregard all rules and norms sometimes you come up with something AMAZING that no-one following the rules could ever conceive of. But most of the the time it's just crap.
Either that they have a good novel idea but lack the knowledge of the professionals to make it a polished, (and balanced in the case of games) product, or that they think they have a new idea but they don't realise it's just a bad idea that the industry has avoided for a reason.
I don't disagree that there's been some great indie games, but there's been a lot of highly advertised crap too
Re: Hobbyists beat professional designers in creating novel board games
#17I don't remember where I've read that but I remember seeing that creativity starts to decrease when you are getting paid for it. And it decreases even more if you are getting paid less. While when you are doing it for free creativity remains at the same level over time
Probably true for the hobbyist, but I'd argue some professionals may do the activity more by orders of magnitude, which would affect their creativity, paid or not.
Re: Hobbyists beat professional designers in creating novel board games
#18> Overall, HHS teams are more likely than professional teams to create truly creative game designs. That's a pretty bold statement to make in the highlights in my opinion.
And I wouldn't be surprised if they're not truly viewing the whole indie landscape. For every truly innovative, well balanced game, there may be another 100 failed kickstarter clones of existing games, or just plain bad games
Re: Hobbyists beat professional designers in creating novel board games
#19> Overall, HHS teams are more likely than professional teams to create truly creative game designs. That's a pretty bold statement to make in the highlights in my opinion.
does creative imply good, though? that's the real question
And there's the whole business of how much of a luck factor you want, how much rubber banding there is to keep it competitive, how much your strategy has to adapt in response to what others are doing, etc etc. These are things that pro designers carefully iterate on in the context of hundreds of test plays, often with a community of other designers who are equipped with the necessary experience and context to think deeply about how a game works and will work across multiple playthroughs.