Re: Definitions of terms
By John Carmack · 2002
An argument that successful game design depends less on initial ideas than on disciplined implementation, testing, iteration, and sustained development.
Carmack argues that the initial creative concept for a game is less important than the process of developing it. He suggests that many reasonably informed players can devise basic ideas for characters, environments, obstacles, plots and distinctive features, so this early stage of design has limited value on its own. What matters more is the large number of practical decisions made while a game is implemented, tested and revised.
He maintains that a strong development team can turn a weak initial design into an enjoyable product, while a poor team can undermine a promising concept. Detailed design documents produced before implementation are therefore limited because many decisions depend on experiencing how different elements interact. Carmack also challenges the idea that creativity depends mainly on inspiration. He presents it instead as a process that can be cultivated through deliberate thought, experimentation and sustained effort, with progress coming from repeatedly testing alternatives and taking practical steps towards completion.