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34. Re: Hardcore Tactical Shooter Kickstart Mar 4, 2012, 21:49 Bhruic
It's not quite that simple. There's a big difference between playing a game and making a game. When you make a game, you have to make decisions about things that you never really think about while playing games. When you make a game, you lose perspective on the decisions you've made and how they affect the game as a whole. Ideas that sound great in theory may end up being not so great in practice, but if you're heavily invested in those ideas, you won't realize that there's a problem until someone tells you.

Think of it like this: if being a fan of a particular genre was enough to become a great designer within that genre, then wouldn't Derek Smart be one of the best space sim designers ever?

That's not really the issue. How about putting it differently, is Derek Smart a good designer of any game?

As for the whole "losing perspective" angle, that's entirely possible with any game, and any genre with any developer. The amount of experience you have designing games in a specific genre isn't a major factor in "losing perspective". It's the calibre and quality of the designer themselves, which isn't tied to any one genre. That's not to say this guy is going to make all the right decisions (where "right" is subjective to begin with), but if he's got sufficient experience designing games, and sufficient experience with tactical shooters, then those two combined would give me a decent degree of confidence that he would know what to do to make a good tactical shooter.
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