Definite evidence that game designers are not managers, should never be trusted with large amounts of money or in charge of any budget, and gives a perfectly good reason for the piss poor pay they generally receive in the mainstream industry.
I will take a creative designer (who can occasionally make a good game, even if not on time) over a manager (who makes banal shit boring stuff because that is what the most profitable) any time.
So you'd take a good designer over a poor manager? No shit Sherlock.
Frankly I'd take a good manager over a bunch of well-meaning, talented designers who cannot organise their work efficiently (unless this is a very small project we are talking about).
But with the DF we still have a very good chance for getting a good game, even if it's late, but you won't get anything good from a profit oriented EA manager.
What word in the phrase "good manager" prompted you to think of EA?
Managers can't produce good games at all.
Sure they can. Because they actually manage whole teams of people and coordinate work between them while constantly checking the milestones against deadlines and financial constraints. That's actually a dictionary definition of a "producer" (one that produces). A really good manager is *always* involved in the design process coordinating work of the designers and understanding what they are talking about. In many respects he is a designer, but the one who represents "the voice of reason" rather than "the voice of artistic inspiration" or whatever.
Designers can produce good games, even if there is a chance that they fuck up.
No, games are actually made by the people who create assets. Pure designers limit themselves to *designing* games. Sure, they know a lot about programming and other considerations but a day has only 24 hours so they cannot really contribute in any other way than creating a design, supervising that their design is implemented and making design changes that are foced on account of reported development difficulties (e.g. the framework we are using does not support radiant AI; we need to make do with something different) and production difficulties (e.g. the manager says we don't have enough time/money to go with those quests so we need to
dumb it down streamline it).
Of course, this is a little bit different in 2-3 men projects.
Imagine that there are two teams. Both teams have programmers, artists and shit, but team I only has manager types, while team II has a few good designers. From 10 out of 10 occasions, team I will produce a dumbed down, safe, popamole game, because that is the least risky and easy to do.
Not if the manager weighs risk factor properly and consults the marketing department if its worth fighting for a particular niche in the market. It may well be that with the limited resources he has this will become the best course of action. It's the matter of indentifying project's goals.
Note the assumption here: our hypothetical manager does not represent an "external party" in this case, but the studio itself.
Team II will try to make a good game and even if their fail at their attempt, they will get it next time.
They won't because no one in their right mind will give them money.
Look, I know it's a popular image that a manager is a clueless fag, a free-loader who doesn't know jack shit about games and is there to whine about irrelevant issues deprived of any context. Having worked with a few competent people who actually bother analyzing project documentation, get acquainted with all teams and have they way around with people I can say that a good manager can be a saviour - just the thing that makes a hopeless endeavour turn into a great undertaking.