RGC: In particular, once the graphical quality became sufficient to make use of a real artist, versus “Draw on graph paper then have to convert to binary, and convert that to hexadecimal, then type in the hexadecimal then have to figure out how to move that around on the screen.” Once there were art tools and paint tools and sufficient resolution to use them, then immediately artists became not only useful but essential.
Every artist we've ever hired has been a better artist than myself. Interestingly when we started hiring programmers, around the time of Ultima V, I believe I was at least as good a programmer as any other programmer. Over time now I no longer program and every programmer we hire is now a better programmer than me. In the field of design I am fairly critical of the vast majority of people who get into game design. What I mean by that is, some people have a magical art talent they picked up as a kid and then refined through education and then have a good portfolio of great art they've made, so you can hire them with confidence that they're a good artist. There's some that were nerdy enough as a kid to hack into computers and then go school and refine their coding technique so they can produce code samples and you can hire them with great confidence that you've hired a great programmer. Then there's the people who are neither artists nor programmers but still like to make games so they become designers. In my mind it is rare that anybody who gets into the field of design is actually better as a designer than all the programmers and all the artists, if you know what I mean. They have no background or skill or qualification that makes them better than the programmers and the artists, they just aren't a programmer and they aren't an artist as often as not.
What makes me a powerful designer is I did write all the code once upon a time. I did draw all the art once upon a time. And I was the only designer for many, many years. So now, even though I think there are clearly other great designers in the field of computer games, I think it is extraordinarily rare and I would argue that amongst all the teams I ever used to work on the one skill where I still remain at the top of the heap is design.
IG: With both art and programming, it's something you can iterate a lot and get better at it - there's lots of ways to study and get better. With game design, there's not a lot of training out there.
RGC: That's exactly right. It's interesting, as a company the most valuable thing I could do as a business owner was find more people like myself. Because I believe that game design is the hardest part of game making, and it's the most valuable part of game making. So if I'm going to identify or train another designer to replace me or to start another project other than mine, that would multiply the value of our company dramatically. So I have tried innumerable times to pass on what I consider to be my design methodologies. I think there's a variety of ways you can approach game design and a variety of ways you would be successful, but I have a decent one. I also know that I can describe it, I can show people exactly how I do what I can do, and I believe that if others were to go through the same process they would end up with, maybe not exactly the same results but equally worthy and quality results. My process is very labor-intensive, it's a very research-oriented approach to game design. I consider myself a student of the Tolkien style of fictional development, and yet virtually no one even in my own company, having heard me expound on this for years and years and years, will put in the long nights and weekends of study in order to come up with something that is of similar power.
IG: Tolkien was very methodical about how he developed his works...
RGC: As am I.