What is the largest setback you've observed in game design? This week I've grouped a number of ideas with a single motif - The Designer Ego.
We look at some ways in which designers may overvalue their own ideas and undervalue the need for others. Comments and criticism are always appreciated.
Vanity and the Downfall of Aspiring Game Designers:
http://www.gamesprecipice.com/vanity/
Thanks for continuing to contribute your thoughts and feedback. This article has certainly elicited a wide range of reactions in the various locations it has been discussed.
My initial intention of the article wasn't really to talk about stolen ideas but rather how we value our ideas. This generally was derailed by a vocal population who insisted their experiences and knowledge of their ideas had been stolen.
Certainly not all of ideas ideas need to be publicized, keeping them isolated in early development is a good way to understand exactly how valuable our ideas our and filter out our worst ones before we introduce designs to others.
I hope the takeaway that can be renewed from this article was that we all still have plenty to learn. This is a wonderful thing as we continue to push our creative limits. We shouldn't look to ignore the important role that others will play in our creations. We all think we have a potentially brilliant idea worth protecting and shielding, most of us have plenty more trials and failures before we'll find it.