A few weeks ago I had the opportunity to speak to a class of third graders about game design. I've been invited to do these sort of talks a few times over the years; teachers assume, correctly, that kids will actually pay attention to a professional game designer in a situation where perhaps a local doctor or lawyer might get tuned out. My message is pretty simple - stay in school, study hard in your math and/or art classes, things like that.
It had been a while though, and I've learned a lot over the past few years about what it really means to be a game designer. So I decided before I went in front of the class, it was time to polish my speech a little. And I hope you'll forgive a self-indulgent attitude for a bit as I explain some of these lessons about being a game designer.
Both of my parents were educators (both recently retired), and like Raph Koster describes in his great book
A Theory of Fun, I grew up in an environment where this was highly valued. I got a good college education (major: English) and proceeded, much to the consternation of my family, to do very little that could be perceived as 'useful'. And somewhere along the way, I ended up a game designer.
When I first entered the games industry, the idea of being a "game designer" as a full time job was not very common. Most people who called themselves game designers were really programmers, moonlighting as game designers because well, somebody had to do it. Since I had no tangible skills, but seemed to be useful nonetheless, I generally called myself "producer". In fact this was the title on my business card when I worked on my first real game, Insomniac's
Disruptor, as what would today be called a level designer.
It must be said also that I never envisioned myself as a game designer either. I
loved videogames as a kid, and grew up on the classics both of the home and especially the arcade. (Around the seventh grade I decided I would be what I would later learn is called a 'QA Analyst'.) But as I got older, I always figured that I'd do something more
serious with my life. Like, maybe be a teacher, right Mom and Dad? Right Raph?
But somewhere along the way, I've ended up a game designer. And if you're reading this, I don't have to tell you, that's pretty cool. Coming to see just how
cool this is, and how frequently
meaningful it can be, has been a long process for someone who entered the industry in the early 1990s. It's kind of like when I moved to Los Angeles - I always figured I'd leave eventually...and yet here I still am. And
I have a great career. Coming to understand this, has made all the difference.
I suppose I should get back to those third graders. I figured, any jackass can tell these kids to stay in school and do their math homework. Sure maybe I had a little extra street cred with the kids, but it actually felt a little dishonest not to tell them at least a little about how to be a
game designer. I mean, isn't that why I'm there?
I thought about this a lot the morning of the talk while in the shower (like lots of people, this is where all the good ideas happen). I thought, I'll talk to them about what really matters if these kids want to become *great* game designers. And I figured, I'll cap it off with a secret weapon - I'll show them that they are already game designers. I had my speech.
The early part of the speech went as expected. The kids' teacher had wisely had them prepare the day before by writing down questions in their journals, so I got some good ones, like:
- "How many people does it take to make a game?"
- "What's your favorite game?"
- "How long does it take to make a game?"
- "What's your favorite color?"
OK, so they're third graders...

As the talk was winding down, I told the kids that if they wanted to be game designers they should play games, that games are fantastic...but that if they wanted to be
great game designers, that wasn't enough. I told them the story about Mr. Miyamoto, who remembered the fields and caves of his youth when designing the
Mario and
Zelda games. I told them that the best ideas I've had have all come from movies, from books, or just from playing around outside (all true, BTW). I had these kids. Now time for the finishing blow.
"How many of you have designed a game?"
I figured, you ask this to a group of high school kids, not a single hand will go up. Why should third graders be any different?
My bad.
Easily half of the hands in the class went up. Kids described playground games they had made up or adapted from traditional games...one kid had made a sort of primitive board game with her sister. One kid went off on an elaborate tangent describing what amounted to a space RPG, all of which took place on his backyard play structure. Eventually it disintegrated into a contest to describe who had invented the best way to torture a pet with a squirt gun, so I cut it off (they were third graders after all...). But the damage was done. I was stunned. These kids invented games as a matter of course; creativity came to them as naturally as getting up in the morning.
Though I was off-balance throughout this time, I realize now that I achieved exactly what I had hoped to. As the kids were leaving the class, and were supposed to head off to their phys ed activity, they were collaring me at the door, describing even more games they had invented. The spark was there...they were making the connection between their own innate and natural creativity and what the "hero" does. They no longer were interested in what I had to say, so much as to have me help them understand what they themselves had been doing.
There are many lessons in this. Not least is, as game designers, or indeed as people doing anything creative, it frequently behooves us to think like third graders. Third graders do not pre-judge their own ideas; they begin playing and keep playing and modifying the rules until the game gets fun. How many variants on 'tag' did you play as a child? How many variants of a simple race? See what I mean?
Another lesson, and maybe this is just for old, insecure fools like me, is that making games is not just good because it encourages rigorous study of 'real' academic subjects. Making games is inherently a Good Thing. Games are part of how we integrate and come to understand the complex, formative experiences of our youths. And gee, how much of psychology, of literature, is about this?
It also begs a question for me, a question that's been bouncing through my mind a great deal over the past year, which is whether the center of games is indeed play, if it is "simply, fun" as Iwata-san of Nintendo says...or is the experience of a game as an adult fundamentally different from that of a third grader? Much as campfire stories evolve into great tales, do (or should) games become something where adults can explore the larger issues of self and society? I don't know.
But the final lesson, the one that I'll take to the bank, is that the one thing that game design gives me maybe more than anything else is the skill of a teacher: empathy, the ability to see from an outsider's perspective, and the ability to stick with a pedantic goal and roll with the punches. And not least, the ability to inspire. Raph Koster was right. See Mom, See Dad? I became a teacher after all.