Blackwulf
N00b
- 999
- 18
I clicked through the videos you linked (I didn't sit through everything) and these are good examples of what is not actually design. Unless I missed something (let me know what the video and time code is) I heard nothing that went beyond a very high level number of "wishlist ideas" that are generated within the first few weeks of a project.
This is not design. This is what people think design is, and part of the reason that design as a discipline is looked down so much even within the industry itself. Design lives in the details, the rules, the numbers, and the all of the decisions those things generate.
It is a massively interacting network of tiny, tiny dials that have knock on effects across the entire game where an almost insignificant tweak here can render an entire game system over there pointless.
Your description of design is basically the same kind of stuff Tony Zurovec talks about. I'm not gonna listen through all the interviews he's done to find timestamps for you, though. I thought you'd be interested, as he's basically working on one of the largest projects in the industry doing the job that you say you do. He's a game designer. These aren't ex baseball players making an MMO - Chris Roberts and Tony Zurovech have developed good games before, and they've been cognizant of the need for a solid foundational game design for SC from day one.
I get a_skeleton_03's objection - it makes sense saying that the proof will be in the pudding, but I think it's naïve to assume they don't understand that the design itself is important or to assume it isn't there.