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		<description>[...] However, you also need to keep in mind the type of people you have on the team. A designer like myself, with a Computer Science degree, shouldn't fill the "real" programmers with a sense of dread because of having to deal with my code. (They usually get that sense of dread when they realize they can't simply tell me, "That's not possible," and get away with it because I can often show them how it is possible.) Other people have other strengths, and this is the point that Raph and Sara are talking at each other about. Someone like Sara, with a background and keen interest in data, will work better in a system that allows for interesting combinations of data. I, however, would probably find such a system very limiting since I probably don't think in terms of data as well as Sara does; I think in terms of code. Raph makes the comment that data-driven systems designers don't have as much of a career path. I disagree slightly, because given that the position of "designer" is so ill-defined, any designer will have to make his or her own career path. However, I think it's important for designers to understand the basics of coding and computer science even if they can't sling C++ code around like an expert, because it gives insight into what can and cannot easily be done. For example, if a programmer notices that a design is NP-hard, I know what that means and won't argue the point. :) [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] However, you also need to keep in mind the type of people you have on the team. A designer like myself, with a Computer Science degree, shouldn&#8217;t fill the &#8220;real&#8221; programmers with a sense of dread because of having to deal with my code. (They usually get that sense of dread when they realize they can&#8217;t simply tell me, &#8220;That&#8217;s not possible,&#8221; and get away with it because I can often show them how it is possible.) Other people have other strengths, and this is the point that Raph and Sara are talking at each other about. Someone like Sara, with a background and keen interest in data, will work better in a system that allows for interesting combinations of data. I, however, would probably find such a system very limiting since I probably don&#8217;t think in terms of data as well as Sara does; I think in terms of code. Raph makes the comment that data-driven systems designers don&#8217;t have as much of a career path. I disagree slightly, because given that the position of &#8220;designer&#8221; is so ill-defined, any designer will have to make his or her own career path. However, I think it&#8217;s important for designers to understand the basics of coding and computer science even if they can&#8217;t sling C++ code around like an expert, because it gives insight into what can and cannot easily be done. For example, if a programmer notices that a design is NP-hard, I know what that means and won&#8217;t argue the point. <img src='http://www.lietcam.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> [&#8230;]</p>
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		<description>Well, I'm specifically talking about systems like items and abilities.  Sure, every spell in the game can be implemented as a unique script, but that's a maintenance nightmare.  Instead, have a data-driven system that allows designers to build abilities by &lt;i&gt;combining&lt;/i&gt; bits of functionality and tweaking variables.

If you want to build an ability that requires functionality that you don't have -- for example, you want an ability that buffs your entire group, but your system was only built to allow you to apply effects to a single target -- you don't need to ask for very much code to add that.  And now that you have effects that are applied to all of your groupmates, you can create all kinds of new abilities, combined with all the stuff you already have.

The Pirates of the Burning Seas guys are the ones talking about building entire new systems out of data-driven functionality blocks.  That sounds pretty cool, but it's not really what I'm talking about.  I'm talking about predetermined systems like spells, equipment, AI behaviors, and so on, using combination-based data-driven systems to create lots of cool content that's easy to maintain and &lt;i&gt;still feels unique&lt;/i&gt;.  I think it's possible because I've seen it done.  :)</description>
		<content:encoded><![CDATA[<p>Well, I&#8217;m specifically talking about systems like items and abilities.  Sure, every spell in the game can be implemented as a unique script, but that&#8217;s a maintenance nightmare.  Instead, have a data-driven system that allows designers to build abilities by <i>combining</i> bits of functionality and tweaking variables.</p>
<p>If you want to build an ability that requires functionality that you don&#8217;t have &#8212; for example, you want an ability that buffs your entire group, but your system was only built to allow you to apply effects to a single target &#8212; you don&#8217;t need to ask for very much code to add that.  And now that you have effects that are applied to all of your groupmates, you can create all kinds of new abilities, combined with all the stuff you already have.</p>
<p>The Pirates of the Burning Seas guys are the ones talking about building entire new systems out of data-driven functionality blocks.  That sounds pretty cool, but it&#8217;s not really what I&#8217;m talking about.  I&#8217;m talking about predetermined systems like spells, equipment, AI behaviors, and so on, using combination-based data-driven systems to create lots of cool content that&#8217;s easy to maintain and <i>still feels unique</i>.  I think it&#8217;s possible because I&#8217;ve seen it done.  <img src='http://www.lietcam.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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