Ego And Game Directors

Abstract

Problem: Game directors are often perceived as egotistical β€” people who simply demand things be done their way. Is ego inherently bad in a game director, or is there a difference between having a strong ego and being egotistical?

Approach: Tim Cain draws on his experience as a game director (notably on Fallout) and observations of other directors to distinguish between developed and adopted philosophies, and between confident leadership and unchecked ego.

Findings: A good game director needs a strong, clearly communicated design philosophy β€” but must be able to explain why decisions are made, remain consistent, and welcome constructive challenges. The key distinction is between a developed philosophy (one you've reasoned through yourself) and an adopted one (inherited rules you can't justify). Directors who developed their philosophy can defend it; those who adopted one simply get upset when questioned.

Key insight: A game director's strength comes not from ego but from a well-developed, clearly articulated design philosophy β€” and the willingness to explain and defend it with reasons, not authority.

Source: https://www.youtube.com/watch?v=85trmtqR-s8

The Role of the Game Director

The game director is the person who holds the vision for the game. Questions like "does this feature belong?", "is this character good?", or "is this storyline working?" ultimately flow up to them. They typically work through leads (narrative, art, systems) who make many decisions β€” but those decisions are guided by the director's philosophy.

A good game director has a very clear philosophy of game design and communicates it to the team. Cain references his earlier advice on design docs: every design doc should have stated goals at the top explaining why a feature exists and what design goal it supports. When someone reads a weapon design or skill page, they should see it reference those goals.

Challenging the Director's Goals

A good director should be willing to discuss goals with the team and change them if they cause problems. Cain identifies two types of valid challenges:

  • "This implementation doesn't meet the stated goal" β€” the feature fails to support what it's supposed to
  • "This goal is causing a problem" β€” the goal itself may need revision

Both are legitimate. However, there are limits:

  • If you're spending two hours a day arguing with your director instead of doing your work, something is wrong β€” with you or the director
  • Disagreements can be raised via email or Slack without derailing productivity
  • Once a disagreement becomes subjective, the director wins β€” that's what being the director means
  • If you find multiple objective examples where a goal contradicts itself, bring them all β€” at some point, the pattern becomes undeniable

Developed vs. Adopted Philosophies

Cain draws a sharp distinction that he considers the most important indicator of a good game director:

  • Developed philosophy: One you worked out yourself over time β€” by playing games, talking to people, questioning assumptions, and reasoning through why you believe what you believe
  • Adopted philosophy: One handed to you by a previous boss or culture β€” "this is how we've always done it" β€” with no understanding of why

The test is simple: question it. Someone with a developed philosophy can answer your questions. Someone with an adopted one will get upset and defensive.

Analogies Outside Games

Cain illustrates this with two personal stories:

  • His brother-in-law and football: While Cain's family reflexively rooted for their hometown Washington team, his brother-in-law chose the Minnesota Vikings deliberately and could explain why he liked them. One choice was thoughtful; the other was inherited.
  • A friend who changed religions as an adult: Most people follow their parents' religion without questioning it. His friend changed from one major world religion to another as an adult and could articulate his reasons. People who adopted beliefs without examination tend to get upset when questioned β€” precisely because they can't defend them.

Don't Confuse Confidence with Ego

Many people see game directors as "egotistical loud designers" who just say "do it my way." And yes β€” they are saying that, because they hold the vision. But the difference between ego and good direction:

  • They should be able to tell you why
  • They should be able to explain their reasoning
  • They should be consistent with their stated philosophy and goals

If a director's decisions don't match their stated philosophy, that's a legitimate thing to point out. If they haven't written goals, ask for them. A good director should be able to produce them easily.

Becoming a Game Director

Cain's advice for aspiring directors:

  1. Don't expect it to happen quickly. Cain himself worked in the industry for 13 years before directing Fallout β€” and even then it partly fell into his lap when producer Tom Decker had to switch projects. Showing up at a company with little experience and declaring yourself a game director won't work.

  2. Develop your philosophy, don't just adopt one. Talk to other developers. Ask them why they do things β€” if they can't explain, move on to someone who can. Play lots of games. Let games change your mind. Attend or watch GDC talks. Ask questions online, in forums, everywhere.

  3. When the opportunity comes, make a strong case. You should be able to express your design philosophy clearly. It doesn't need to be egotistical β€” it just needs to be strongly supported.

Tim Cain's Own Philosophy

For reference, Cain states his core design philosophy plainly: he loves player agency, nonlinear storylines, and reactivity to player choices. After 250+ videos on his channel, he notes this should be obvious.

References