Here is the sad, hard truth: Everyone is a designer.
Wrong. Everyone might
think they're a designer, but thinking and being are two different things (sorry Descartes).
Designing a game and designing a good game are different things. Coming from a place where designers are seemingly a dime a dozen has made a lot of us devalue what designers do, which is facilitate an enormously important aspect of the game. Coding is, of course, extremely important as well: without the code, there is no game. But coding is less about personal flare and more about learned skill. A good game designer is much more rare.
Also, EDC, hiring a skilled architect is a
fundamental aspect of building a house or building. Perhaps the percentage of actual manual labor is dramatically different, but how many construction workers are there for every skilled architect? Look at the differences in pay. Your metaphors are always awful and self-defeating, EDC. Maybe don't use them in your arguments?
Programmers don't (outside of the indie field where multiple things are done by the same person) design the battle system. They program it. If you don't know the difference you are dumb. Artists don't write pages and pages of descriptions. There are artists who are writers, but most don't explain every piece of art with a story. They let the drawing do the talking, yeah? They also aren't scenario designers. Watch the credits of any RPG and you will see a long list of people who's only role it is to create the maps and fill them with interesting details. Those aren't the artists. Hell, 3D artists usually work off of 2D concepts drawn by other people. Why would they suddenly jump in and design all the maps and locations, as well?
To sum up: Never listen to EDC. He usually spouts nonsense. Listen to Velfarre, though, she knows what she is talking about. Of course, EDC did raise one good point: As a writer or a designer, you're much more likely to find a team if you attach yourself to someone else's vision. As the writer, you can take their idea and make it your own (in a "we're a team now!" sort of way and not in a "I stole your idea, bye" sort of way). Design should almost always be shared in indie games, since it is extremely important that every member of the team is making a game they will want to play at the end.