I'm not talking about "game designer" positions. I'm referring to the software developer positions; the people who take what the designers want and make it happen. Lots of people don't separate the two jobs. Even I didn't until I started working. Sure the developers come up with ideas and things go back and forth, but by and large, the designers design the game and the type of creativity the developers get to contribute is what goes under the hood. Especially in a large company with piles of programmers.
"Hey Bob! The new guy says that our game would be really cool if we had a plasma gun that shot purple balls of lightning and doubled as a flamethrower!"
"Holy shit! He's right. All our planning for the last few months was a waste of time. Let's get on that right away."

It just doesn't happen that way, and I shake my head when I talk to fellow students who think that they'll get their "dream job" doing that.
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Designing a game and sifting through it to make sure it's functional is not like putting labels on bottles in a factory.
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That's QA's area of expertise. Developers make sure that the stuff works, yeah, and that the builds don't crash but we don't spend an entire day testing every little feature that we implement to the Nth degree. Code it, test it, integrate it and let QA tell you if there are any specific problems tomorrow, because a) they know more about how it's supposed to work than you do and b) they're not programmers, they don't think like programmers and they're better at noticing problems we tend to gloss over.