This started out as a lengthy comment over at Edmund’s Do’s and Don’ts Manifesto on IndieGames. [via @godatplay] You should read that before reading this.
Edmund’s points are all very sound, but like any list, it’s easy to pick apart. But really what came out was a discussion about how each of us as developers approaches things from what sometimes is a vastly different angle. Stephen Lavelle [increpare] mentions how he takes issue with most of the points, and with good reason. Stephen makes games for very different reasons than Edmund. It got me thinking again about something I’ve been thinking about a lot since I was talked to Ben about creativity. We were chatting about his ongoing sideproject: Aztez and we got talking about collaborations and he mentioned how he sees most developers as one of two different types of creative people: Artists or Entertainers. That stuck with me and forced me to take it on and ask myself…
Me
Am I an Artist or an Entertainer?
Now there are a lot of problems with grouping someone in such a broad category. Certainly there is a vast spectrum there between those two values and the words Artist and Entertainer are insufficient especially in lieu of the “games as art” dead horse. Perhaps a better divide would be Artists who want to Express an Idea v. Artists who want to Express Emotion? I dunno…
Labeling things like that will only upset people but if you can get past it and ask yourself “which am I?” I think it provides an interesting insight into the “why” of creative expression. If nothing else, it’s a good starting point. So let me start…
If you don’t care about quality and you don’t care about money or recognition, by what metric do you measure yourself at all?
Rob Fearon
Whilst I obviously can’t answer for Stephen, I can answer this for myself. Getting the idea out of my head and onto the screen is far more important a factor for me than anything else. If it turns out to be an idea with some merit (however one might choose to define that on a personal level), then ace. If it isn’t, at least it’s out of my head.
But crucially, I don’t measure myself on the body of my work and wouldn’t care to either. It doesn’t define me. There are far more important things in life to worry about, y’know?
Rob’s feelings on the question of “why” are pretty close to what I feel about making games. Or anything for that matter. Right now I have an idea for a visual poem I want to do. A comic strip that I want to start. An iPhone game that refuses to find a home. These are all things that fester inside me and I desperately want to expel them. Not that they’re demons of any shape, but it’s this compulsion to create that drives me. Showing it to other people is a nice side effect, it’s always nice to hear someone got something out of something I did, but it’s not the why. The why is much more selfish.
the people who are most successful (both in terms of quality and recognition for that quality) tend to do most of [Edmund's] things.
Screw quality, screw recognition, screw success.
I understand what Stephen is saying here and I think his heart is in the right place and I definitely feel the frustration of forcing a “focus on success” type of attitude. Too often do we assume that everyone else in the world wants tons of money and fame. Though I do take issue with the bit about quality. If I have an idea for something and I can’t execute it like I see it in my head then it’s never as satisfying as creating something that I feel is 100% realized how I envisioned. Now, that doesn’t really exist, just like no circle is perfect, but there are things that I’ve done that I’m still proud of today and then there are many that I am not. I am highly critical of myself and if I weren’t I probably would have gotten bored of this a long time ago. It’s that unreachable goal of perfectly capturing and conveying an idea and transferring it from my head to the screen/page/canvas that also drives me [mad].
I want to get more specific though, because this is something I’ve been thinking about a lot lately. For me, the real reason I make video games boils down to a very specific, very discernible moment.
It’s “seeing it live”. It’s a feeling I clued in to over a decade ago doing Final Fantasy VII fan sites in PageMaker. I would type in some code, save the file and then load it up in the browser. I’d see the changes and it would work! It felt awesome and I was hooked. I had this thing [webpage] that I could endlessly modify and watch it work and show to others. It had this whole hairy underbelly that only I knew about and I would be pulling the levers and setting it up just right. Games are a lot like that. Animation; 3D modeling; they all have elements of alchemy that let you surprise yourself. There’s something very abstract about the process, much like Pollock probably experienced when he was playing with gravity and paint on a canvas. The work would surprise him and he’d respond and refine and respond and refine…
That’s why I make games, or why I do anything creative. I’m addicted to that. I enjoy drawing, but when I draw I usually find a way to play with my subconscious by laying down a doodle and then responding to it, or venturing into watercolor or inkwash and letting the water do its thing with the paper. In my early college years at Iowa I did a lot of symmetrical abstract work in Photoshop using the Liquify filter and hundreds of blend layers horizontally flipped to create something incredibly unexpected, yet recognizable. The moment just before turning on the blend mode to see what it would look like was that nugget of crack that I craved out of the whole process.
So in the end, it’s completely selfish. There was a time that I thought what I was doing would somehow make a difference in the world, or help people understand each other a bit better so that maybe the world would be a better place, but the last few years of my life have taken that view out of the idyllic and into the realistic. It’s impossible to save something that doesn’t want to be saved even if it needs it. I don’t think what I’m doing is bad, and I still do believe in what I’m doing is for the good, but it’s clear now that it’s much more for myself than it is for others. If others get something out of it, then that’s the icing.
axcho
January 7th, 2010 at 3:04 AM“These are all things that fester inside me and I desperately want to expel them. Not that they’re demons of any shape, but it’s this compulsion to create that drives me.”
This is what drives me, as well. This is why I created The Game Idea Giveaway Thread - because I had way more ideas than I would ever be able to make, and this was causing a lot of anxiety for me. And I’m happy to say, it’s helped quite a bit - now I can focus on the games that I *really* want to make, not any random idea that pops into my head.
But at the same time, I have that enjoyment of creation that you describe, and of the exploration, and the design and figuring stuff out.
And I haven’t given up on saving the world yet! :) That’s what it’s about for me in the long term - games for art, games for education, games for social change.
“It’s impossible to save something that doesn’t want to be saved even if it needs it.”
Yeah, but games are good at “wants” and motivation. You can help at that level and then work your way up. Don’t give up hope! A few years of anything is hardly enough to draw a conclusion, especially in a medium as young as games. You’re still learning! We’re all still learning.
Who knows where we’ll be in twenty years?
intuition
January 7th, 2010 at 3:33 AMHey alex!
:high five:
I haven’t given up hope, and I’m continuing down that road faster than I ever have before. The game I’m most passionate about right now is a very personal game that I hope will resonate with people. I don’t think I’m capable of quitting, really. I mean I’ve come this far, right? :)
I guess I mentioned that because iv’e reached a point where if I’m going to be 100% honest with myself I need to look inward at why I’m doing that in the first place. It’s really a personal issue of my own. I try to help and fix so much that it often blows up in a my face and it’s forced me to consider who is really benefitting from my unsolicited “help”? In the end, I’m doing that because I like the feeling of helping people, which is in some backwards way, selfish. I used to think there was something wrong with that, but by facing that I think it’s been a bit freeing. I know who I’m creating stuff for now. It’s for me. It’s to help myself.
Maybe by helping myself it will rub off on other people? Part of me thinks that it might all just be a catch-22. If I explicitly try to convey a helpful message that doesn’t actually help myself or say something true about my own life, then it will immediately be marked a fraud. That’s not surprising. Say if the some 3rd world food foundation needs a game made about what it’s like to be a starving child… I could make the game and it would appear that I was helping people relate to that situation. Would I be? I dunno, maybe to some degree but certainly not as much as I would if I were to make a game about something I experienced every inch of.
Trying to save the world is too tall an order. Maybe it should be more “save my own world” and in turn that serves its part more than fitting a square peg into a round hole…
Ah, hell I’m just rambling now probably…
-greg
axcho
January 7th, 2010 at 3:49 AMI’m really glad to hear that you haven’t given up hope yet. :)
Thank you for explaining that. It doesn’t sound like a Catch-22 so much as an indication that you need whatever you do to fit in with what makes you feel fulfilled in addition to whatever else you are trying to accomplish.
Keep on learning, keep on trying things, making things, and we’ll find a way, eventually. :)
InfiniteAlec
January 7th, 2010 at 9:24 AMThanks for sharing your thoughts. It’s always interesting to read what motivates everyone.
BTW I wrote a bit about why I think the “art” thing isn’t necessarily a “dead-horse”. If you have a chance to read it, let me know what you think. :)
http://infiniteammo.ca/blog/mega-rant-why-art/
Ben
January 7th, 2010 at 11:15 AMThis is utterly fascinating. Greg, please talk to gamasutra and see if they’ll publish an article or feature on why people do this in the first place - at a time when it’s incredibly uncertain that anybody will stay employed in the industry, much less break in to begin with, answering these questions will help people stay motivated and give them a better understanding of their own motivations to make games.
God at play – spiritual games» On Art and Games As Art
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