On Rejection

Posted July 21st, 2008. Filed under ,

In the mornings, I have a bit of a routine: I check my emails, responding if truly necessary. I get a diet Coke (I’m not a coffee guy, but I needs me my caffeine). I check Achewood. Then I read some random sites, hopping around like an OCD kangaroo to whatever strikes my fancy. Then, if I get excited about something, I blog. By that time the caffeine has kicked in and the blogging shoos away the cobwebs and I am ready to start my day.

It’s a wonder I get any work done at all.

Somehow today I wandered to graphic designer Frank Chimero’s blog, which inspired this day’s comment. In a post, Frank shares part of an interview he recently had:

It seems designers, as a profession, have a “peculiar combination of arrogance and insecurity.” Do you agree with that?

I think arrogance is usually a by-product of insecurity. But what do you expect? For designers to do good work, they have to pour themselves in to it, and there’s always the possibility of rejection. It’s easy to make the correlation that the rejection of your work is also a small rejection of you as a person. It’s your idea, after all. It’s a tightrope walk, and I think that even professional tightrope-walkers are scared of falling every now and then. I know I’m disappointed, sad and sometimes angry when my hard work gets shot down with just a word.

-snip-

I’ve let go of the belief that my work has a grand impact on culture and the idea that I have to change the world. I think my work has gotten better because of it. Now, I just try to make myself and my audience happy by being honest with them and with myself.

Arrogance and insecurity. Yeah, that about sums up my experience. As a fledgling designer, I had only insecurity at first. Like a battalion of foot soldiers in the army of good ideas, I threw cannon fodder out there time and again only to have those good ideas obliterated. And because I was just insecure that was fine. My ideas were obliterated because they were wrong, I surmised. I tried to listen and tried to learn.

But one day, who knows when it was, I stood up for an idea I thought was wrongfully discarded. I asked: “Why?” when someone said they didn’t like it. And in response I didn’t get a reason or an explanation, I got a “I dunno. Just doesn’t work for me.” And the internal voice of arrogance was born. I worked so hard on this and you dismiss it on a whim? This is top quality! How am I to give you something better if you don’t know what you want?

No one wants to be arrogant. But one does want to be respected for their talents. If it is arrogant to think so, then I suppose I’ve crossed the point of no return when it comes to humility.

The interview really hits the nail on the head when it comes to the issue of fathering designs. We’re hired to design. So we expect that the quality of our work defines our role. And if that work is dismissed it is an easy leap to say the design was of low quality and hence our job performance was poor. And in the games industry, sixty hour weeks can sometimes be a luxury. If you aren’t a performer, then what’s the point of all the sacrifice? Of course rejection will hurt you personally.

A teacher of mine in college once said that the greatest skill a designer can have is the ability to listen. So when I get shot down, I try my damnedest to listen. I know no one will ever give me a straight answer, that in the designer’s toolbox there needs to be a widget that inputs feedback and outputs direction. But what if that feedback is too silent to hear? What if there is no algorithm to translate it? What if it is internally inconsistent? What do you do?

So I suppose I have to let go, like Frank says. But I don’t want to. I want to be fucking amazing 24-7. And the fact that next to zero things I’ve done that have been “fucking amazing” have seen store shelves and I’m on my fourth year of trying. Can you imagine going to college and turning in work every week that gets graded as “It doesn’t work for me.” yet still coming back and producing week after week? Freshman year you get your legs. Sophomore year you refine your work. Junior year you start to formulate a philosophy. What’s left for Senior year? Get pissed off? Watch as people who design without a philosophy, without refinement, without any process feel accomplished? Bask in the radiation from their sense of success? No, that’s just not enough.

It’s comforting to know that even experts get bludgeoned by the hammer of mediocrity, but it doesn’t provide a philosophy or blueprint on how to live life as creativity stifled. If there is anyone out there in a creative industry that has any advice on being “fucking amazing” when only mediocrity is permitted, I’d be glad to listen.

Crickets

Posted July 18th, 2008. Filed under

Here’s something interesting:

NCAA Football 09 for the X360: 8 reviews, average 85.
NCAA Football 09 for the PS3: 5 reviews, average 85.
NCAA Football 09 for the PSP: 1 review, 65.
NCAA Football 09 for the PS2: 1 review, 70.
NCAA Football 09 for the Wii: 0 reviews.

Isn’t the Wii supposed to be the super Big Deal console nowadays? Everyone has one, right? So why absolutely no coverage from any major points-assigning site? I mean, I know sports aren’t big on the Wii unless they involve floating Mii creatures, but surely something that is likely to sell 100k copies is worthy of a review, right? I mean Big Beach Sports for the Wii has eight reviews.

I’m Drawn to It, You Know, Magnetically

Posted July 11th, 2008. Filed under , ,

The “Pax 10” list has been announced (Penny Arcade Expo’s indie games showcase) and I was glad to see Polarity representing 2D Puzzle-Platformers and Carnegie Mellon Alums. If you remember, I played it at GDC and thought it was one of the best indie games on the floor. I’m glad even more folks will be exposed to its “forces”. Rare is the student-produced game that is as polished and usable as Polarity. If you haven’t tried it, you should. The Polarity team shows how a simple idea, executed and refined can be just as compelling as a complex idea, half-explore.

Top Five Minus Two

Posted July 11th, 2008. Filed under

I’ve been very quiet lately because I’ve been going through some tough times here at work and I don’t want to post anything on design because I’m quite beat down and cynical at the moment. So something a bit lighter is MTV Multiplayer’s (best games blog on the web, IMO) list of the top 5 games of the first half of 2008.

The January-July period is usually pretty light, the lions share of sales and hence quality titles (we can debate this chicken-egg thing if you want, but I won’t do it here) but we’ve seen “blockbuster” titles all through this first half: Smash Brothers Melee, Grand Theft Auto 4, Mario Kart Wii, GTA5 Prologue, Metal Gear Solid 4, Wii Fit. It’s a pretty big year.

So when I read this article, I tried to think of what my top five were. I hated Smash Brothers Melee. While I appreciate the effort, I was fairly disappointed with GTA4. Mario Kart Wii shipped fairly broken. I refuse to pay $30 for a demo, so GT5 is right out. Metal Gear Solid 4 was impressive, but it feels like it was directed by a fourteen year old boy. I’m not done with it, so I don’t want to completely write it off just yet. I haven’t even seen a Wii Fit anywhere so I can’t comment on it, but it seems all the suckers who got real excited over it the first week now have it in a corner.

My favorite game I discovered this year is hands-down Chocolatier 2, but it actually was released in 2007, so it is disqualified from this list.

So the games I’ve really enjoyed and appreciated this year are probably: The World Ends With You, Professor Layton and the Curious Village, and Boom Blox. Then there’s a list of also-rans that don’t quite make it to that top tier but I enjoyed nonetheless: Burnout Paradise took an adventurous turn, although it got bogged down in repetition. Etrian Odyssey II takes no adventurous risks, but is such a nostalgic good time for me that I think it deserves mention. Space Invaders Extreme does the unthinkable and makes something that feels completely new out of old parts and dethrones Pac-Man Championship Edition as the best reimagined retro game out there. From watching my roommate, Battlefield: Bad Company looks excellent. And the Spore Creature Creator is addictive. Should it count as a game?

In re-reading this list( and I know a simple little list is not so provocative of a blog post, but cut me some slack), I noticed something:

Big Budget Blockbusters:
Burnout Paradise
Battlefield Bad Company
(maybe)

Smaller Titles:
Everything Else, including my Top 3.

Am I just getting elitist in my exposure or are the blockbusters getting Hollywoodized and Sterilized to the point where they are a little interesting to everyone and super-interesting to no one? Will we see an era of great innovation from little titles or will we just see bland blockbusters push all innovation out of the industry? I sure hope it is the former.

Good Enough Isn’t

Posted July 9th, 2008. Filed under

Prescient quote from Seth Godin that fits my mood today:

If you are willing to satisfy people with good enough, you can make just about everybody happy. If you delight people and create change that lasts, you’re going to offend those that hate change in all its forms. Your choice.

The Inverse Sigh Is Exhilarating

Posted July 7th, 2008. Filed under ,

Holy hand grenades am I busy today. But after seeing this image this weekend on a great new design blog via swissmiss, I had to reciprocate.

Do you know what the inverse sigh is? It’s that inward breathing noise people make when they don’t like an idea but are either too chicken-shit to say why or have no idea why they don’t like it to make a reasoned reply. Think Lundberg from Office Space. It puts the designer in a situation where they have to react but have no direction. Fantastic.

Hope you all had a great Independence Day, American readers!