A chair is a pretty important tool we have, and having a good chair, I think, is worth a lot when you spend most of your working day with your butt planted in one. I used to think that $800 for an Aeron was an astronomical sum of money, and let’s be honest, it is, but it’s *worth it*. I’m strongly considering bringing my Aeron to work, simply because the chairs at work are so bad that I think it’s making my lower back hurt. Mind you, the chairs at work are *particularly* bad. Just cheap, uncomfortable pieces of crap.
If I were to ever outfit an employee at a company:
* Aeron, or similarly adjustable and comfortable chair
* Adjustable height desk
* Keyboard of the employee’s choice
* Wireless mouse of the employee’s choice
* Two identical, 17″+ LCD monitors
* Noise cancelling headphones
That’s sort of the “bare minimum” from my perspective, in terms of giving someone the tools that allow them to work comfortably for eight hours in a cubicle environment.
At my current job, I have the keyboard and mouse, and that’s because I was pretty aggressive about asking for a very specific keyboard, and mouse, because the flat keyboards aggravate my left wrist, which got mangled in a bike accident in high school.
Ah, well. Work’s getting better. This particular project is actually turning out decently – at least relative to my expectations. Made an interesting discovery today that I think actually makes it *feel* much, much better. I changed up some of the art with my mad mouse-drawing skillz, and it such a beneficial and entertaining change that a coworker of mine and I were playing multiplayer, and laughing, and actually having a pretty good time. So, that was pretty satisfying. There are other peripheral bits of work that I’m getting to do that are both fun, and really educational.
There are a couple potential future avenues that could actually be *really* interesting, and if they were to take off, could actually make this a really fun, satisfying job. So, things are turning up, I think. Outlook is definitely positive, at least.
I’d like to do some creative writing. The little blurb I wrote last night about the drowning man was an interesting exercise. I can see an image, or a sequence of images quite clearly, but don’t yet have the skill to translate that into anything really more than a utilitarian description of things. Sometimes, a good turn of phrase comes around, and I thought a couple moments in last year’s NaNoWriMo project turned out pretty well. It was satisfying and fun enough that it’s definitely worth devoting some time to, since I enjoy it, and it costs me nothing.
Mind you, I’m not even going to come close to approaching Kerowack’s quality, but hey, it’s just a hobby, so whatever. (for anyone who hasn’t read Salmon Apples, bug that guy about getting a copy. It’s extraordinary.)
I think one of my hangups, both in writing, and in game design, is I’m just a bit too slavishly dedicated to plausibility and realism. I have a very hard time putting myself in a mindset where I can think of the “fantastic,” that is unfettered from reality. Earlier in the year, one of my friends came up with the crux for the last game I worked on, and it was this little simple “twist” on reality – an abstraction that made all the weirdly ridiculous things about the game that I couldn’t wrap my head around suddenly make perfect sense. And it was almost like a mental block – I’d never have come up with something like that – it’s just not part of the way I think.
And it’s not that that’s explicitly a bad thing, it’s just that other people have different strengths, I think. But I get a lot of pleasure out of things that are just slightly fantastic, or *un*real, that it seems weird to me that I have to have things make sense, even when they absolutely don’t have to.
Probably also part of the reason I was terrible at improvisational jazz. I think these days, I can impart emotion into say, playing the saxophone or the clarinet, or with simple things on the piano – I’m familiar just enough to know how to create a tone that conveys a sense of something. Which is something I’m really, really grateful to my parents for basically beating into me against my will. But for some reason, though I can improvise, I can’t make the *music* itself “say” what I want to. It’s only the tone of the individual notes I can bend to my will. I always find the actual music – the structure of the notes – somewhat banal, and tired. Formulaic, I think.
Which is weird in a different sense, because when I’m talking about game concepts or designs, I think my strength is that I’m *not* formulaic.
But maybe not?
One thing that’s interesting is that I’ve been writing “pitch” documents. Basically two to five page summaries of concepts that get “pitched” to publishers, in order to get new contracts for games. Nothing I’ve written has been picked up, but I’ve only written two and a half so far (the latest one’s only about halfway done). But the other thing that I’ve found is that I’m very much taking bits and pieces of other games, and putting them together in novel ways, while adding new little ideas here and there. I think the end result, for the things I’ve pitched, are pretty novel, but if you break it down, you can summarize the ideas by piecing together a number of different games, and then filling in the holes with “new.”
And it weirds me out a little that I don’t think I’ve had a concept that I *couldn’t* describe by referencing other games. And while that’s in part because I’ve got a ridiculously huge-assed library of past game knowledge to draw from, the other part is that perhaps it’s because I’m thinking about creating something new in the mold of something old.
But in some sense, is that a bad thing? Not to compare myself to them at all, but basically, Charlie Chaplin & Orson Welles took things that had come before, and amplified them, added to them, and made them better than they were – bent existing tools to new purpose. And to some extent, the result was something completely new and revolutionary.
Hrm.
I dunno. But my thought basically is, is there a concept for a game that I can come up with that I *cannot* describe in terms of other games? Can I think of an established game, even, that I can’t describe in terms of other games? Is it the language I’m using to describe the idea that requires reference to older thigns, or is it that the idea itself is essentially just a mishmash of older ideas? And at what point is that a new idea?