Wondering What Won’t Be Here

As of late, I’ve started wondering what technologies we’re used to are just going to go away. That’s also a great way to close out the end of the year.

Of course technologies always fall by the wayside. Some don’t work, some get replaced, some get improved, some aren’t practical. There’s a lot created in human history that’s not in widespread use in Western society. Technologies going away is normal (as is reviving them, but that’s another story).

I wonder as of late how many technologies we’ve created are a mix of unsustainable and actually just useless. How many will just go away or could because there’s no reason to keep them or we can’t.

Mostly I’m thinking about “computer stuff,” because that’s what I’ve worked on almost all of my career. I just feel like the last decade or so things have gotten faintly ridiculous.

  • Embedding computers and wireless into everything. I’m missing simple electro-mechanical solutions, cable connections, and of course I wonder about security issues. Plus how sustainable is “microchips everywhere.”
  • So-called “AI” which is really just large language models and or algorithms. There’s a ton of hype around it, while it consumes resources and creates all sorts of legal and information issues. AI hype also eclipses really good tools for things like image analysis and searching that aren’t as sensational.
  • The ads in everything. Yes, we can put ads in everything, but it feels like it’s gotten overdone. Also how much web technology has grown around serving damn ads.
  • Social media. I think we’ve started to see people rethinking how it’s used – let alone the social, security, and technical issues. Also it seems everyone keeps trying to undermine everyone else. Oh, and ads.
  • Streaming. Maybe I’m old but I’m starting to miss cable.
  • Graphic cards. Do I need the latest particle effects when some games run on the CPU? Also, this stuff is getting used for crypto.

And so on.

I’ve been wondering if what we see in technology is basically a lot of people made money, so they can “make” things succeed by investing their word and considerable money into it. Others already had a lot of money so they can try to “make” a market. Combined together I wonder how much of our technological world is just propped up by money, hype, and newness.

And I wonder how much of that is going to be around because what’s the value proposition. Streaming is nice and all, but it’s hard to keep track of everything and it gets pricey. Computer everything doesn’t seem sustainable between costs and the fact it seems we’re well on the way to see refrigerators infected with malware. How much of the technology out there is needed versus just hyped, and we race to get ahead? How oversaturated are markets?

Also can any of this survive our various crises in the world? I mean stuff is kinda shaky right now.

I don’t know. But I have the gut feeling that there’s changes coming as some things can’t be sustained or that no one wants them, needs them, or can pay for them.

Steven Savage

Pushing Isn’t Pushing

We’re all familiar with pushing ourselves. Upping caffeine, lowering sleep, focusing intently, and sometimes actually getting something done before we burn out and pretend it was worth it. Creatives also push themselves, but I think we’re facing double trouble when we do – because there’s pushing yourself and pushing yourself creatively.

Pushing ourselves alone is a gamble – as I sarcastically noted above. You can try to go above and beyond in effort and hours, but also risk burning yourself out for nothing. Many a creative has a sketch or rough draft that makes them wonder “what the hell was I thinking” during their last caffeine-and-dubstep binge.

(I just assume dubstep keeps you going. Look, I’m in a retro jazz/exotica phase right now.)

But pushing oneself creatively and just pushing oneself in general is not the same thing and I think many a creative confuses the two. To push oneself creatively is to try new things, imagine different, try a new style. It’s to go to the edge of what we can do and dare to step over into unknown territory. It’s not the same as just plain long-haul overtime.

In fact, I’d say treating pushing yourself creatively as some punishing march produces too little payoff for the damage and gets it wrong.

Pushing oneself creatively is a case of openness, of wandering, of experimentation. You have to do things more, different, and in other directions. Yes you may have to push yourself effort-wise, but it’s to push past boundaries and blockages and habits, not just sheer head-against-wall effort. Treating it as some kind of struggle like a marathon studying session puts you in the wrong mindset and focusing in the wrong thing.

Pushing yourself creatively always has an element of unsurety, of play, of going in circles for the sake of seeing what happens after a few rotations. Turning it into a grind, of “I have to ram through this,” or “I have to try these six different things no matter what” really just means you stop focusing on creativity and focus on metrics or just plain making sure you suffer appropriately. It’s not going to make you more creative, it’s going to make you more miserable.

There’s a time in place for a creative to push themselves in sheer effort. Sometimes it can help creativity, with some boundaries, like seeing how fast you can write, or trying a scene differently, or, hell, ALL of NaNoWriMo. But you need to have the space to push your creativity by being creative and that doesn’t always lend itself to the grindset mindset.

In closing, let me recall a friend who went through some tough times. They focused on their creative projects, which did take effort, but they kept that state of play. They not only improved on their own projects, it also got them through said tough times. It was a push, but a push that was fun and actually sustained them.

Next time you’re on the creative grind, ask just what you’re trying to do. You might do more with less pushing. In fact, you might find it’s time to get more done by playing.

Steven Savage

Experience And Exploration

As often is the case, Serdar and I were discussing media and creativity, centered around exploring media properties. I was discussing how I enjoyed “Lower Decks” and how it explored elements of the Star Trek universe that needed it. He noted missed opportunities. This got me thinking (which obviously, as usual, turns into something like blog posts).

I began thinking about “universe” projects, projects that involved a deep exploration of the setting and often via multiple books, movies, etc. When you have a big setting to play in, there’s a lot one can do. What one choses to do on the other hand can vary.

First, the universe one creates can be explored. You can understand the repercussions of the world(s), track cause and effect, dive into possibilities and results, and so on. A setting can be a huge playground that lets you do all sorts of things – often to your own surprise. It’s a place to ask “what if” and see where you go.

Secondly, a universe can deliver experiences. Settings with a given flavor allow you to have certain feelings, scenes, and so on that are desirable to you and the audience. Settings have certain emotional, cultural, and psychological resonances that some will want to experience. They can deliver the “hits” people want.

In any media franchise, big-universe project, single-setting series, creators can deliver both. Now I am biased towards exploration but the experience is important because sometimes that “feel” is what helps you get the exploration.

However I think we see that big, corporate-owned franchises tend towards the experience part of the equation. The big universes create certain feelings and people want that. Companies want to make money, so they deliver said experiences If you explore too much, you risk changing things and not delivering the experiences people want.

We’ve probably all seen cases of series, series endings, books, etc. that explored a bit too much for people’s expectations because they were used to things hitting certain emotional resonances. I could point to recent examples, but it would A) date this column, and B) probably make some people I know mad at me.

But you set some expectations, don’t allow too much change, and that happens.

On the other hand, we’ve also assuredly seen cases of big, moribund media franchises getting a chance to explore and going hog wild. I’ve sung the praises of Star Trek: Lower Decks because it “went there” on so many occasions I really felt things – and it somehow delivered the Trek experiences I’d come to expect. I feel the positivity towards The Mandalorian was well deserved – especially as it’s thematics of a slow-moving character drama seemed at odds with much of Star Wars media.

I mean I didn’t care about Star Trek and still don’t care about Star Wars anymore and I’m praising these works.

The Exploration and Experience labels give me a better way to understand media and creation. I consider Exploration to be valuable – it’s what I’m inclined to do and if part of the value of fiction. I consider a focus on Experience I can be a trap – but also that you need a certain “feel” to communicate the Exploration part I love. I’m not saying they’re equal or opposites, but useful tools.

Now I wonder how I’ll see various media differently.

Steven Savage