Tired Of Thinking About Money

(This column is posted at www.StevenSavage.com, Steve’s Tumblr, and Pillowfort.  Find out more at my newsletter, and all my social media at my linktr.ee)

I love a challenge.  That fuels my personal budgeting, retirement planning, and part of my writing career.  Money is a pain to deal with, but when you gamify it, it becomes fun.  Finances can be like a game, and I savor the challenge of getting it right.

As of late, I became aware of how much I thought about money.  It was more than I was comfortable with.

Could I jump on a trend and write this book?  Could I monetize this idea?  Could this book be more profitable if it was a second edition?  When you have a monetizable hobby like mine – writing – it’s easy to fall into the “money mindset” all the time (and it’s easy anyway).

When I decided to take time to have “space” for creative work, experimentation not planned works, I found monetization sneaking into my calculations.  Could I do X not Y with this fun project and make money.

My reaction to this realization was “what the hell is wrong with me?”  Why was I seeing so much in term of money – and not even in the fun way of gamifying it.

The truth is our society emphasizes monetizing everything.  Hobbies are side hustles, a job is an endless treadmill of promotions, you can sell your memorabilia, etc.  Companies want you to use their service to turn your grindset mindset into their profit – use their services, their marketing, etc.  We’re drowning in the idea that everything has to be for the money.

Worse, for the money is an excuse for bad behavior.  If it’s for the money it’s treated as OK, no matter how awful a person you are – which is probably why many a Forbes “30 over 30” young entrepreneur ends up in court.  Money excuses all ills and all ill behavior.

Thanks to this realization,  I’ve been reclaiming my vision and joy of creativity without the view of monetizing everything.  There’s space in my plans to just mess around.  I feel more free, more creative, and more connected to people.  When you remove finance from every interaction, you discover real human interactions.

I recommend my fellow creatives take a step back as well.  Are you unconsciously monetizing everything?  Maybe it’s time you stop – before you stop being a creative and just become a profit optimizing machine.  Or, worse, end up on the Forbes 30 under 30 and then in the news.

(And if you’re over 30, don’t waste the time or wisdom you have monetizing everything.)

Steven Savage

Coming To Our Separate Senses

(This column is posted at www.StevenSavage.com, Steve’s Tumblr, and Pillowfort.  Find out more at my newsletter, and all my social media at my linktr.ee)

You may remember my earlier post on “granularity” as a measure of quality of story.  My take was that good work has a level of detail, much as a visual work does.  Some works of broad tropes may be big, colorful detail (like an 8 bit game), others may have fine, subtle detail (like a realistic painting).  I felt the visual metaphor was useful.

In a discussion with my friend Serdar, he brought up how he had a similar term for good works – pungent.  That work that has a power to it that brings a reaction just the way a strong smell does.  Pleasant or unpleasant, it has a certain something that draws you in, a depth.

I went with sight as a metaphor.  He went with smell a metaphor.  I suggested we should find other metaphors using the remaining senses, but by the time the joke was made I took it seriously.  Why not experiment with metaphors to understand creativity?  My creative friends and I are always trying to find metaphors to understand what makes creative work good.

Writers, artist, cosplayers, etc. want to know what’s good, but creativity is not so easily classified.  But exchanging metaphors and comparisons like this?  That’s valuable, small signs and milestones to help us get where we’re going.

(OK now I’m using a map metaphor.  See what I mean?)

By taking a moment to think about good works as pungent (as opposed to my granular), I gain a new way to appreciate good works and improve my own.  Is this story I’m considering more soy sauce or fermented pepper paste?  Should a blog post be like a delightful smell that lures you in, or the punch-in-the-nose scent that gets your attention?  For that matter, could I be writing something so bland there’s no “scent” at all?

I invite you to exchange metaphors and brainstorm them with your creative friends.  See what kind of visceral relations and comparisons you can come up with.  Your differences will probably lead you to some informative places . . .
They may even lead to metaphors that are pungent.  Or granular.  Or use some other sense . . .

Steven Savage

The Granularity of Good Stories

(This column is posted at www.StevenSavage.com, Steve’s Tumblr, and Pillowfort.  Find out more at my newsletter, and all my social media at my linktr.ee)

Why can some stories with broad strokes – tropes really – satisfy us while others disappoint?  This subject came up in a writers’ group when we discussed tropes, and someone noticed simple stories of good versus evil could still satisfy as much as complex ones.  I responded that simple stories can still have depth as surely as a more nuanced work, because both had granularity.

However I wasn’t sure why I was saying that.  I could visualize what I meant, so to put it into words, I wrote this.

When we think granularity, we think of the level of detail in a report, a game’s graphics, or just a description’s detail.  Some things are “big and chunky” (8-bit game graphics), and others are “fine-grained” (research data catching differences among subjects).  Good stories, worldbuilding, and characters also have granularity – but the kind varies.

Look at what is often considered a “good” book or movie.  There’s depth to the characters and setting.  There’s subtle detail about motivations, political history presented subtly that still gives you a century’s events and Checkov’s guns that were more of an armory.  There are levels of fine detail there, like a painting of many colors and delicate brush strokes.

In short, “good” works are often ones with granularity, those details and extras that make it real in our minds.

But what of those simpler works we enjoy, one that may be very simple, trope-filled, or both?  Sure some are real simple, but aren’t many books and movies “good” without all the fine detail of other works?  In fact, I’d say yes – because a “good” work that’s simple or trope-filled can have granularity of a different kind.

The “good” broad, trope-filled book or show has granularity as well, just not at the level of more complex works.  Think of the difference between 8-bit graphics and modern cinematic videogames.  The first presents a world realized in big, colored, obvious dots.  The second is a subtle palette of colors and detail.  Both can delight, but they deliver a different experience.

The “good” book of broad strokes?  That’s the 8-bit game.  There are differences, there are details; they’re just big, obvious, and not always subtle.  But there is some level of granularity and detail, it’s just not the same or the same amount as other works.  It’s “chunky.”

A standard “charming rogue” character can be boring; we’ve seen that all before.  Let’s give them one trope of a soft spot – they never abandon their friends.  Next, throw in a flaw like overconfidence, another trope.  But that’s enough to tell an interesting tale about a person who’s dashing but not always responsible, never abandons people but overestimates their ability to do so.  Three tropes together give you enough depth to enjoy and feel something.

You need enough granularity to bring the characters and story to life.  Be it a “good” book of the incredible detail or a “good” show that is filled with tropes with enough big chunks of detail to give it meaning, you can enjoy yourself and the experience.

And you, my dear writer, just need to find what granularity does what you and your audience want.

Steven Savage