Can’t Get No Validation

(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)

Now and then I encounter or hear of a writer and their works where the person seems desperate for agreement with their worldview.  They don’t want to share an experience, you must agree, or you must be some kind of heretic.  It can be bloody nihilism of some bad horror film or airy utopia bull, but the person wants, craves that agreement.

There’s something peculiarly weird and needy about these kinds of authors and auteurs.  Much like religious evangelists, it seems they need others to feel the same as they do to know they’re real.  It’s like they’d die like Tinkerbell if not clapped for enough, they’re that empty.

I think this is why you find so many failed artists among politicians and even religious leaders, both of whom love big productions and producing media, even if ghostwritten.  Denied the ability to be famous from books or films or comedy, they seek other ways to inflict themselves on the world.  They may have changed fields, but they’re still telling tales and wanting someone to clap.

The thing about these people who need validation is how un-independent they seem to me – be they artists or politicians.  Craving validation so much, they adapt to the market and ride trends and say what works, even when it’s not them.  The author famous for ten pandering books that are famous is no different than the politician who jumps on every trend for votes and makes destructive policies.

So often a quest for validation means there’s no one left to validate – all the person has become is a series of marketing calculations and a bank balance wrapped in human skin.  The thing is the artist may write on war to get attention, the politician may start one. I’ve often said people should get experience in at least one art, so they can communicate and be aware when people are trying to manipulate them.  Perhaps I should also add that becoming familiar with the pathology of art – and art-related professions like politics and religion.

Steven Savage

The Love Of The Game Doesn’t Always End Well

(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)

Doing your best can be the worst thing you can do for the world.

I was pondering how I market my books – and I have a hatred of marketing.  The soulless statistics, the cold calculations, the degradation of inspired writing into pandering prose.  There’s something about marketing that is meaningless, just moving units to consumers without any purpose but money.

I also love marketing.  The thrill of working the calculations out!  The joy of optimizing to get it just right!  Picking the perfect keywords!  There’s a thrill of the game to get it right – not even to win but to do it the best you can!

That experience jarred loose some other theories, and I want to discuss the fact that a lot of evil in the world can come from people who just enjoy playing the game.  Oh they may do evil as well, they should be aware of the repercussions of what they do, but sometimes they’re just playing their game because its fun.

Think of all the people optimizing social media for hits and engagement and creating chaos.  Yes there are people seeking profits and covering their backsides, but I’m sure many a person is just enjoying optimizing.  The thrill of doing something right can miss that it’s also very wrong.

My fellow writers and I often complain about pandering authors, but aren’t some formulaic authors just into getting the formula right?  Pandering and making money is a challenge, a challenge that must appeal to many.  So sure, they may churn out books many would decry, but how many are also just enjoy working out the best way to pander?

As this thought ping-ponged around my head before it emerged in this post, I realized how much of my behavior is the joy of getting it right.  My job is Project and Program Management and Process Improvement, and it’s just goddamn fun to figure how to make stuff work.  Recoding Seventh Sanctum, frustrating (and oft interrupted the last year) was still amazing to figure how to get it all right.  My Way With Worlds series has a formula to it that I had fun figuring out so I can deliver what my audience wants.

I’m a person who enjoys the game, but I’m just less evil and more inclined to moral insight than some people (thanks to a long interest in theology and psychology).

So I’m not up for saying people who “play their game” have to be forgiven for the wrongs they do.  There are many dangerous things in this world we need to stop or regulate for our survival, and motivations don’t change that.  But it may help us prevent evil by understanding how innocent drives can lead to great dangers.

It may also let us notice before we do something wrong.  Because I’m sure there’s a game we all love playing, and that love might keep us from noticing the repercussions of our choices . . .

Doing things right can go very wrong.

Steven Savage

Dogs In Space Season 2: A Risk That Paid Off

(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)

Previously, I reviewed Dogs In Space (the Netflix show, again, not the movie on punk).  I was surprised at how good this Sci-Fi parody was, enjoying the family-friendly adventures of uplifted dogs trying to “fetch” a new home for humanity.  Though it had erratic moments, it was well-done, built a continuity, and had some gut-punch moments exploring its premise.  When I saw that Season Two had dropped, I watched it immediately, finishing it in two evenings.

The choices made surprised me -pleasantly so – and are not only good but show the importance of choices writers made.  Sometimes there’s funny, but then there’s funny with meaning.

Season One was a mix of shenanigans parodying Sci-Fi tropes, and continuing plot, ending in the cast of genetically-engineered dogs going through some personal changes.  How would the show deal with so many repercussions in Season Two?  For the writers, the answer was lean the into repercussions full force.

Season Two was almost all about the results of characters’ actions in Season One (and Season Two) having effects, often serious ones.  There was no happy reversal of fortune to establish a norm, no reset button to deliver more of the same.  In fact, parts of Season Two and its entire climax made no sense without having seen Season One.

It was still funny, at times very funny, but it was humor in the context of a developed setting where actions have consequences.  Much of the humor, indeed the theme of the season, was repercussions.

Season Two also explored backstory of the characters and how their personality quirks mean real trouble.  Some of this built the world, some seemed to tie up “spent” plots, and others explored unsavory repercussions of character traits that would otherwise be one-note jokes.  It was as if the authors were saying “that thing you laughed at in Season One is funny in a darker way if you think about it . . .”

Pleasingly, this wasn’t just characters being in a setting pinball machine.  Characters are explored, make choices, and deal with results.  Side characters weren’t forgotten and get to reappear for critical moments – and they just came in and dig their thing with no big “hey, it’s them” fanfare.  The elements of the show’s world mattered.

(I was thrilled one of my favorite side-side characters, the friendly but butt-kicking Saint Bernard Duchess got a moment.  If you want to see a humanoid dog go sword-swinging anime heroine, this is your show.)

I found this continuity-focus a very bold writing choice, and it tells us something about parody.  A good parody (which Dogs in Space is) can keep leaning on its jokes and get a lot of mileage out of that.  But meaningfully embracing the continuity you’ve built and being funny is the real challenge, and Dogs in Space pulled it off, making the show meaningful (while still keeping some dog jokes, of course).

There was still some uneven plotting as Season One had, but this time it seemed to be due to the challenge of having a continuing plot.  A few early episodes just aren’t that interesting, and the final story arc ties heavily into Season One, but it didn’t get foreshadowed well.  I’m sure there were a lot of plates to spin, while keeping the show both funny, serious, and family-friendly.

The emotional bite was also different.  Season One’s gut punches really came more and more near the end of the season, but Season Two spreads them out.  Though the end was quite dramatic, I was never quite sure when an emotional swing would come at me – which made the experience more enjoyable!  All the winding character arcs, backstory, and more were surprising, making the serious elements matter even more.

Dogs in Space Season Two showed courageous writers embracing continuity heavily, understanding it was a strength of what they’d created.  It’s a reminder that even when you’re doing funny, doing funny in a good setting with repercussions gives the audience a deeper experience.  Humor that matters is humor that hits harder and makes the darker jokes more thought-provoking.

Plus, kudos to Season Two’s cliffhanger ending.  It not only expands the universe, but promises even more complicators for our heroic canines . . .

Steven Savage