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

Going Big To Go Small

(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)

Sometimes minimalism requires excess.

I took an interest in “minimalist games” the last few months.  It started with “Vampire Survivors” a simple Castlevaninia inspired game that turned complex adventures into “automatically killing hordes of monsters.”  Soon I discovered games like Gunlocked, 20  Minutes to Die, and more.  All of these games too classic ones and stripped them to basics.

I found that these games refreshed me, taking oft overcomplex games and getting to their essence.  There’s a time I want to wander through a Vampiric castle, but also sometimes I just want to blow up monsters and go home.  Being able to get to one of the core elements of a game was enjoyable and sometimes what I wanted.

“Where were these games earlier,” I wondered.  Then it struck me that we needed excess in games – or any media – to know what the minimal is.  These games were no different that some light novels, down-to-basics movies, and effective minimalist music.

Excess is the key to minimalism.

“Going big” in a game or media means that you’re going to try many different things.  Many may not be needed, not work, or not be the best choices.  But by trying many different things, you have a chance to find what matters – then you can strip away all the excess.

Excess also gives one a chance to find the core of a work.  The true spirit of a work may not be apparent until you’ve played with a concept through a few iterations.  Though the “core” of a game or music may be there, it’s not easy to see – you need to mess with it and add things to find what points you to the heart of a work.

If you’re aiming for the minimal, you may need to look to or create excess.

Maybe you need to learn not from the streamlined but from the overdone, the broad, the excessive to see what lies at the heart.  Perhaps you even need to go overboard and elaborate in one of your creations, to see what points back to the heart of what to do.  Excess is not just fun, it might be what let’s you do less.

Perhaps there’s a larger dialogue here between more and less.  I’m sure I’ll explore it – to excess or to the minimal, depending on my mood.

Steven Savage