It’s Not the Genre, It’s The Originality

(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 encountered this delightful quote from the author of cookie clicker, aka Ortiel42:

As a fan of indie games, I felt this tweet.  AAA games of guns and guys run together in my head, few of them distinct or interesting.  Much like the all-too-similar AAA action RPGS, they just seem, well, all alike.

But here’s the thing – I enjoy a good shoot-em-up.  I’ve backed Early Access games like the lovely throwback Prodeus.  I downloaded the wonderfully overdone pixelated FPS Project Warlock after seeing a review.  So I’m not biased against games with guns at all.

So why did this quote resonate with me?  I think because the FPS games I like are indie, with that punkish indie feel I treasure.  I don’t have a problem with “gun games” I have a problem when the games seem all alike, like many AAA titles.

It’s not the genre, it’s the sameness.  That’s why that single Tweet resonated with me so hard.

AAA titles can get away with the sameness.  It’s well-produced sameness, well-marketed, with a lot of cultural cachet.  People are going to buy them because everyone knows them and they know what they’re getting, even when bad. It’s much as Serdar notes – in a time of choice you go with what’s known.

AAA titles are also trapped.  Knowing they have to go broad, knowing they have to appeal to everyone, they “sand the rough edges off.”  They’re not chance-takers in many cases, and even the chance-takers risk becoming Yet Another Repeating Franchise.  Sometimes you have to play it safe.

Any game – or media – genre can be made interesting.  My game library has many a fantasy RPG and I delighted in the fantasy-isekai take of the anime The Faraway Paladin.  But these games and media are things that had an edge, a break, something unique.  Just like the razor-raw edges of punk caught the souls of people, I want something to catch me and you can’t do that with blandness.

Even when it’s a genre I actually like.

Still I agree with the original tweet that I want to see games try a lot more things.  Perhaps a skunkworks as opposed to giant years-to-deliver titles may serve companies well.  That may also serve me well in another column . . .

Steven Savage

Empty Content

(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 hear about “Content” constantly, and I’ve grown tired of it.  People need Content for their YouTube channel, to keep an audience, fill books, etc.  I finally realized why it gets up my nose – because the focus on Content doesn’t consider meaning.

Too often, when people talk about Content, it’s about needing to have it for some reason.  The channel has to have Content for the algorithm!  The blog needs Content to keep people’s attention.  The Podcast needs Content because you’re on a schedule and people expect it.  The existence of Content matters more than what the Content is.

When we speak of Content, we mean writing, discussions, videos, etc.  We’re talking about something that is meaningful or should be.  It may be a good chuckle or a life-changing revelation, but Content is about something supposedly that has value in itself.

The demand for Content makes our creations secondary to mathematical formulae and marketing calculations.  Content is just something we use to fill a space, the packing peanuts of the soul.  The meaning of that Content is secondary to just having something to pour into a container.

That’s what irritated me about the constant chats about Content – the value, the importance of the creative work wasn’t relevant.  You could boost the YouTube algorithm with a picture of you shirtless and silently reading Terry Pratchett or a detailed guide to creating resumes, and the result might be the same.  The idea of Content these days flattens the value and meaning of creation itself.

This situation makes it harder to become better at what you do.  When your critical goal is creating Content, then shoveling works out the door takes priority over making better works.  It’s all attention or meeting a wordcount, or whatever first, the work is secondary.

There’s a soullessness to it all and I can now put words to it.

For me, I think I’m going to think over what I make and why a little more.  I can see where I’ve fallen into the Content trap and where I’ve sought depth.  I also see where I may get distracted by “shiny Content” and not ask if it’s something I care about.

But for now, when I cringe at yet another discussion of Content I’ll know why.

Steven Savage

The Transformation Conundrum

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Not a week goes by where there’s not some question of why a big company/author/etc. doesn’t do something innovative and transformative.  Usually, it’s Disney, at least as of late, but I’ve been seeing this question for years.

Why doesn’t this big company/important person who could genuinely engineer culture do so for good?

Sure we’ve seen some good, along with a lot of evil from media companies.  But they’re in a prime position to change the world for the better, and they don’t!  That’s because sometimes being big and powerful is the very thing that keeps you from changing.

Giant organizations depend on many, many things – cash flow, supply chains, media deals, etc.  Just keeping something like that running takes a lot of effort, but it also means that such organizations are risk-averse.  When your entire giant communications colossus is a huge juggling act, the first thing to do is not drop any balls.

Changing the world means not just risking dropping the balls but throwing them.

Large organizations are also distributed.  They’ve got multiple physical footprints, studios, deals, and clients.  Distribution of resources is often a key to security and stability but may also make you vulnerable due to various dependencies.  It’s hard to change the world when your world is so complex.

Stability can be stagnation.

Finally, imagine if a big media company decided to change the world and engineer a better culture – they’d probably have to work at their own destruction.  Large, monolithic organizations with a lot of power controlling culture aren’t good for long-term social and cultural health.  If they truly innovated and improved culture, the stockholders, board members, etc. might not go for the results.

Honestly, except for one or two Big Media Companies, we may be doing better than we could be due to constant activism, pushing, and some well-meaning people.

If you wonder what kind of media company landscape I’d want to see, I’d probably say “distributed network.”  Many media organizations (sometimes cooperating) and multiple distribution systems (sometimes cooperating) to allow for innovation and opportunity.  Such “best-sized” organizations could survive and prosper, but neither could seize control of too much, and the loss of one will see it replaced in time.

Perhaps someday. Until then, don’t let up on them.

Steven Savage