The Result Isn’t The Thing

(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)

In a recent discussion with Serdar – which seems to drive no small amount of my posts apparently – we were discussing writing and results. Both of us being writers, we’ve both put out a lot of, well, product in the form of books, blog posts, zines, and so on. We’ve also encountered many people who somehow can’t get product out, endlessly not finishing things.

(Also I hate calling my writing product. I also hate calling it content. But I digress, possibly enough to have a followup blog post.)

My terminology hangups assigned,I kept thinking about how people wanted to finish product (ugh) but never got to it. Never got a book done, couldn’t get a blog post out, and so on. They would talk about finishing but never get it done. Yet product was on their mind.

This got me thinking about how the focus on product is a problem, because product isn’t writing. Product is the result of writing. It’s the result of a process.

To write you have to write. Put pen to paper, finger to keyboard, and do it.

Except you also have to plot. You have to write things down, make plans, possibly throw them all away. You have to come up with what to say be it a mystery or the narrative you tell in a business advice book on textiles.

(Trust me, any good nonfiction book has narratives, it’s how humans think).

But to get to all that plotting you also need ideas. Brainstorming. Thinking things up. Trying things out. Breaking down in frustration and eating pastries when they don’t work (apple fritter is my preference here).

Then once you do all of the above and get something written you have to get beta readers, edit, run it through legal. If you’re self-published there’s formatting, covers, setting up, marketing.

Then, only then, do you have a product (again, ugh), because of a process. The actual book, the actual blog post, or wherever, is a small part of writing and publishing. Also by the time you’re done you’re probably on to something else, possibly to avoid thinking about the book you just put out.

But the product is just what a process produces, and unless you’re into the process you won’t get out the product. Endless speculation on the final product keeps you from getting it done. I say this having written any number of things, some stunningly mediocre, but at least they were done and real. And yes, I moved on because I love the process of writing.

I think the endless enchantment of the end result deceives us. We feel it can’t be reached, we feel it must be a certain thing, or we can see it but not get there. But it misses that you just keep going keep trying, keep putting one metaphorical foot in front of the other, and write. Yes it may not be what you expected – it probably never is – but it’s done and out.

I also think this is why the fascination with AI is so powerful for some people. They imagine product dropped in their lap or made for them, ready for a bit of editing and then delivery. But the thing is that’s not the process, the real lives experience, the building of skill, the you saying something. It’s not about being a writer.

And if you want to be a writer, you embrace the process (sometimes gingerly) and write until you’re done. Or done enough. Or just disgusted so you toss it out into the world. But it’s done.

Steven Savage

Sharing Interesting Things

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

One thing I did this Christmas was to gift some people various games that deserved their attention as they were:

  • Indie games that were original or interesting.
  • Early access games that deserved support – and were usually Indie games as well.
  • Games that broke the mold or redid things in smart ways.

The reasons for this may seem obvious, but to be obvious:

  • I want to support Indie games so that the games industry continues to innovate. There’s fantastic stuff out there.
  • I want to support Early Access so games can evolve with proper feedback. I know what good feedback can do.
  • It’s fun to blow people’s minds, so they think outside of the box and experience new things.

I want to strongly encourage this behavior because there’s enough sameness out there, enough watered-down media. If you’ve got something good, share it – and a gift is a great way to share it. Hey, if nothing else, people feel obligated to try it.

Besides the obvious benefits of sharing and so on, remember this includes giving people cold, hard cash. That dev probably needs every cent spent, and you can pay a few extra cents to help out.

Steven Savage

Jojo’s Bizarre Aesthetic

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

Aesthetic, that artistic and thematic sense of creative work, is vital to things like writing, art, and video games. Sadly we forget this fact as we’re deep into code or plot outlines or arguments about Pantone. To help bring us home to this importance, I’d like to talk about musical jokes and psychic powers.

Specifically, I want to discuss Jojo’s Bizzare Adventure, often referred to as “JJBA.” JJBA is a continuing manga and anime series that helped me understand the importance of aesthetics. If you’re familiar with Jojo, you’re nodding, if not, read on.

Summing up JJBA is difficult, but it starts with fighting vampires, then becomes a generation adventure with psychic powers. Most characters are musical references, the art looks like Tom of Finland saw Cirque Du Solei, and elaborate outfits abound. It is in every way “its own thing.”

To say it has continuity or worldbuilding would be off – the author clearly and joyfully incorporates whatever works. What it has, however, is a theme, a feel – an aesthetic. The series in all its forms is about theme and feeling first.

When I saw a discussion about the aesthetics-first approach of JJBA, it got me thinking of other places aesthetics were important.

Games require aesthetics. Two of the foundational “Forged in the Dark” RPGs, “Blades in the Dark” and “Scum and Villainy,” contain information on “example media” to understand the settings. My friend Ewen, an indie game developer, also focuses heavily on aesthetics and outright gives thematic ideas in some of his works like a D&D parody and High School weirdness. Getting the feel of a game is necessary to play it – and make it.

After looking at the idea that JJBA is “aesthetic first,” after thinking over these games, I realized any creative work needs an aesthetic. Including yours.

After this realization, I asked myself what my aesthetic is for my current fictional work, A School of Many Futures. Set in a world where a fantasy planet evolved into the space age, it’s a place of technology, sorcery, and internet-using gods. Thinking of it aesthetically helped me understand it better and made my writing better. When you know what something should “feel” like, you can create it easier.

For instance, I realized that the setting was one where the normal contained the weird (in a world of magic anti-counterfeiting is challenging), and the strange contained the normal (gods send email). Just this small realization helped the world come to life further in my latest edits.

So I want to challenge you to find the aesthetic of your current works – fiction or not. Here are a few ideas I’ve gotten from various sources:

  • Are there any books, comics, or films that have a similar aesthetic?
  • What music fits your setting? Can you assemble a playlist?
  • Are there any significant artistic rules? In JJBA, most characters dress strangely, and in my setting colorful robes are commonplace.
  • Are there any emotional or intellectual elements that are prominent?
  • List five outstanding aesthetic rules of your current work to see if you can quantify the “feel” of what you’re doing.
  • If your work was adapted into other formats, what would not change, and what would be essential to avoid changing?

So I challenge you to find your aesthetic. Go on, explore it, write it down, share it. It’s a new way to look at your work. It certainly helped me with my own, helping me find a kind of intellectual-emotional guide.

Besides, who knows, finding your aesthetic might inspire you to further greatness. After all, if I told you a major international comic and anime sensation was about musical jokes and buff guys fighting with psychic doubles, would you believe me?

Steven Savage