The thing nobody tells you about creative work (except for all the people you ignore)
http://zenpencils.com/comic/90-ira-glass-advice-for-beginners
(please do click on the link for the original site, there's more good stuff there)
(please do click on the link for the original site, there's more good stuff there)
Comments
criticism from anyone should sharpen the creator's work - not wear down the creator! :)
"When people stop telling you what you're doing wrong, it means they've given up on you."
BTW: Randy Pausch is someone who I followed quite a bit when I first started messing with VR, before my first job.
Really what I want is to be aware of what other people like. Taste is all about associations with experiences anyway. If I can figure out what certain other people associate with goodness, and can figure out how to act on that then I'm happy.
(I know I have kind of unconventional ideas of taste, I'm not asking anyone to think like me, taking myself out of the taste-equation and finding pleasure in pleasing others might seem an odd stance)
I'd argue that standards and what other people like in general aren't very important to the process of discovering and developing creative expression in an individual. They're often applied far too discouragingly to any efforts, meaning that improvement is never even admitted to, because universal scales of judgement don't take into account where someone started from.
I do agree that developing your sense of taste is incredibly important, so that you're aware of what other people like and why, but in a way that's a fascination with the fascinations of others, so that's meta-taste. Which I think is what the original comic was getting at... Because no matter what we might say about studying what people like or don't like, we still personally judge and dismiss a lot of the things that evidence says hordes of people like: Justin Bieber, Kurt Darren, Crocs?
Taste implies that personal, unjustifiable connection to something that we feel so strongly.
But clearly we're all not in a vacuum, and building games/art/things for ourselves can only have that much appeal (and I'm not even talking about just money matters). We are social beings after all. So standards mean something to us - standards as in quality, shared taste (if tastes are shared, that's a standard), expectations, all play a role.
So while either of those things (internal - taste, external - standards) won't get you anywhere, it's the venn diagrammatic intersection where we'll really find self-actualisation, not either of those extremes :)
I dislike extremism :P
I don't really care to argue semantics that much. The entire concept of "taste" is meaningless unless other people are involved. You can't have "good taste" if nobody else judges your tastes, right?
The goal was to say to people: Don't give up, keep trying!
The point is to start with yourself, keep trying and never take criticism negatively - every crit is a step towards betterment!
Which is a great message obviously (smiley face)
But to continue the derailment.
Personally I don't talk about standards. I'm not fond of the implication of standardization. It also sort of suggests there are notches on a scale you can hit above and below, and the only scale of value is up or down.
Whereas it doesn't take into account the huge array of other options that don't fit into one dimension, all the sideways and diagonal and twisty paths.
In my work, I find it more practical to think of everything as being associative. People like things they associate with pleasure and happiness and good experiences etc. And it is possible to evoke those things in your work. But above all, people like new experiences (or at least, the kind of people I care about in my work place a high value in newness).
As a tangent to this: I find unfamiliarity really interesting. It doesn't really conform to the concepts of "taste" or "standards" at all. But yet, if executed well, it can be a great draw for players (I think). "Unfamiliarity" could be said to entail a combination of dissonant tastes or something dramatically unique, a result then which defies following one's own taste or standards.
Hotline Miami, for instance, certainly plays with unfamiliarity by juxtaposing symbols to produce and experience strangely alien and wondrous (I'd suggest). Proteus does this as well, almost purely through aesthetics (as well as it's suspension of traditional game structures).
...I guess, to sum up, I'm really espousing Post-Modernism as a framework for designing for resonant and appealing games.
And I always say: do what makes you happy and fulfilled. If the thing you're doing excites you it probably means that it is also a subject you're intimately familiar with (again, lots of associations in your brain causing pleasant feelings) and by working in that subject you may learn even more and appreciate it even better and in turn improve the thing you're doing and so on. It's the most likely path to a phoenix-like ascent, and so it's always good advice to give, assuming the person you're talking to is curious and ambitious.
Still watching more Randy Pausch.