Post by: Grant Rodiek
Just some musings tonight.
I had a really rough day at work, and frankly, it’s been a rough few weeks. We’re in the final stages of The Sims 4, a team I’ve been on a few years. It’s a big deal and it’s a game that means a lot to my studio, my company, our shareholders, our fans, and all that. Long hours and tough decisions.
I lean on my comforts in these times. The things that just bring basic joy and don’t task me. Taking an extra lap at the park with the corgi and Beth. Getting Chinese food on a Wednesday night when we should cook the groceries in the fridge. Also, tinkering with my games.
It’s maybe silly to say, but it’s almost like medicinal design. There’s a rhythm to reading my rules documents. Creating new card mocks for ideas dancing around my head. Laying out the ships for Sol Rising for the millionth time in piles according to ship type and rethinking each one for its relative balance and cost. Evaluating the wording.
There’s a flow to it all. I’m constantly learning, as if I’m in a class in which I’m both the student and syllabus creator. I get to learn about creative and technical writing. I study economics, “realistic” space combat, and often overlooked historical periods. I experiment in graphic design in order to better learn the visual language that fuels our medium and so much of our lives.
I don’t fully understand how people function without such a hobby. If I didn’t have this second career to drive me, teach me, and entice me with creative freedom I would just spin into madness. There is a joy to this toil that supersedes the end goal. I’m legitimately delighted to watch my game played, watch it work, watch it provide enjoyment, then see a way to improve it.
It wasn’t always this way. It took years, really. I remember when I first started I kept asking how many times I had to type, print, cut, and glue the damn cards together. Would it be after every test? Would the game ever get better? No. It wouldn’t. But, the next one did. The next a little more. There’s an awkward discomfort initially, even in the privacy of your own study, that is the result of your incompetence. Others may not yet know you’re terrible, but if you’re honest with yourself, you do.
You develop a thicker skin, but with time, confidence and comfort in what you do at least know. I’ve always found beauty in routines, which is why I shave most days, exercise, walk my dog, all without a misstep. I like the feeling of it and game design is no different. As I sit down every day with a notebook to doodle, or a rule set from a respected designer, or an in-progress mess from a respected peer, or the tattered desk chair I’ve hauled around since college, I find solace in the work.
Therefore, on this day of disappointment and frustration, I think about the craft fondly as it’s a perpetual bright spot in my life. It’s my thing. Not uniquely, but still entirely and unquestionably mine. I’m fueled by the work, the sparks, and those euphoric moments when contracts arrive and fans tell you they had a good time with your creation.
With design, I get to craft worlds and be a little tiny Willy Wonka. I think that’s so very cool, and it’s a thought I cherish. Today was rough, but I re-balanced my Bomber squadrons and I feel so much better.
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Agreed. Reblogged. Thanks for sharing.
My sentiments, exactly. Beautifully articulated. Thank you.
At the risk of being all zen-woo woo about it, it really is a practice. The second you think you got it figured out, life jacks you HARD.
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I came back and re-read this article this morning: it’s really something of a classic. Thank you for writing it.
Then I went to tweet out a link to it, and it seems that something has happened to your Twitter account. Did you change your username? Give up Twitter? Get abducted by aliens? Inquiring minds want to know.
Ah, I found you: twitter.com/hyperbolegrant
Correct. HerrohGrant is now HyperboleGrant.