The other day, while investigating potential fodder
for this column at my favorite bookstore, I noticed the
tremendous number of self-help titles in the high-priced
hardcover sections. Books designed to let ordinary
people improve their personal finances, age gracefully,
or change their outlook on life with the assistance of
all sorts of alternative medicines, diets, self-hypnosis
techniques and supernatural powers. An entire industry,
in fact, devoted to telling people that failure (any
failure) is an abomination, and teaching them how to
avoid it at all costs.
And then, in a dark corner, I found
The Darwin Awards II: Unnatural Selection, a
lovely book compiled by Wendy Northcutt which, in the
publisher's own words, honors "those who continue to
improve our gene pool by removing themselves from it in
a supremely idiotic fashion."
Meeting a gruesome death while trying to achieve
something that had no business being attempted in the
first place: now, THAT's failure.
The Darwin Awards have saluted the world's dumbest
since at least 1995; here are some examples, drawn from
their official
website:
| ●
A college student was
crushed to death by a vending machine he had
attempted to tip over for fun. The machine didn't
even yield a free soda. The student's family sued
the university and the soft drink company. |
| ● A highway
toll collector tried to pick up snow from the top of
a passing truck, so that he could pepper his
neighbor with snowballs. He was pulled from his
booth and dragged to his death. |
| ● A guy
knocked down a power pole, saw the 7,500 volt power
line draped all over his truck, and tried to clip it
with pruning shears. |
| ● And one
of my favorites: A man was thrown from the cabin of
his forklift and crushed to death. He was rolling at
unsafe speeds over bumpy terrain and wasn't wearing
his seat belt. The kicker: at the time of the
accident, the man was filming a forklift safety
video. |
Compared to that, none of the ways in which we game
developers could possibly humiliate ourselves seem
overly meaningful, do they?
Still, even though the consequences are never so
grave, failure is a common fact in our lives. Projects
get canned. Highly anticipated games that come out to
glowing reviews in the press nevertheless fail to find
an audience and disappear with a heartbreaking whimper.
Development companies close their doors, sometimes
without anything close to a justification.
I have been working in this business for over a
decade, and I'd be willing to bet that most of you
wouldn't recognize more than two of the twenty-odd
titles I have worked on over the years - and that
doesn't even take into account the innumerable canceled
projects even I have forgotten about. Yet, most of the
time, I feel pretty good about what I've been able to
achieve, and not merely because of low expectations. My
solution to the dilemma: I judge myself according to
criteria that are entirely within my control.
How Do We Define Success?
For better or for worse, game development is a part
of the entertainment industry, and its benchmarks for
success have been applied here as well as in movies, TV
or print publishing. Thus, we have often been guilty of
measuring ourselves by money (sales figures), fame
(achieving recognition in the general public) or peer
approval (gaining the respect of fellow developers).
Unfortunately, as measures of individual achievement,
all of them are flawed, because the causal relationship
between personal contribution and sales, fame or peer
recognition is at best indirect and at worst
nonexistent.
First, the money argument. We all know that a game's
sales depend on a million factors outside of our control
- our teammates' effectiveness, our publishers' ability
to create anticipation about the game in the marketplace
and to distribute it at the right time, the specific
tastes of a handful of reviewers, the economic
landscape, etc.
Then, let us look at fame. In our business, not only
is it fickle, but it is also largely irrelevant. Whereas
moviegoers can assume a certain style and level of
quality when they see names such as Ron Howard or Tom
Hanks on the marquee, individual developers rarely if
ever have that kind of impact on a game because of the
team dynamics involved in creating interactive
entertainment. (It should also be noted that some of the
most celebrated game developers in the world, like Sid
Meier and John Carmack, are notoriously reclusive and
seem to place little value in celebrity for its own
sake.)
Finally, let us consider peer approval. While being
recognized as quality craftspeople by our fellow
developers is a worthy goal in itself, the question is:
How? Scientists have journals for every subdivision of a
subspecialty; we have one to cover the entire industry,
plus a handful of web sites and (at last count) four
book collections - and the book industry's economics
make it really hard to justify devoting enough time and
effort to write your own, unless you happen to benefit
from a depressed Canadian dollar's exchange rate like I
do. Similarly, other fields have myriads of conferences
and trade shows where every Tom, Dick and Harry can
present their work; we have the GDC, its European and
Australian counterparts, and precious little else.
A Solution
I truly believe that relying on measures of success
that depend on the contribution or opinion of others is
a bad idea. (Dismissing failures by blaming them on
others is hardly more appropriate, even though it can
be, in a perverse sort of way, even more satisfying than
success.)
The solution is to define challenges for ourselves
that we can meet, or fail to meet, strictly on our own.
For "depth-first" types, who like to focus on one
thing at a time and excel at it, this means going after
the most elegant algorithms, most beautiful artwork,
highest polygon count, perfect dialogue, etc. These
people tend to be happier in larger, stable companies
where this type of specialization can be fostered. For
"breadth-first" jack-of-all-trades who prefer to dabble
in a little of everything, this can mean working as a
problem-solving producer, contributing to a variety of
projects as a freelancer, or starting their own studios.
Either way, measuring our professional success by how
happy how work makes us seems far healthier than any of
the alternatives.
(Unfortunately, many of the freelancing assignments
available in the gaming business are targeted towards
the highly specialized folks least likely to want to
deal with the hassle of running their own businesses,
while companies constantly pressure happy specialists
into becoming unhappy managers, but that's a topic for
another rant.)
My approach may seem incredibly cheesy in a pop
psychology kind of way, but I believe that it is the one
most likely to help us maintain our sanity. If what I
want is X, and I let outside pressures influence me into
calling myself an abject failure even if I achieve X,
just because of some Y factor I neither care about nor
have any control over, I might as well give up now and
lock myself in the loony bin.
Conclusion
As an industry, we know instinctively that money and
fame are poor measures of individual ability; the old
saying about developers having no trouble finding work
when they've been through a complete product cycle, no
matter what the product achieved in the marketplace, is
proof enough. I believe that applying the same
principles to our self-evaluations would help us direct
our lives in ways more compatible with our true natures.