I could be wrong, but I'm pretty sure that every
single job ad ever published by a game company has asked
for people who were "addicted to games," or "obsessed
with games," or something equally unhealthy-sounding.
The thing is, while it's easy to be passionate about
interactive entertainment as long as you stick to
playing all the time, it's damn hard to remain so once
you're actually inside the industry. Trust me:
idealism quickly goes the way of the dodo when you're
chasing bugs eight (sixteen) hours a day, tweaking the
same couple of levels for two and a half years, or
getting laid off by email three hours before the company
Christmas party.
At the risk of ruining my career, let me state that I
lost my passion for computer games a long time ago.
Don't get me wrong: I still get pretty excited when a
new Will Wright title
comes out, and my wife thinks that I spend way too much
of my pocket change at the local board game shop. But I
won't go out of my way to try out twenty new demos every
week like I'm told I should.
And you know what? It hasn't been the end of the
world. In fact, I'm pretty convinced that losing the
passion has made me a much, much better developer.
Little White Lies and Dirty Little Secrets
Why did I lose the passion? Let me count the ways,
and tell you how getting rid of the passion actually
solved most of my problems.
Overwork. I know, I know, I keep rambling on
and on about this every month. But that's because it's
true. I love sushi, but I wouldn't want to eat a sperm
whale. See, I'm lazy, and I love my free time. So I went
freelance to control my work hours. Worked like a charm:
when I finish a tough project, I take a vacation and
there's nothing that anyone can do about it. None of
this "two weeks off a year, three after five years of
service" nonsense. I'm a firm believer in the rule that
says more free time means better work efficiency.
Germans get an average of six weeks paid vacation a
year, and I don't see my old bosses' BMWs falling to
pieces on the highways too often.
It's hard to keep up. It seems like it was
just yesterday that I learned how to control a 2D
blitter in Assembly language. Now I'm supposed to
calculate quaternions with my eyes closed, know 300
software patterns by name, and train neural networks by
hand? (Note: I'm pretty good on 2 out of 3, and I'm not
saying which.) And what about other background material
that may come in handy, like historical biographies or
economics? Now, I set aside an average of one day every
week just for research. A work day: my weekends
are my own. As a result, I design better and faster.
Which is necessary, because this research time cuts my
weekly billable hours by 20%.
Not much creative freedom. Sometimes, there is
only so much you can do within the constraints of a
license agreement - never mind a publisher's
debilitating aversion to risk. And the tenth time you're
asked to design effectively the same product, you can
lose interest. My solution: look for shorter projects.
It's easier to stay focused on a "borderline" assignment
for three weeks than for eighteen months. I don't miss
the big consoles one bit.
Lack of recognition. In this business, it's
easy to get cheated out of a credit, or to see a great
piece of work get buried by a bungled marketing
campaign. My solution: I count achievement in checks. If
I'm done with an assignment and the client is satisfied,
that's enough for me. Whatever happens then is out of my
hands; if the project is a hit, great, and if it tanks,
I won't lose sleep over it.
Powerlessness. As a rank-and-file employee,
you're at the mercy of many outside forces: the boss'
and the publisher's whims, the company's going out of
business, your neighbor's bad faith or incompetence,
etc. Going freelance solved this one for me. Other
people will start their own companies, work hard to get
a promotion, etc. - any way to increase your level of
control over your own life is a good one.
Disconnection with the subject matter. The
purpose of games is to allow players to experience
something they would like to do in real life but can't.
For me, that means going to Mars, building an empire, or
becoming a halfway decent writer. I don't know about
you, but I've never felt the urge to carjack an
ambulance, murder civilians for money, or (and this is a
well-publicized stunt you can perform in GTA3) run a
prostitute over with a sports car to steal back the
money I just gave her for oral sex. Now, I'm not trying
to impose my moral standards or dictate what people
should be allowed to play: I'm just saying that I don't
find these "shock value" games entertaining. And the
deeper into shock the industry goes, the less I want to
play the games. Heck, I don't think I've spent more than
30 minutes on all first-person shooters published after
the original Wolfenstein 3D combined. Not that
they're not well done; I just can't be bothered to care.
On a similar tangent, I can only slay so many orcs and
race so many cars before I feel that I'm wasting my
time. I solved this problem by returning to board games
in a big way. There's a tremendous amount of diversity
in this field - there just isn't enough of a market to
support hordes of clones.
The dirty underside of the business. Have you
read the recent mainstream press article about "playola,"
the not-so-little gifts that publishers bestow upon
reviewers in the hope of buying good press? Or the one
about the publisher who wanted to pay families to
advertise a game on the tombs of their recently deceased
loved ones? Or have you ever had a release pushed back a
couple of months because the publisher wanted to keep
the Christmas slot for another game they had spent more
on? I used to be outraged by that kind of thing; now, I
keep my mind on my work and ignore the rest.
Wanna Hire Whatever's Left Of Me?
If you've managed to keep your passion for games,
good for you; it's going to make your life much easier.
But there is no reason to despair if you haven't. Now
that I'm a bitter old curmudgeon, I do better work, and
I often enjoy it a lot more:
[] Since I have little emotional attachment to any
company, I can tell clients exactly what they need to
hear, whether they want to or not.
[] By extending emotional detachment to the actual
work, I don't go nuts if they don't always agree with my
suggestions.
[] And since I know exactly what I want and what I'm
willing to sacrifice to get it, I keep my energy for
interesting assignments, on which I do a good job.
For me, at least, "like" is better than "love" as far
as work is concerned. Would it also be better for game
developers in general? Maybe, maybe not. But it's worth
thinking about. No matter what the ads say.
BIO
François Dominic Laramée has plagued the game industry
for almost a decade, finagling his way into a variety of
short-lived jobs as studio head, producer, designer and
programmer, until he ran out of luck and was forced to
become a (mostly starving) freelancer three years ago.
He is in no way responsible for the success of the more
than 20 console, PC, online and board games for which he
claims unwarranted credit, and should never have been
allowed to edit Charles River Media's upcoming book
"Game Design Methods" or to publish his insane ramblings
in over 35 articles and book chapters. Visit his
mediocre web site,
http://pages.infinit.net/idjy, at your own risk.