The first Labour Day I've had off in five years, and already there's a rainstorm brewing overhead. Better that than a hurricane I suppose.
While reading a collection of articles on game design
, I came across a section connecting music composition to the relationship between technology and design. It's something I've realized for quite some time, and even now I often struggle to stay out of the pitfall mentioned:
There is an analogy to this situation that I have personally bitched about for years, in the field of musical composition. At its purest level, the act of musical composition (the design phase) is done purely in one's head, and the subsequent translation to paper and copy is only a method of communicating the mental sound-picture to players who can then execute it. As the composer gets more tools (tech), he can easily slip into the trap of basing all of his ideas on what his tools can do. One current example of this attitude in the music industry is the use of sequencers as a composition tool. An over-reliance on the sequencer (tech) to determine what you can compose (design) results in very similar, boring music, since you tend to avoid things that are difficult to express using the sequencer (tech limitations).
It stands to reason, therefore, that it's possible to conceive more interesting and innovative systems if you don't consider the practical limitations of technology during the initial design phase. However, because tech limitations are a reality, not all of the cool ideas you come up with on the design side are going to make it into a product that has a reasonable development cycle.
While on the subject of composition, here's another quotation I found interesting. It's an excerpt from a document by Janny Wurts (a fantasy author) for aspiring writers
, and it really applies to composition well.
5) Writer's block - a misnomer! This is not some mystical malady that strikes and strangles your muse. It's actually (in my experience) caused by the failure to recognize that creative inspiration, and crafting draft into final art, are two separate and distinct processes.
FIRST - you cannot create and destroy at the same time! If you are drafting new storyline, you are CREATING. That means, turn off the voice in your head that wants to censor what's happening. Resist every urge that insists you must smooth out, correct, follow rules, or adhere to inflexible planning. Let the work GO. Allow all that chaos that wants to happen to creep in. DO NOT JUDGE what you write at this stage - just let the words pour out any which way, get the gist down, willy nilly. Push the passion, ride the emotion, nail down the raw concept on paper, and never mind how dumb it seems at the time. Then take pause, AFTER you run down. Shelve the draft for a bit. Get some distance.
NOW, you have something substantial to edit. DO not at any cost, begin this stage before you've let the idea spin down - if you try to evaluate it half baked, the nasty little censoring voice in your head is going to pick faults, insist it's not good enough, and in general, tear apart what's really an idea in half baked gestation. Once it's born onto paper, THEN you can look at it with the critical eye of the destroyer - the editor - which logically examines the gist of what's there, then acts by informed choice to craft the sketched scene into tight and effective prose.
NEVER EVER try to create and edit at the same time! The two processes are diametrically opposed, and will work against each other to stifle the flow of inspiration.
If you're at all interested in game design or writing, I'd recommend visiting one of the sites -- both are very interesting reads.
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