It has been said that imitation is the
sincerest form of flattery. I really hope that's true, because this
week I've wasted at least two hours holding my head in my hands
agonizing about originality.
In the past I've conquered this by
reminding myself not to be overly religious about originality. Some
people are, and that works for them. The comedy troupe Picnicface,
for instance, spend a lot of time working for original content. In
comedy, it's important to stand out.
In speculative fiction, which is what I
spend most of my time agonizing about, originality tends to take a
different form. A lot of readers criticize
medieval European fantasy for being essentially a rip-off of The
Lord of the Rings. That's fair,
but it means originality for a popular fantasy novelist is often
found within the plot or the characterization, rather than world
dynamics. There may be bilgy orcs and fair elves, but perhaps they
fight over gender politics and peace treaties?
I
often find it difficult to read those kind of haphazard reimaginings,
mostly because the originality is achieved by injecting very
contemporary, often very subjective politics into already-established
fantasy archetypes.
Let's
pull away from novels, though. My current bout of angst (which is
also conveniently leading to my first proper post here in a month or
so) concerns mimicry in game design.
I
taught myself to write by reading The Hitchhiker's Guide to
the Galaxy again and again and
again. In high-school I was a fixture atop a particular ledge in a
particular hallway, always reading the same book. I began writing
seriously about the same time and initially I drew a lot of my style
from Adams intelligent colloquialism. Problematically—and perhaps
fortunately—I was telling a story of hopeless existential genocide,
which forced my voice and style to grow.
I've
now written so many mind-numbing articles for J-School, the Gazette
or this blog that I've developed
a more unique tone, I think. But when it comes to games, I'm a rank
amateur. I dabble, I experiment. And now that I'm old and educated
enough to notice, I get very worked up over my inability to be
original in composing game concepts.
I need
to stop doing this. (More, I need to stop doing this, then
procrastinating about not doing it and ending up here, blogging.)
Mimicry is how we learn to create. I feel strongly that it behooves
any inexperienced creator to consume not just widely, but to consume
quality (expressed in a better way than I can a couple of times in
this
very valuable list). We can all read, watch or play masterful
work and imbibe it, fusing one classic to another and, hopefully
creating something original.
The
only way to improve my game concept that will, in all likelihood,
play like a bad Final Fantasy
knock-off, is to play more games, cultivate more ideas and try them.
That means it might play like a bad Uncharted
rip-off for awhile. Eventually, with enough tinkering, it might be
something original, or at least as original as one can get. “There's
nothing original under the sun,” and a game like Lord
of the Rings: The Third Age is
pretty much a bad Final Fantasy knock-off
in LOTR IP, anyway.
Originality
is maybe the hardest thing to develop because just about any thing
can be considered derivative, as that most recent link argues quite
successfully. It takes confidence to play around within established
forms, averting and flipping ideas when one can, and that's hard to
do at 3:20 a.m. when chapter 32 or a dialogue tree is going very
badly.
The
only solution. Mimic away, don't worry about it, and let things come
freely. Now, back to that derivative game concept.
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