{"id":3202,"date":"2016-03-24T13:24:26","date_gmt":"2016-03-24T17:24:26","guid":{"rendered":"http:\/\/glyphpress.com\/talk\/?p=3202"},"modified":"2016-03-24T13:25:19","modified_gmt":"2016-03-24T17:25:19","slug":"depression-and-the-creative-professional","status":"publish","type":"post","link":"https:\/\/glyphpress.com\/talk\/2016\/depression-and-the-creative-professional","title":{"rendered":"Depression and the Creative Professional"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">In March, 2014, I announced the launch of the <\/span><a href=\"https:\/\/www.kickstarter.com\/projects\/168734274\/mobile-frame-zero-002-alpha-bandit\"><span style=\"font-weight: 400;\">Mobile Frame Zero 002: Intercept Orbit<\/span><\/a><span style=\"font-weight: 400;\"> (<\/span><a href=\"http:\/\/glyphpress.com\/talk\/2014\/intellectual-property-and-the-newly-professional-creator-2\"><span style=\"font-weight: 400;\">originally, Alpha Bandit<\/span><\/a><span style=\"font-weight: 400;\">) Kickstarter. I had high hopes, as my three previous Kickstarters had gone well, succeeding with between 300% and 900% of my cash goal. Instead, the project wound up testing my limits as a creator and seriously, adversely affecting my mental health.<\/span><\/p>\n<p><!--more--><\/p>\n<p><span style=\"font-weight: 400;\">I promised my backers that I\u2019d tell them what had happened when it was all over. Now it\u2019s over and, rather than feeling like I\u2019m complaining and making excuses, I feel like it\u2019s time to share something that should give backers an opportunity to get a glimpse into the challenges faced by project creators, and give creators the reassurance that this isn\u2019t just happening to them.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">My initial intention was to publish the game as a small, supplemental set of rules to <\/span><a href=\"http:\/\/mobileframezero.com\/\"><span style=\"font-weight: 400;\">Mobile Frame Zero <\/span><\/a><span style=\"font-weight: 400;\">001: Rapid Attack, printed on a heavy, cardstock, 11&#215;17\u201d poster, the equivalent of seven pages plus the front cover. But as I\u2019d closed in on how to express the differences in the two games, I began to realize that I was touching nearly every rule, and the specification grew to 48 pages.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Back in 2012, I\u2019d badly underestimated costs on Rapid Attack, estimating at $9000. If I\u2019d met that minimum, I\u2019d have been short by $2000. Instead, I had exceeded that minimum by 800%, which meant I had made $18,000 too little. $18,000 that was to be my salary from the yearlong project.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I wanted to learn from that mistake, so I took more care in estimating my costs, which bumped my minimum for project success up to almost $30,000.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Once the project launched, I experienced\u00a0a further worrying phenomenon: while existing fans brought in $15,000 on the first couple of days, I couldn\u2019t catch any of the press that Rapid Attack had received. I began biting my nails. 30 days later, the Kickstarter ended at just short of $37,000. At 120%, it was the closest any of my four Kickstarters had come to failure.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">But those stressors are the same that I\u2019d experienced with my earlier Kickstarters. The next stressor was the one that was personally toughest to handle.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I started the page design of the book,\u00a0getting the text in order, turning my notes into a game, and sharing each draft as it became complete. I was really happy when I started seeing blog posts of the MoF\u00d8s playing Intercept Orbit, building cool micro spaceships and testing the mettle of their fleets and strategy. But I started to notice something going wrong: <\/span><b>games were ending in effective stalemates<\/b><span style=\"font-weight: 400;\">, where fleets would simply run out of dice, costing them all of their decision-making capabilities. Eventually, players had no options but to tempt fate and ram each other.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">That made the game, already slower than Rapid Attack, go much, much slower, ending with a randomly determined victor.<\/span><\/p>\n<p><b>It was bad.<\/b><span style=\"font-weight: 400;\"> It was exactly what one worries about when designing a game. A loss of player control. A loss of player investment, throwing one\u2019s fate to the winds.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">It wasn\u2019t happening every time, of course. But my calculations when designing the game had said that this should almost <i>never<\/i> happen. And it happened twice in perhaps five playtests.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Economic theory stands on this broad, stable foot of one assumption: that humans are rational actors, that they act in their own best interest. There are many arguments that say that this broad, stable foot is made of clay. I\u2019m inclined to agree. We respond first and most strongly to our own emotions.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I started seeing this failure of game design \u2014\u00a0of <\/span><i><span style=\"font-weight: 400;\">my<\/span><\/i><span style=\"font-weight: 400;\"> game design \u2014 as an overwhelming, personal one. It was a denunciation of my abilities as a game designer; the final proof that I don\u2019t have what it takes, and that I was letting down almost a thousand backers who had faith in my ability to deliver an enjoyable social experience.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I went through the complete cycle of emotions.<\/span><\/p>\n<ol>\n<li><span style=\"font-weight: 400;\">First, I was simply stunned. I couldn\u2019t imagine why this was happening.<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Then\u00a0I decided that it was a probabilistic fluke. It was unlikely, but it could still happen twice, right?<\/span><\/li>\n<li><span style=\"font-weight: 400;\">When that started to feel implausible, I got mad at the players: why were they playing like that? It was stupid and they were just doing it because collisions are flashy. The were <\/span><i><span style=\"font-weight: 400;\">ruining my game.<\/span><\/i><\/li>\n<li><span style=\"font-weight: 400;\">I considered a simple patch: warning the players that this was a dangerous outcome if they played a certain way, if only I could figure out how to express what that way was.<\/span><\/li>\n<li><span style=\"font-weight: 400;\">Then I realized that none of this was true. I had written a <\/span><i><span style=\"font-weight: 400;\">bad game<\/span><\/i><span style=\"font-weight: 400;\">. It had a major rot in its heart and I was incapable of seeing what was going on. I just wasn\u2019t up to the challenge of resolving this profound, endemic flaw.<\/span><\/li>\n<\/ol>\n<p><span style=\"font-weight: 400;\">This is where things really went off the rails, not just for the project, but for me, personally.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I remained frozen in this position for <\/span><b>an entire year<\/b><span style=\"font-weight: 400;\">. I couldn\u2019t even look at the text. After all, I\u2019d already looked at it so, so much, right? How would looking at it more help?<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In the meantime, I was rapidly running out of money. A large line item had turned off to be off by almost 100%, handily absorbing my profit. Shipping was threatening to jump again. The text had grown to 100+ pages, badly threatening my still-slim print budget. Entire sections were showing themselves to be unclear when I looked at the questions that playtesters had. It was a disaster. The only conclusion I could draw was that I was incompetent in my medium.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Throughout this process, I was dragging myself to the Owl &amp; Raven creative space daily, trying to find the motivation to work on the text beside my fellow creators, primarily <\/span><a href=\"http:\/\/makebigthings.com\/\"><span style=\"font-weight: 400;\">Hannah Shaffer <\/span><\/a><span style=\"font-weight: 400;\">and <\/span><a href=\"http:\/\/smallflygames.com\/\"><span style=\"font-weight: 400;\">Evan Rowland<\/span><\/a><span style=\"font-weight: 400;\">. But working on other games made me feel guilty because I wasn\u2019t fixing Intercept Orbit. I couldn\u2019t even get my ass to the coworking space before 2 in the afternoon. Nothing could make me care enough to push myself forward to resolve the issues I was having.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Finally, a year after recognizing the problem, I decided to forgive myself for writing a crappy game, finish it off, and get it off my plate. I didn\u2019t bother waiting to actually forgive myself. But I decided to, and rationalized that I could get to the forgiveness when it came. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">I sat down and looked at the rules, reading from page one. <\/span><b>In under a half hour, figured out what was wrong.<\/b><span style=\"font-weight: 400;\"> There was an interplay of rules, a cascade of effects that went like this:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">In Rapid Attack, much of the game is deciding whether to run out of cover to press forward or to keep a frame safe. In play, you try to make it so you\u2019re running from cover to cover, but can\u2019t always pull it off.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">But cover gets in the way in Intercept Orbit. Too many pieces of cover, and there are constant collisions. Too few, and it reduces the texture of the battlespace to an undifferentiated plane, making the game too symmetrical. So there are only a couple of pieces of space junk and asteroids. It should, after all, feel like open ocean.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">The lack of cover meant that, every turn, ships were taking <\/span><b>200% as many hits <\/b><span style=\"font-weight: 400;\">as mobile frames do in Rapid Attack.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">To reduce the impact of being out of cover all the time, I\u2019d earlier introduced a repair roll. You could use your white 6s to repair your ship. But ships weren\u2019t getting the chances to repair themselves. Each turn, a ship had a 33% chance of repairing one damaged system.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">I could halve the impact of damage by reducing the threshold of repair to 5 from 6.<\/span><\/li>\n<\/ul>\n<p><b>The practical solution to a year of crushing depression was literally replacing \u201c6\u201d with \u00a0\u201c5 or 6\u201d.<\/b><\/p>\n<p><span style=\"font-weight: 400;\">I finished the text. I got the illustrations in order. I went through another round of editing with my editor, <\/span><a href=\"http:\/\/joshuayearsley.com\/\"><span style=\"font-weight: 400;\">Joshua Yearsley<\/span><\/a><span style=\"font-weight: 400;\">, because I was incapable of reading the text critically; it was unmitigated garbage in my eyes, which meant that I couldn\u2019t even see what I was trying to say. Remember, I\u2019d only <\/span><i><span style=\"font-weight: 400;\">decided<\/span><\/i><span style=\"font-weight: 400;\"> to forgive myself.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I got my proofs, made some quick changes, and went to press. The books shipped at the end of January, 2016, just a few weeks ago as I write this.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The project hit the red a good while ago. I haven\u2019t made any money on it yet, but I expect it to start paying me back this year. That year of depression was close to being a year without an income. My plan had been to design and publish another game in 2015.\u00a0I couldn\u2019t do it.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Each day, I struggle to get my head together to make something. I teach game design two days a week right now. My students are wonderful: creative, focused, internally motivated. Each semester, I mentally put a bet on a few who will make better things than I can, which is necessarily one\u2019s hope for one\u2019s students.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The rest of the time, the things I want to do are a vague, but heavy, cloud at the edges of my consciousness. It\u2019s difficult to sleep and difficult to wake up in direct proportion to how much stress I\u2019m under, but knowing that tendency just makes me feel guilty about not getting my head together again today.<\/span><\/p>\n<p><span style=\"font-weight: 400;\"><a href=\"https:\/\/en.wikipedia.org\/wiki\/Creativity_and_mental_illness#History\">Depression has some sort of connection to creativity<\/a>, so you&#8217;ll see this kind of story a lot from creators. When I was in high school and struggling, I was lucky enough to receive\u00a0a book from\u00a0my dad (also a professional creator),\u00a0<\/span><a href=\"http:\/\/www.amazon.com\/Churchills-Black-Kafkas-Other-Phenomena\/dp\/034536547X\"><span style=\"font-weight: 400;\">Churchill&#8217;s Black Dog, Kafka\u2019s Mice, and Other Phenomena of the Human Mind<\/span><\/a><span style=\"font-weight: 400;\">. The important takeaway from the book was that one can use drive and creativity to run from depression; to shove yourself forward when you don\u2019t feel the motivation and, in so doing, start to outrun the crushing dark that, as unstoppable as it is, approaches as a persistence hunter, not a pursuit predator. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">I\u2019ve seen creator after creator shrink in shame from their audience when things go wrong for them. They go to great expense, emotionally and financially, to fulfill their promises, often panicking and paying for large-volume fast shipping, or <\/span><a href=\"https:\/\/killscreen.com\/articles\/how-disappear-completely-internet\/\"><span style=\"font-weight: 400;\">destroying their work <\/span><\/a><span style=\"font-weight: 400;\">over their inability, or eventual unwillingness, to base their estimation of their value as a person on the commercial expectations of their supporters.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">It\u2019s extremely dangerous to rely on the fickle opinions of others for both one\u2019s income and confirmation of the value of one\u2019s work. So, creators, have compassion for yourselves. And backers, please remember that, at the other end of that project is someone going through months of extreme pressure, working as hard as they can to fulfill their promises. Please have compassion on them, too.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">That effort to shove myself forward often takes more than I have, but in moments where the pressure releases a bit, I grab opportunity in the form of a pencil and draw an alien or a spaceship or I sketch out an idea for a game I want to play. Sometimes those moments start a chain reaction that will lead to something I can make and sell. It is my hope that, next time, it won\u2019t drain me of emotional and material resources.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">You might be expecting me to say how I solved\u00a0this depression and pulled myself out of it; how I got back to designing games; to teaching; to publishing, how I regained confidence in my self-worth. I haven\u2019t. That\u2019s not how this works. Instead of confidence, I have perseverance. I only get to try each moment once, and no moment exists without the perseverance that got me to this one, so I act the best I can right now. I have no reason to believe that what I am or what I do is particularly valuable, but I can\u2019t help but notice how good the people around me are in their support, and how valuable their support is to me and to everyone else who, after all, are relying on each other.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">And personally, I know how much that compassion matters because I\u2019m very lucky to have really excellent backers. Thank you, MoF\u00d8s, for your support as I\u2019ve gone through, and continue to live in, this profoundly difficult experience.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In March, 2014, I announced the launch of the Mobile Frame Zero 002: Intercept Orbit (originally, Alpha Bandit) Kickstarter. I had high hopes, as my three previous Kickstarters had gone well, succeeding with between 300% and 900% of my cash goal. Instead, the project wound up testing my limits as a creator and seriously, adversely &hellip; <a href=\"https:\/\/glyphpress.com\/talk\/2016\/depression-and-the-creative-professional\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Depression and the Creative Professional&#8221;<\/span><\/a><\/p>\n","protected":false},"author":35,"featured_media":3203,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10,22],"tags":[],"class_list":["post-3202","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-life","category-xenoglyphs"],"_links":{"self":[{"href":"https:\/\/glyphpress.com\/talk\/wp-json\/wp\/v2\/posts\/3202","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/glyphpress.com\/talk\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/glyphpress.com\/talk\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/glyphpress.com\/talk\/wp-json\/wp\/v2\/users\/35"}],"replies":[{"embeddable":true,"href":"https:\/\/glyphpress.com\/talk\/wp-json\/wp\/v2\/comments?post=3202"}],"version-history":[{"count":11,"href":"https:\/\/glyphpress.com\/talk\/wp-json\/wp\/v2\/posts\/3202\/revisions"}],"predecessor-version":[{"id":3214,"href":"https:\/\/glyphpress.com\/talk\/wp-json\/wp\/v2\/posts\/3202\/revisions\/3214"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/glyphpress.com\/talk\/wp-json\/wp\/v2\/media\/3203"}],"wp:attachment":[{"href":"https:\/\/glyphpress.com\/talk\/wp-json\/wp\/v2\/media?parent=3202"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/glyphpress.com\/talk\/wp-json\/wp\/v2\/categories?post=3202"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/glyphpress.com\/talk\/wp-json\/wp\/v2\/tags?post=3202"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}