From: ragabash@lords.com Subject: A Valediction concerning creation Date: 03 Jul 1997 00:00:00 GMT Message-ID: <867938217.29981@dejanews.com> X-Http-User-Agent: Mozilla/4.01 [en] (Win95; I) X-Originating-IP-Addr: 199.250.135.105 () Organization: Deja News Usenet Posting Service X-Article-Creation-Date: Thu Jul 03 13:57:02 1997 GMT X-Authenticated-Sender: ragabash@lords.com Newsgroups: alt.games.whitewolf I know that I would be remiss if I did not send out words of wisdom and warning to those aspiring writers/creators who are as yet unpublished but who are just now starting to sail out from safe harbors and into wider, deeper waters. You need to be aware of the Mill. It is a concept, not an actual place. The Mill is where all good, creative game industry writers go to be ground up and spit out again. The Mill is a vicious addictive cycle of greed, stress, and ultimately, silence. I'm not sure about other creative professions, but writing for the gaming industry is a little like selling your soul to the Dark. At first you love it - it's some of the most rewarding, challenging, and satisfying work that an artist can do. Eventually, it will destroy you. When you get your first creative breakthrough, life is absolutely wonderful. Everything works well for you. You put your all into a project, finish it on time, and thus, you have proven yourself. Once you prove yourself, then you are on your way to the Mill. You see, in the industry, the Mill has created a number of nearly-burned-out husks of writers who have been used so often and in such raw succession that they couldn't possibly create a fresh, new idea (and even if they did, once you are treading the courses of the Mill, the industry does not listen to your ideas. You are a convenient work horse, not a resource). Here's how it works: You get assigned Project #1. You do it well, on time, in good shape, and get assigned Project #2. You do that well, too. Then word at the Mill gets around, and suddenly you are offered many projects. People are fighting over you, struggling to schedule you in to a time slot in their production schedule. This is where the Mill really goes into action. You see, a writer doesn't make a lot of money in this industry, compared to others - there is just no way that the game companies can afford a truly decent payment for services rendered. So, what happens is that, in order to make any kind of real money, a writer must basically accept most, if not all, of the projects that get offered to her. If you turn down a project, you run the risk of upsetting the source of your work, and never working with them again. The Mill feels betrayed when you do not run to its schedule. So, as a writer, you begin to dance to the Mill's tune the moment you accept a number of different projects. Inevitably, you start to suffer creative burnout. Pretty soon, you're missing deadlines and, one-by-one, a domino effect of failure begins. At the Mill, your name is stricken from the list of the Holy. You become a begging sycophant, trying to gain extra time to do your work, while making promises you know you can never keep. Finally, your own creative power leaves you. Silence ensues. Words no longer spring from your fingertips. The downward spiral of greed-stress-silence has made you a new victim of the Mill. Without fanfare, another body is tossed on the heap out back. Because of the dearth of reliable, non-burnt-out writers, the Mill becomes shark-like in its requirement of fresh bodies to keep its internal fires burning. New writers must be recruited in order to keep the Mill fires burning. Fresh meat: that's you. What causes the Mill? The Mill does not feel it owes anything to its artists except a check and three copies of the finished product. The Mill does not regulate its creative human resources. It's amazing that companies which probably spend a great deal of time and effort making the right decision about office space, capital investment, and hiring of their own personnel do not pay more than a passing glance at the destructive cycle that their lack of creative resource management brings. Not all companies in the industry are part of the Mill - but you need to be aware of it in order to proceed safely along your path. I don't wish to slander any company by this writing - it is not my intention. I am not trying to say that the companies I've worked with are part of the Mill. I am trying to identify the *process* - not point fingers at any specific company. My prescription for the Mill? It's time for the companies participating in the Mill to come to the understanding that they are destroying the very thing which makes them their money. It's time for people who assign work at the Mill to be given a supervisor who holds to a work-assignment standard that takes into account writers' creative needs as well as the needs of the company schedule. It's time for writers to come together to show each other support and to help each other get over the Mill's cycle and resist it. To be clear, the Mill is a consensual entity - writers must agree to participate just as much as companies agree to perpetuate the cycle. The creative process is not one that can be canned and forced into an industrial sweatshop without it burning out the ones who work there. It must be given room to play, room to run, time to research, meditate, and ruminate. Only when there is time given for creativity and good relations between employee and employer will there be a new wave of fresh ideas in the industry. -------------------==== Posted via Deja News ====----------------------- http://www.dejanews.com/ Search, Read, Post to Usenet Responses: From: Tim Byrd Subject: Re: A Valediction concerning creation Date: 11 Jul 1997 00:00:00 GMT Message-ID: <33C632AA.202FA7B@full-moon.com> References: <867938217.29981@dejanews.com> <33c50f6d.0@oit.umass.edu> <5q3hq5$cn9@acmex.gatech.edu> <33C54D44.3A61@ll.mit.edu> X-Priority: 3 (Normal) X-Server-Date: 11 Jul 1997 13:18:12 GMT Organization: Tim Byrd's Freelance Writin' Shack Newsgroups: alt.games.whitewolf,rec.games.frp.storyteller,rec.games.frp.misc Sven said: > (For the record, I agree with _very_ little of what Sam has written > below -- I feel he has been too soured by his own life experiences to > comment objectively or even usefully on this very individualized and > subjective topic, and his cracks regarding 'typical gaming companies' > mirror White Wolf's policies, right down to their freelance contracts, > sufficiently for me to doubt his 'I'm not trying to slam anyone in > particular' disclaimer. > > But he is an _eloquent_ sonofagun, and at least worth reading. ;) > I think the forum he chose to post this in says it all, don't you? He posted in the White Wolf newsgroup, not the RPG.misc newsgroups, after all. Unfortunately, though I don't share his stance completely, I do have to second some of Sam's misgivings about The Mill, and I know quite a few others who've had prior associations with it who wound up having bad feelings about the relationship, including many of the original founding members. There are some people who leave trains of grudges in their wakes as they move through their lives, even if they don't set out to do so. There are also companies that do so. Doesn't mean up & comers shouldn't go for the glory of writing for their favorite game. Just make sure you have EVERYTHING down on paper (that's called a contract, son), and hold their feet to the fire if they don't honor that paper, especially about payment deadlines. If you need the money now, the bills piling up on the table, go work a temp job, don't expect The Mill to pay you anywhere near on time. And if you have some sort of falling out with The Mill, don't be surprised if some of the people there go out of their way to malign you to others in the industry. The Mill, at its worst, can be quite petty and vindictive. At its best, well...at its best, it can be pretty cool. Just watch your back and maybe you'll be okay. You might even go on to write for companies that pay well and on time. Best, Tim -- "Life consists with wildness. The most alive is the wildest. Not yet subdued to man, its presence refreshes him." -- Henry David Thoreau The Path of the Wolf: http://www.geocities.com/Yosemite/7792 From: Paul Mason Subject: Re: A Valediction concerning creation Date: 13 Jul 1997 00:00:00 GMT Message-ID: <33C865FB.EF8F7854@ic.nanzan-u.ac.jp> References: <867938217.29981@dejanews.com> <33c50f6d.0@oit.umass.edu> <5q3hq5$cn9@acmex.gatech.edu> <33C54D44.3A61@ll.mit.edu> X-Priority: 3 (Normal) Organization: Nanzan Unv., Nagoya Japan. Newsgroups: alt.games.whitewolf,rec.games.frp.storyteller,rec.games.frp.misc Sam Chupp's wrote: > I know that I would be remiss if I did not send out words of wisdom and > warning to those aspiring writers/creators who are as yet unpublished > but who are just now starting to sail out from safe harbors and into > wider, deeper waters. [lots more similarly well put together sentences snipped] > Only when there is time given for creativity and good relations between > employee and employer will there be a new wave of fresh ideas in the > industry. By a curious coincidence 'The Mill' was the address of TSR(UK) in the days when such a thing existed... It did seem to me that this manifesto was very much in the World of Darkness mould: adolescent individualist angst, in which certain mildly unpleasant aspects of the world are blown up into a great existential welter of agonising and resentment. I mean, yeah, like it's any different in any other job? The call for games companies to manage their human resources more caringly is all very nice, but is likely to happen in the future about as often as it has happened in the past. That's the reality we inhabit. Just be glad you aren't making railways in Burma. Finally, just to show that I read the whole thing through, and am prepared to make constructive suggestions, there is one flaw in Sam's apparently 'inevitable' sequence. It's the bit where the writer gets successful and feels the necessity to take every job offered. This is the point of decision at which the professionals separate themselves from the amateurs. The professional realises that they do not have to do every project offered them in order to keep in the Industry's good books. They know that the secret is to ration the industry, and use their own reputation to squeeze the best deal they can (still not likely to compare with certain other jobs, of course, but hey, you chose to write RPGs for a living). Doing that for a year or two not only breaks the burnout cycle, it even _enhances_ your professional reputation, because you don't get overexposed, and what you _do_ write tends to be of an overall high standard. In short, the adolescent approach is to blame it all on a faceless, reified entity, usually referred to in code and with capital letters ('The Mill'). The adult approach is to take responsibility into your own hands and make the smart decision. It would be nice if companies didn't exploit those who were unable to make the smart decision. It would also be nice if there was no hunger in the world. Or if many Americans didn't seem to have this pathological hatred of an organisation which has, amongst other things, been responsible for the eradication of the most dangerous disease in the world (smallpox). But there is hunger. And in the modern US, the UN seems to be replacing the USSR as bugbear number one. This is just something we have to live with. And deal with responsibly. And not blame the boogyman if things don't go the way we want them to. As a final postscript: sure it would be nice to have a fresh wave of new idea in this 'industry'. I'd rather see a fresh wave of new ideas in this hobby. The industry, like most, is about making money. The hobby, on the other hand, is about having fun and exploring possibilities. -- Best wishes Paul Mason (http://www.tcp-ip.or.jp/~panurge) From: gt8506a@prism.gatech.edu (Rob Mayberry) Subject: Re: A Valediction concerning creation Date: 15 Jul 1997 00:00:00 GMT Message-ID: <5qg3mv$mge@acmey.gatech.edu> References: <867938217.29981@dejanews.com> <5q3hq5$cn9@acmex.gatech.edu> <33C54D44.3A61@ll.mit.edu> <33C865FB.EF8F7854@ic.nanzan-u.ac.jp> Organization: Georgia Institute of Technology Newsgroups: alt.games.whitewolf,rec.games.frp.storyteller,rec.games.frp.misc In article <33C865FB.EF8F7854@ic.nanzan-u.ac.jp>, Paul Mason wrote: >By a curious coincidence 'The Mill' was the address of TSR(UK) in the >days when such a thing existed... Yeah, and it was posted to WW newsgroups. I think that this was intended to be just what it looks like, a critique of the industry as a whole. >It did seem to me that this manifesto was very much in the World of >Darkness mould: adolescent individualist angst, in which certain mildly >unpleasant aspects of the world are blown up into a great existential >welter of agonising and resentment. Sam Chupp is anything but adolescent. ;) >I mean, yeah, like it's any different in any other job? > >The call for games companies to manage their human resources more >caringly is all very nice, but is likely to happen in the future about >as often as it has happened in the past. That's the reality we inhabit. >Just be glad you aren't making railways in Burma. OK, here is where I start to agree. Frankly, any job is unpleasant: that's why you are paid for it. We try to choose professions which are more enjoyable, but in the end, VHDL, economics, biochemistry, whatever- all are sources of income which require creativity but which can become boring, hackish and unpleasant. >from the amateurs. The professional realises that they do not have to do >every project offered them in order to keep in the Industry's good >books. They know that the secret is to ration the industry, and use Unfortunatly, the professional usually has kids and a house to fund. The reality is that if there are vast amounts of money to be made in the game writing field, I haven't seen them, and I doubt that I will. You take what you can get because there are groceries to buy. Try making money on the jazz circuit. Or acting for a living. Art isn't lucrative unless you are one of the incredibly rare mass successes. Rob -- Robert Mayberry Student of Electrical Engineering at Georgia Tech gt8506a@prism.gatech.edu | "Never underestimate the power of tanzeran@r63h163.res.gatech.edu | human stupidity"- R.A. Heinlein