Momentary Lapse(s)

The Sixth in a series of discussions about games with Gods

How does one come up with a game? Which game should one design and make? How am I to know the best?

“It’s hard to perpetuate a streak of confidence you know?”

“I suppose I do. Though, after a while, habit doesn’t feel any more exhilarating or novel.”

“Hmm. Good point.”

“So, what’s really the issue?”

“I hear, so many times, several different ways to approach what game one should design. ‘The one you’d play.’ ‘The one you feel is important.’ ‘The one that will change everything.’…”

“Wait wait, that last one seems a little too romantic. Do you believe, in the games you’ve played, that hypnotize you, that may even provide such a unique experience, were thought of right off the bat as, ‘this will change everything’?”

“Well, I suppose not. But don’t you ever have a gut feeling that whatever that thing is, that idea is hiding deep down?”

“Dreams are always deep down. But I don’t believe just anyone gets right to them. It always takes time.”

“Yes sir!”

“Don’t call me sir.”

“Err, right.”

I walked slowly along the beaten path kicking around loose dirt and smashing down small grassy patches. It’s much more green with all the recent down pours. I miss the rain. The clouds have stuck around keeping the air softer and cooler, waiting a bit longer to gather more moisture before the next release. Probably just in time for my walk back home too. But today has been strange. The cool storms reminded me of Fall, when seasons change once again, preparing the ground and the rolling foothills for winter. Except it’s Summer. Where is this feeling coming from?

“When did you figure you needed to steal? Why fire? Why then?”

I turned around with my hands in my pockets, like a shy kid, wondering at the same time, why can’t I have his freedom? If I did, what would I do?

“That’s a bit more complicated. And feel free to answer your own questions first.” He smiled wryly knowing full well I was thinking inwardly, hardly paying attention to what I even asked him in the first place.

“You heard that? Well, sorry, again. I don’t mean to feel sorry for myself. I work, and that work requires I try and create things that maybe aren’t ground breaking, at least not compared to the games I know and love. But I still feel like I should be doing something extraordinary.”

“Yes, so the confidence thing is just something you’ll have to get over. I understand that’s perfectly vague, but until you understand bravery, you won’t get much further.”

I stared at Prometheus, without blinking, wondering if I should laugh a little or cry a little. It always seems as though my confidence comes in waves, like maybe each iteration is a bit more learning, like the bravery will stick this time.

“Ok, I can handle that I suppose. But when did it hit you, that what you finally did was extraordinary?”

“Look, it’s a little easier for us Gods to create a little more meaning in the things we do. We may not pay much attention to the affects on humans like we used to — just doesn’t seem to matter anymore — but there are moments when one realizes that the world needs to actually stop and change.”

“And that’s your story? Something snapped and you changed it?”

“In the most simplest terms? Yes.”

“But I just want to be recognized for something. I hear my dad talk all the time about a legacy. I wonder if it’s something only father’s think of, or men really. But maybe mothers too.”

“A very long time ago, most humans rarely thought for themselves. It’s hard to do so when most things are decided for you — say your father tells you to learn, who to marry, what field to plow. And if it wasn’t your father, it was superstition. Whether we exist for your benefit or not, Humans took us way to seriously. Instead of failing constantly to learn something, they failed constantly and imagined reasons for it, with no responsibility. The Gods laughed. I hated it. So I changed it.”

“And I appreciate it.” I almost gave a ridiculous thumbs up as though stealing Zeus’ flame was no biggie. But he smiled anyway.

“Why, you’re quite welcome Sir.”

“Don’t call me Sir.” We both started laughing and continued to walk along the cold dirt path. The sun was bright and the clouds moved farther down the flat land. We ended up sitting atop a large sun drenched boulder. On top of the world? Sure. Our own little world at least.

“So, do you think you can survive and figure out what games to make or that the games you are making are just fine?”

“I think so. Have you ever started something, and it’s great. You worked hard and maybe began something else at the same time. Then, someone, so easily takes a simply idea, creates something, and it makes what you were doing disappear?”

“It’s funny that you want this recognition for things you’ve done, yet you don’t have the ego to appreciate it yourself. How do you expect someone else to give a shit? Listen. There are people that are better than you. There are people that get some free passes to great things that usually don’t last. And there are people that just get by, but they never really try hard enough or care, for that matter. This is what I find fascinating. Games are playful. Without defining playfulness, let’s define games as playful. All children play because they have no reason not to fail. They can’t see anything bad coming from failing so BOOM, they fall down, they get up. And why should they think otherwise? They also love recognition for the things they’ve done. It’s like getting answer to their questions, through validation from the people they trust — usually good parents or maybe even good teachers. And what do children do with games? Anything. Children can do just about anything and it’s typically imaginative and playful. You are doing something that allows you to play, but then create things with your imagination. This is the fire I gave you. This is the whole reason I live up here now.”

“I want my games to mean something. So, I should put meaning in which ever I make.”

“That’s a great place to start. Think harder to why you create anything. Then it’s not just for the sake of it. Children play with intent. If you ask them why, they will answer so honestly, you’ll probably feel like a fool for beating yourself up over this under-confidence thing.”

“I know. It’s just a momentary lapse.” I easily smiled rolling my eyes are myself. But I sat quietly for just a few moments longer.

We continued to talk for some time. Prometheus told me a story of a constant tiff between him and Atlas, always competing, maybe as brothers do, but one wanted to change the world while the other literally tried to hold it up. It was hard to figure which was the better of the two. Later, Prometheus figured they were just different and neither over powered the other. I settled down the trail finding my car in the parking lot. It was colder down here. I swear Prometheus gives me just a little more sun to keep me comfortable. So, I looked up the foothills and smile, thanking him for being patient with me.

Games are hard to create. There can be a million ideas coming from just one person and they may all see to be ‘the one you want to play,’ or ‘the one you feel most passionate about.’ So, understanding what makes a great game isn’t the only piece to study, but understanding what makes the game you want, great — that’s the trick. That makes the fire roar.