Ideas

Ideas are easy, despite popular opinion. They’re like water. They flow easily, are all around us, and are necessary. Without ideas there is no living. It’s fleshing out those ideas that gets tough. Turning a speck into a handful, a handful into a bucketful. It takes work. Putting that ass down to the chair and doing the work.

There’s no explaining the thought process in writing a story or creating something, but if I was to try, I’d say it’s a matter of variety. Coming up with a multitude of ideas so that the mind can wander from one to another. They can be distracting. They can get in the way of sitting down to do the work. But, fuck, what’re you gonna do? Ignore them? That’s arguably more harmful. The distraction keeps you on your feet. Broadens those precious horizons.

This new idea of mine isn’t a remake of someone else’s idea (Dead Space), which makes it exciting. It reminds me of the way it used to be. Original work. And so it’s taken precedence. It’s the autobiographical nutball game I’ve been trying to develop since last year. It was a matter of the type of game. Adventure? RPG? Should there be combat, or just straight story-telling? I can’t even imagine a game in which the conflict isn’t realized through violence. I kept getting hung up on the technical implementation.

The work I’ve done on the 1987 project has helped plan for the technical challenges. Now it’s a matter of the creative. God, my favorite part. Ideas coming in from all sides.

I’m calling this new thing 25 to 30.

Ideas

Ideas are easy, despite popular opinion. They’re like water. They flow easily, are all around us, and are necessary. Without ideas there is no living. It’s fleshing out those ideas that gets tough. Turning a speck into a handful, a handful into a bucketful. It takes work. Putting that ass down to the chair and doing the work.

There’s no explaining the thought process in writing a story or creating something, but if I was to try, I’d say it’s a matter of variety. Coming up with a multitude of ideas so that the mind can wander from one to another. They can be distracting. They can get in the way of sitting down to do the work. But, fuck, what’re you gonna do? Ignore them? That’s arguably more harmful. The distraction keeps you on your feet. Broadens those precious horizons.

This new idea of mine isn’t a remake of someone else’s idea (Dead Space), which makes it exciting. It reminds me of the way it used to be. Original work. And so it’s taken precedence. It’s the autobiographical nutball game I’ve been trying to develop since last year. It was a matter of the type of game. Adventure? RPG? Should there be combat, or just straight story-telling? I can’t even imagine a game in which the conflict isn’t realized through violence. I kept getting hung up on the technical implementation.

The work I’ve done on the 1987 project has helped plan for the technical challenges. Now it’s a matter of the creative. God, my favorite part. Ideas coming in from all sides.

I’m calling this new thing 25 to 30.