I can see the argument about focus in the west being too much based on targets, money, stats, recognition and a lack of patience. I feel that western culture can sometimes have a big emphasis on conformity and not enough on finding your true self. But then again I felt as though I was never understood as a child, so I am pretty biased. Still, I believe children aren't encouraged to come up with their own solutions to problems, instead they are asked to take exams which prove they can answer questions in a way the curriculum says is correct. We've been taught to do this since we were toddlers, so when we're older and asked to be creative, it doesn't feel natural a lot of the time. Now I'm sure other cultures suffer from a level of conformity that some people would find excessive, we can't all just be running around doing whatever we want and expecting our societies to run themselves . But I have to wonder how the creativity of people like Ukio works as opposed to that of other developers. Of course, most things on this subject are going to be shrouded in speculation and personal bias, but I do get the culture argument. But as CaeJones says, I don't think culture is really all of it, and I can see what he's trying to say I think. He'll of course have to tell me if I am correct. Let me use an example that isn't related to audio games but that does involve an art, and game development is an art after all.
I used to think I could be a full time composer. When I started taking my composition dreams seriously and felt I was good enough to begin experimenting, I was in very high spirits. I wrote things that satisfied me. I spent hours, sometimes days on one song, because I wanted to get it right. But because of my slow speed and my need for perfection, I had a hard time getting things done quickly. A lot of that was because I was still learning how to do the things I wanted, and experimenting with different sounds, styles etc.
As I practiced more, I should've become more efficient, right? Well not quite. I always seeked to outdo myself because at the time I believed outdoing myself would be the natural thing to do and I would find it a very subconscious part of the process. So with me at least, the more I wrote, the more I wanted to experiment with new found ideas and inspirations. But at some point I got to a point where I would start writing something and couldn't really specify what I was going for, without citing a hundred different ideas. And I started caring about the final outcome more, and seeking greater perfection. So it sort of backfired: the more ideas I had and the more I practiced, the faster I could find some inspiration but the longer it would take me to actually settle on something I could feel personally invested in. Spending 45 minutes having a million ideas but no vision on what I wanted to create isn't very encouraging. I haven't yet found a remedy for these blocks. So I've come to the conclusion that I feel better imitating and transcribing. As CaeJones said, I don't feel this is a personal choice I make to leave my composition ideas unfinished. If I could think of ideas to bring them to good closure, I would be implementing them. But I haven't yet. The only way I've found to actually get things done is to lower my standards, and it pains me to do that because I have seen glimpses of what could've been if I could get it right.
another thing to consider: when I started writing music I wanted to believe that I could write in every style equally well. I didn't want to have a specific sound that was instantly recognizable as my sound. I'm not completely sure why. Maybe it was because all of my friends were so instantly recognizable by their styles and I wanted to separate myself from that stigma. Maybe it was because I wanted to show off how good I was at everything lol. Or maybe it came from my desire to explore all the avenues that interested me. I am a fan of a large variety of musical styles, so I like to think that last one is it. But now I have begun to realize that when I do write, I sound like a lot of the artists I like, and my friends have come to notice. Now every time they hear something new I made, they seem to recognize it as something I would have done. I'm trying to decide if I want to take this as a good thing, a bad thing, or just be indifferent to it. It's honestly hard for me to decide how I feel about it and I still don't know why.
So going back to audio game development. Some people are good creators, others are good imitators. Some people can make a well-made side-scroller, but not a very original one. Some can design a game that looks good on paper but can't code the thing and are afraid to leave the coding to someone else who may create a game that isn't to their liking. It is rare to find one person who can truly create something original that is so appealing that it makes a permanent mark in the entire history of something.
It's not easy to truly master different styles of music or different instruments. similarly, it's not easy writing a story and plot line that fits the game design, mechanics, sounds, music etc. all on your own. And it's not a chain of one fitting into another; they all have to fit together cohesively. Depending on the game, if you are more adept at one than the other, it can make itself painfully evident. So maybe that explains why many games made today focus more on one aspect than another. Devs are doing what they can within their personal reserves of creativity to make well-rounded products, but in the end they're only capable of so much. After all, if designing an epic game like BK3 was some sort of common milestone, then everyone who had some good ideas on paper would've made massive games like BK3 by now. But they haven't. Some have tried though, And many who have tried and actually produced a game have been at least a little successful. Some have been very successful. But not everyone can do it, and even among those who can do it, there's still room for a lot of improvements.
I'd love to see what would happen if audio game devs got together and focused their strengths, and made a truly epic game akin to the giants of the mainstream world. And yeah I know that Indie devs are capable of a hell of a lot, but like I said previously, one person can't do it all, and those who can are the exception, not the rule. Unfortunately, I am not any closer than anyone else to knowing exactly what is needed to make our games better. Whether my above cultural tangent has anything to do with it, I cannot say.
Make more of less, that way you won't make less of more!
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