The Ache: Part 1

Note: This post is me expressing my personal opinion. As always, feedback and criticism is welcome.

There’s a question I want to ask Frank O’Connor: Are you happy?*

There’s a saying: “If you love what you do, you’ll never work a day in your life.”

That being said, I can’t imagine that making video games is giving Frank O’Connor (or anyone at 343 Industries) a sense of fulfillment. Making video games, I think, is ultimately not something that makes him happy. Keep on reading and I’ll explain why I think this.

Of course, I could be wrong. I don’t know Frank O’Connor personally. I have no idea what kind of person he is.

But, for now, I stand by what I said: Making video games, ultimately, will not make a person happy.

Here is why I say that:

Like writing a book or painting a picture, to give two examples of works of art, making a video game can get a person’s creative juices flowing and drive them to create something they can be proud of because they know that those who experience it will enjoy it and treasure it.

But, though I think that, like books and paintings, videos games are art, I ultimately don’t think that making a video game is comparable to writing a book or painting a picture. Here is why: Making a video game involves being indoors, staring at a screen. Making a video game involves human beings doing something that is, I think, against human nature: Separating oneself from nature: separating oneself from the outdoors (the beauty of rolling hills, sunrises, gentle rain, etc.) and separating oneself from interacting with fellow human beings (secluding yourself in your cubicle and working ungodly hours).

If you want:

Read this article:

What Cannot Be Seen

And listen to these pieces of music:

The reason I posted these, is this: These, I think, awaken in a person an ache. An ache for something “more.” An ache for something that making video games — as opposed to making other kinds of works of art — doesn’t alleviate. The reason why is because of the isolation, from nature and fellow human beings, that comes with making them.

On a side note:

The Halo series, numerous times, has alleviated that “ache” in its players. Whether you were stepping out of the lifeboat in Halo: Combat Evolved…

Halo Ring2

arriving at the Arc in Halo 3…

Halo Skybox

or looking up at the structures on Requiem…

Halo-4-Guide-Legendary-Help-Tips-and-Tricks-2

you felt a sense of wonder. A sense that there is something “more” to existence. You felt an ache — a desire — for something, even if you didn’t know what that “something” was.

To get back on track:

The following three YouTube videos, through comedy, and the cold, hard truth, reveal examples of what it’s like to work in the video game industry nowadays:**

I want to ask Frank O’Connor “Are you happy?” because I think that his chosen profession — making video games — is, ultimately, not giving him the kind of fulfillment that he, and every human being, desires.

Arrietty and Shaun2

Thank you for reading.

For further reading:

A review I found, of the movie Interstellar

The reason I’m posting a review  of Interstellar is because I think that it is relevant to the subject of this blog post — the subject of this blog post being that I think we all have an “ache”: a desire for something more in our existence. Even if we don’t know what that “more” is.

*The reason I picked Frank O’Connor, out of all the 343 staff that I know of — like Josh Holmes and Bonnie Ross — is because, to me, he’s the employee that stands out the most. What I mean by that is: Whenever 343 does damage control, explains a gameplay decision, or why the story is going in a certain direction, it seems like, more often than not, Frank O’Connor is the one doing the talking: He is 343’s, for lack of a better term — and I don’t say this in a derogatory way — mouthpiece.

**Thank you to a commentor on the Halo sub-Reddit for pointing out to me that video game development is not the same everywhere: that there is a difference between developing a AAA game like the next entry in Assassin’s Creed, and developing an indie game like Braid.

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2 thoughts on “The Ache: Part 1

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