Artist's Statement Time! (apparently)

I finished Borderlands a while back (the first one—I’m too much of a broke ho to purchase the sequel), and good god does that game know itself. It’s consistent tonally throughout the entire experience, and it’s a ruckus because of it.
I’m definitely biased—I want to (and do) make funny games, so of course I applaud a game that is endlessly off the wall. Subtle geek-culture references are always welcome, too. Nonetheless, it's thrilling to play games that aren't too far from the sort of beasts you'd like to tackle, from the bigness of tone down to the little jokes.
I like making worlds. Characters are good, and themes are great—but it’s the internal workings of a thing that make me create. Starting with a little “what if things worked like that” and then extrapolating all of the details from there? Nothing better. It’s the best parts of creativity: first, you can go anywhere you want; second, you must stick to your internal logic.
Paradoxes are also fun to write. The best part of paradoxes is when they’re invigorating. And comforting.
Point being—it’s a bit overwhelming to make a world. Infinite possibilities weigh heavily on finite shoulders. Something needs to reign them in—and so we stick to the internal logic.
Whatever the kernel of idea was, there’s some truth in there. Something we recognize as
undeniable—otherwise, we’d nurture a different kernel—and we cannot do anything that sullies the truth of that idea. We can go anywhere… but please, let’s remain logical.
Constraints are an undervalued tool in creative endeavors. Creativity is ideas pushing against reality. When you’re starting from scratch (as you do when creating worlds), constraints give your creativity something to push against. Ideas cook within the pressure of constraint—your first idea might be good, but the one that simmers inside the troublesome logic of the world is usually more interesting. It just fits better. It knows the world, it’s clever, it’s unexpected—but most importantly, it makes the world wider. Its existence pushes the walls out a bit more and simultaneously firms them up. It rings true, and in this new world—it is.
Everything grows from there. One great detail that fits the logic of the world begets another, and before long they’re bouncing off of each other in terribly interesting ways.
Of course, this can be done in any form of narrative art (and possibly any art at all, although I specialize in narrative), but I do seem to enjoy games most. Is it because I spend more time playing games than reading plays or watching movies? Maybe. More likely, I think it's just a bit freer.
As awesome as logic is, I may apply it a bit too thickly to some concepts. When writing plays, I get too caught up in themes that some of the spontaneity and fun drops out—I'm more focused on convincing my audience than I am on playing it loose. Also, as much as I love humor, I have a way of writing it out of plays and stories when I'm trying to craft them into "serious works of art". I won't for a second say art can't be fun or games can't be art, but I don't feel as hung up over appearances when working on games as I do plays. Maybe the form is less pretentious, or I'm just more comfortable with it (and so don't need to hide behind pretension). Not sure.
But I like finding the right way to flavor mechanics, as well. It's a bit of metaphor-making that appeals to me—there's some in-game action or rule that needs to exist to make the game better, but what are we going to call it so it still fits the world? Or, even more fun—the game needs a new troop type. Now look at the world and twist the pieces until you find something that fits the world and solves your problem. That's where so much of the good stuff comes from—and it's not a coincidence there are more constraints pressure cooking that idea.
That's what I'm looking for: small projects are nice, but it's the big projects, the ones that beg for more details and compound their logic that really thrill me.
Now if only I had some of those projects up my sleeve...