The very fact of choosing to work in a specific sector exposes us to many possibilities.
The video game is one of the businesses where those who work are also customers of this type of product. This exposes you to so many things, some can hurt very much.
So how did I get past the 7-year lifespan average in this industry, then? Thinking about it, there is a mix of a few merits and many things that have been given to me. Things a person can’t control.
An important step is to think in the space of possibilities.
Something so dear to us designers is also present in our lives.
– if I’m developing a game there is a possibility of making a big hit. But there is also the possibility of failing to finish the game, or not getting enough profits.
– if I’m sending resumes around, there is a possibility of getting a job. But there is also the possibility of receiving a lot of rejections and not being able to get any fits for a while.
When anything happens it is because there was a possibility that it would happen.
Knowing this, instead of thinking of ourselves as characters in a story, we can look at ourselves as a field where stories happen.
What if we look at ourselves as a space of possibilities?
I am not a pawn, a knight, or a rook. I’m not even the queen.
Maybe I can start thinking I’m the game board, where various movements can happen in sequence.
Accept things as they are and, when a match ends (as it always does), just let another start. Always.
(Photo from 2007, my first GameCon fair in Naples. We were presenting a series of arcade games. I was scripting those games in Lua, on a Linux system. The one in the photo combined puzzle match with soccer)