In my usual stumbling around on teh intarwebs, I came across this post on "the Programming Succubus" in regards to experimental game design. It's an intriguing concept. Not being a game designer myself, the principles Benmergui lists aren't directly applicable, but I certainly empathize with the concept of succubi in project development. Personally, I have to deal with the incubi of sequential ordering and design.
Those pretty much sum up my problems with the Noel Heikkinen Project; I found I had to finish one thing before I went on to the next, and I had to do it all in order. The design for all nodes had to be established before I could write, and the writing had to be completed linearly, even though each node stands individually--linearity is not required. The design demon, requiring perfection, meant that I spent literally hours on the swirl motif before I could even move on to photograph selection. Hours which, coincidentally, I didn't have. By the time I got to the writing phase, I was under such a tight time constraint and so stressed out that I literally couldn't write anymore. And it's a problem I could have avoided, too; I had most of the text written out mentally months ago. I just couldn't write it until I saw what its layout would be.
Is this really a problem? Maybe only if you're also a victim of the incubus of chronic procrastination and are trying to do relatively in-depth work in a short period of time. I envy people with the internal organization to keep things on schedule. Even deadlines barely work for me anymore.
Showing posts with label procrastination. Show all posts
Showing posts with label procrastination. Show all posts
Friday, December 21, 2007
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