Everyone can be creative to some extent. The world isn’t 90%
made up of Emmet from The Lego Movie (although I for one thought the
double-decker sofa was a great idea). What makes especially creative people
stand out is their ability to demonstrate their skills that they have built off
their talent.
There has always been some debate as to the overall effects
of natural talent on skill. I’ve seen that most people at a certain skill level
will, when asked, respond that skill has nothing to do with anything, that it’s
all practice, practice, practice. But really, the interest someone has in a
particular creative outlet is going to inevitably be enhanced by their natural
affinity for it. In education, people tend to shy away from less “academic”
subjects because we think there are no jobs in the creative sector, but
creative fields are incredibly important. “Creativity is as important as
literacy”, says Ken Robinson in his talk about creativity and education, and “If
you’re not prepared to be wrong, you’ll never come up with something original”.
This is one way the rigid structure of education can even have a negative
impact- creativity is hard to learn, but easy to discourage.
"All children are artists. The problem is to remain an artist
once he grows up"- Pablo Picasso
Personally I think that in lower levels of education when it
comes to art there is often one of two problems- the curriculum either focuses
on skill without creativity or creativity without skill. To become a good
designer you need both, so those with a talent for it who are inevitably more
likely to gain knowledge in their own time are going to get a head start for
when education becomes more relevant at higher levels. Of course people who are
very driven individuals will also be able to achieve this even from starting at
a low level of skill, but really being motivated is a talent in itself.
In the games industry, creativity is important for almost
every aspect of development. However, the amount of creativity a position will
utilise can sometimes be quite small, especially in large companies and more
subordinate positions. A lot of the time
you will be given a brief that is extremely strict and allows for little
creative input. Of course having too little guidance on a project is generally
bad since it can be hard to find a starting point, and can even start to cause
worry about being wrong which of course ends up actually hampering creativity.
But for creative types being too confined by a brief can get frustrating, and some may find this difficult.
Creativity is most important in making elements of games
individual and iconic when compared to similar titles. This goes for all
elements- gameplay, visuals, or story. Consumers have little reason to take
notice of a game if it doesn’t bring something new to the table or have some
kind of individual hook to it. Everyone recognises TF2’s art style, everyone
remembers Mass Effect’s dialog wheel etc. While it is true that gameplay
concepts thought of as innovations can backfire and ruin games, the risk can be
worth it. It only becomes a problem when developers forget why elements that
have become staple work the way they do.
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