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The Pitfalls of Success: Hasbro Success Story, Take 2
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<blockquote data-quote="MoonSong" data-source="post: 8216095" data-attributes="member: 6689464"><p>Funny how we started with artist, then you shifted to designer. There are two way to see an artist, one is someone who only produces for their own satisfaction -and possibly in service of their pet cause- the other one is someone who produces master craft works that resonate on a deep level with others. Probably the latter is the one we all care about, but the former is tangled in it. </p><p></p><p>I remember in art school how "artists" used to look down on us wanting to be designers (there is a non-safe for work metaphor they employed and that would break the grandma rule, let's just say it was a commentary on the mercenary nature of design) because they were in love with the first idea. Obviously if you are in that camp, you wouldn't want any external restriction, but in my experience, wanting to go without restrictions usually leads to pretentious incomprehensible messes that are hard to parse and hard to even like. But notice that many of the great works are actually the result of mercenary work, and many times they were shaped by external limits. For example, Akira Toriyama, a lot of the way Dragon Ball turned out to be was because the input from his editors. Michelangelo hated painting -he preferred to sculpt-, yet he did the Sixtine Chapel, because it put money on his pocket. Eminem ended up doing two of his best songs because the studio forced him to do a follow up to his previous hit. In a similar way, the new corporate oversight could end up neutering D&D, but will likely force the team to innovate and find new ways to do adventures.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 8216095, member: 6689464"] Funny how we started with artist, then you shifted to designer. There are two way to see an artist, one is someone who only produces for their own satisfaction -and possibly in service of their pet cause- the other one is someone who produces master craft works that resonate on a deep level with others. Probably the latter is the one we all care about, but the former is tangled in it. I remember in art school how "artists" used to look down on us wanting to be designers (there is a non-safe for work metaphor they employed and that would break the grandma rule, let's just say it was a commentary on the mercenary nature of design) because they were in love with the first idea. Obviously if you are in that camp, you wouldn't want any external restriction, but in my experience, wanting to go without restrictions usually leads to pretentious incomprehensible messes that are hard to parse and hard to even like. But notice that many of the great works are actually the result of mercenary work, and many times they were shaped by external limits. For example, Akira Toriyama, a lot of the way Dragon Ball turned out to be was because the input from his editors. Michelangelo hated painting -he preferred to sculpt-, yet he did the Sixtine Chapel, because it put money on his pocket. Eminem ended up doing two of his best songs because the studio forced him to do a follow up to his previous hit. In a similar way, the new corporate oversight could end up neutering D&D, but will likely force the team to innovate and find new ways to do adventures. [/QUOTE]
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The Pitfalls of Success: Hasbro Success Story, Take 2
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