Coding into the Void

Coding into the Void

A blog that I’ll probably forget about after making thirty-five posts.

Make Bad Things and Be Proud of Them

Making video games is my hobby. If the games I released were paid, most of them would not sell any copies. If someone else made the games I made, I probably would not play them.

I am fiercely proud of the games I make.

It can feel like it isn’t worth doing something if you aren’t good at it. If you hang out in a creative space for a hobby that you’re passionate about, you’ll be barraged with people who are more talented, more prolific, and just flat-out better at it than you are. Sometimes it’s because it’s their full time job; sometimes it’s because they’re just really good at it.

Making video games is my hobby. I make video games for the purpose of having a game at the end, yes, but also because I enjoy the process. I make imperfect games, and I release them. I make imperfect games, and I’m proud of myself for doing so.

E.T. the Extra-Terrestrial

The following is fictional.1

In 1982, E.T. the Extra-Terrestrial released. The film was wildly successful and very well-received.

In 1982, E.T. the Extra-Terrestrial released. The game was widely panned and was accused of killing an industry.

One of these has been influential for me. It’s not the well-regarded film. It’s the game that everyone hated.2 Now, I’m not going to get into why the game is hated more than it should be.

Why? Because it doesn’t matter.

I’m also not going to go into how E.T. was ahead of its time, or how it was unfairly blamed for systemic issues in the industry.

Why? Because it doesn’t matter.

Then what does matter? What Howard Scott Warshaw, the creator, thinks about it.

Warshaw is proud of his work on the game. He’s proud of finishing it despite only having five weeks. He’s proud of coming up with a pitch for a game less than thirty-six hours after it was requested. He’s proud of the ending cutscene. He’s proud of the title screen.

Why shouldn’t he be?

E.T. could be a better game. If he ignored the deadlines, Warshaw could have worked a few extra weeks. Atari could have playtested the games and seen the areas that gave people trouble. The rough edges could have been smoothed out, and the game could have been better received.3

Does that mean that Warshaw shouldn’t be proud of the game? No.

Everything you make can be better. You can always spend more time on a project before releasing it. There may be a point at which working more on a game will make it worse, but you will never know where that point is. That’s true whether it’s your hobby or your job.4

E.T. influenced me because it is a game that everyone hates, but its creator loves.5 And isn’t that all that matters?6

My own work

I’m not a professional writer. I’m don’t know if I’m even a good writer.7 Honestly, I often have a hard time determining “bad writing”. The infamously bad writer Dan Brown? I never got hung up on his writing.8

In my games, I like to think I have a certain amount of taste. When I do something in an amateur way, I’m aware of it, and I’ve accepted it. I know my sprite for Cyclus is cheesy, but I’m fine with it. I don’t like to release games with flaws that I am unaware of.

So when I wrote Side Stories for NaNoWriMo, a piece of twine interactive fiction, I had no idea if it was actually good. I didn’t know if it had any glaring flaws.9 I didn’t know what was wrong or gauche. I mean, don’t get me wrong, I know it isn’t Shakespeare, but I don’t know if it’s palatable.

I was anxious about that. I very well could have not published the game. Every day that it’s up, someone could leave a comment saying “this game sucks and the writing is bad.”

I don’t know if the game is good, but I’m proud of it. I read through it while writing my 2020 retrospective, and I liked it. I accomplished something. I gave myself a month, and I didn’t just write over fifty thousand words; I wrote over sixty thousand words. You don’t like it? That’s great. I don’t care.10

I wrote and it flew out of my fingers like I was possessed and I accomplished what I set out to do and that’s worth being proud of. It’s something worth celebrating!

It’s easy to look at what others have done and find yourself wanting. That’s fundamentally a fruitless way of going about something you should enjoy. Don’t compare yourself to others. Compare yourself to the version of you who hadn’t created. Compare yourself to the version of you who did some mindless activity instead.

After all, I compare myself against the more perfect version of me all the time. Why shouldn’t I get to do so against a less perfect one too?

I can look at every single thing that I’ve created, and I can see something worth of praise in each one.11

After all, have you ever created something that made you feel like you were worse off for having made it? I certainly haven’t. Sure, the art you drew when you were a teenager may feel embarrassing now, but it was a stepping stone to where you are now, and that, I think, is something worth appreciating.

Create for Yourself

Creation, in and of itself, is something to cherish. You chose, with all the options available to you, to make. It doesn’t need to be good. It’s your passion. It should be satisfying. If you enjoyed making it, or even if you enjoy having made it, it is worthwhile.

On the other hand, are you creating something that’s draining you throughout every step of the process? Consider whether you actually want to do it.

Perfection is a pipe dream. Create for yourself.

Make bad things and be proud of them.


  1. Maybe. Most of the details are factually correct, but I haven’t found anything online to back up my memory of some of Warshaw’s statements on the game, despite him discussing it. It might have been created out of whole cloth by my brain. I don’t know if Warshaw is actually proud of the game. A little embarrassing if he’s not, as I bought an E.T. cartridge because of it. At least it was less than ten dollars. And regardless, it’s a good story, even if it’s fake. Which it might be. ↩︎

  2. Except this person. ↩︎

  3. Ironically, missing the deadline could have meant missing the shipping deadline, the game being cancelled, having production of the E.T. cartridges not occur, and having someone else be blamed for killing the industry. ↩︎

  4. Assuming it’s truly your hobby, you have the liberty to poke at a game forever, which isn’t leeway that a job gives. That time is both a gift and a curse, but also makes the advice I’m giving here relevant to both. A job also comes with a paycheck, which is also nice. ↩︎

  5. That I could not find anything to substantiate this statement cannot be overstated. This section is fictional. Unless it’s not. ↩︎

  6. Obviously if that happens frequently at your job, you’re probably in trouble. But hey, if you can claim that you brought down an industry, that’s something to talk about at parties. And for hobbyists? Be as bad as you want. It doesn’t matter. ↩︎

  7. By reading this, you probably have a better idea than I do. ↩︎

  8. Honestly, I’m not sure if saying successful writers are bad is just a “cool crowd” thing to do. For what it’s worth, Stephenie Meyer’s writing didn’t bother me either. ↩︎

  9. That’s not entirely true, actually. I know I use way too many complex and compound sentences. It’s a curse. ↩︎

  10. For all my bluster, it would affect me if someone left a negative comment. The brain does what it does. But ultimately, what does it matter? To paraphrase another creator, “if they don’t pay your bills, don’t pay them no mind.” ↩︎

  11. The first draft had a section where I praised an aspect of each one of my games. When you’re writing praise for eighteen games in a row, it’s a lot. Not only did it destroy the pacing, it also felt terribly self-aggrandizing, so it was left on the cutting room floor. ↩︎