The Performative End of Being a Creator (Patreon)
Content
You can think of this as an extended #RealGameIndustry post.
If you are depending on the game industry for your full income, and you do not have a full-time job with benefits, necessity means at least part of what you are doing to performative.
Performing to build a community. Performing to gain name recognition. Performing to seem more fun and interesting, on the assumption that makes your products seem more fun and interesting.
Given how many of us came into gaming to escape what we saw as societal and clique-based requirements for shallow performative interactions, this is often a bitter irony. Indeed, while most of us are too smart to complain publicly, this can result in annoyance or anger as what we see as the “pretty popular people” being successful in their performance to a degree we cannot match (often directly measurable in how much money those people can raise compared to how much experience they have or how much content they have created.)
Especially as a mentally ill, socially-awkward, depressive introvert, it often strains my coping mechanisms and ability to put on a false face to their absolute limits. Social media is both a blessing and a curse in this regard. The ability to use text to put forth an idealized, entertaining self helps create a buffer between my depression and my need to be a performative creator. However, those very tools also demand constant attention to remain an effective part of my mandatory performance.
And at that, I have a much easier time as a cis white hetero male, because there are faults and failings I can have which are seen as quirky, or the stereotype of the grumpy writer. Creators in more marginalized groups often don’t get that slack. They both have much more cause to be scarred by social interaction, and must maintain a more perfect performance to reap the same benefits I do.
Even my ability to make discussions of my illnesses, failings, and annoyances part of my public persona is made easier by my role as an elder whitebeard. I have seen women, and minorities, and LGBT creators all with as much or more experience as I have been shouted down as clearly unstable for daring to say the same things I am allowed to state largely without consequence.
Nor do I foresee anything of this changing in a major way. The need to be performative to be successful as an independent appears to be baked into the industry (and full time jobs that pay something like the median income for their area are so rare as to be unicorns). That means the only part of this likely to change is the unfairness that performative need puts on marginalized creatives.
That fight is worth fighting. But it’s going to take hard work and time to make significant progress.Meanwhile, the demands for performance keep changing and increasing, as technology drops the barriers between creator and consumer.
I work hard to remain relevant. And I see no time when I’ll be able to stop working at that without falling into an at-best-niche position. Which means my coping mechanisms for my trauma, depression, and other issues must include being able to maintain the performance–at least for regular, short bursts– even when I am fighting to not just curl up under the covers and give up on it all.
This is like climbing a wall, endlessly. If you ever fully give up you don’t just fail to make progress. You may be able to rest in a cradle for a time, or depend on your ropes. But those things can only hold you for a brief time. Eventually you’ll fall, and then you don’t just drop a little. You lose a huge percentage of your progress, and can damage yourself and your career, even kill it, as you smash things on the way down.
Keeping yourself in a place where people will see you and your work so they even might buy it is a grind, on top of the grind of creating enough work to survive even if people see enough of it.
You don’t have to have answers for all of this as you start. But to rise above a certain level, you must begin to work it out eventually.
When people sometimes suggest I take on too much, I want to yell at them that if I only do 75% as much work, I won’t get 75% of the result. I’ll get 50%, or less. If you try to microwave popcorn and you put it in for 60 seconds, you don’t get half the popcorn you’d get if you microwaved it for 2 minutes. Your work is all at least partially wasted if you can’t back it up with enough PR, backstock, and previews to maintain brainshare in an audience with tons of other, better-funded, better-advertised options.
I don’t have solutions for many of the problems these issues bring up. But it’s better for newer creators to be aware of the potential minefield and prepare for it, than have it come as a surprise for them. If you just want to create on your own terms and enjoy whatever success happens to come your way, and not try to pay the rent, cover medical insurance, and put food on the table purely through ttRPG efforts, you can largely ignore this. And if you find a way around it, I heartily congratulate you. And there are different levels of this performative need, with some folks managing much more success than I with much less performance put in.
But be aware of the potential drain on your time and energy.
Patreon-Exclusive Extended Content:
I love being told I inspired someone, or helped them reach a new level. And I want to keep doing that. But I also want anyone who wants to dig into the things I do to pay my bills at a level deeper than side hustle or hobbyist to be prepared for some of the challenges that come that have nothing to do with skill or reliability in the creation progress itself.
I don't want to come off as some gatekeeper, telling people they are not prepared for the realities of the ttRPG industry, but I also don't want to leave out crucial details about the suckier parts of trying to make a living doing this. I've been told that I downplay my own success so much I hurt my ability to build a reputation as being good enough to pay for my thoughts and opinions. that may be true, but it's more important to me to create a canon of useful, accurate-to-the-best-of-my-ability advice than to promote my own place within the industry.
Right now, many of the most successful money-making ventures in the ttRPG space are tied to the ability to have online videos of interesting, professionally entertaining, often attractive people play a game, or talk about game-related things. Those people work hard at what they do, and the fact they often aren't primarily game creators doesn't mean they aren't adding value to the industry.
But that's a change in the ttRPG paradigm, and it's one that stings for a lot of creators who felt this was an area where pure creativity and writing/designing ability was the surest path to reward. And it's an element not everyone is comfortable with, and I feel like people reading interviews from as little as 5 years ago may not realize is currently such a big art of the industry.