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That still smells like hope to me....

You don't get there by acculturating. Don't become a well-rounded person. Well rounded people are smooth and dull. Become a thoroughly spiky person. Grow spikes from every angle. Stick in their throats like a pufferfish. If you want to woo the muse of the odd, don't read Shakespeare. Read Webster's revenge plays. Don't read Homer and Aristotle. Read Herodotus where he's off talking about Egyptian women having public sex with goats. If you want to read about myth don't read Joseph Campbell, read about convulsive religion, read about voodoo and the Millerites and the Munster Anabaptists. There are hundreds of years of extremities, there are vast legacies of mutants. There have always been geeks. There will always be geeks. Become the apotheosis of geek. Learn who your spiritual ancestors were. You didn't come here from nowhere. There are reasons why you're here. Learn those reasons. Learn about the stuff that was buried because it was too experimental or embarrassing or inexplicable or uncomfortable or dangerous.

And when it comes to studying art, well, study it, but study it to your own purposes. If you're obsessively weird enough to be a good weird artist, you generally face a basic problem. The basic problem with weird art is not the height of the ceiling above it, it's the pitfalls under its feet. The worst problem is the blundering, the solecisms, the naivete of the poorly socialized, the rotten spots that you skid over because you're too freaked out and not paying proper attention. You may not need much characterization in computer entertainment. Delineating character may not be the point of your work. That's no excuse for making lame characters that are actively bad. You may not need a strong, supple, thoroughly worked-out storyline. That doesn't mean that you can get away with a stupid plot made of chickenwire and spit. Get a full repertoire of tools. Just make sure you use those tools to the proper end. Aim for the heights of professionalism. Just make sure you're a professional *game designer.*

You can get a hell of a lot done in a popular medium just by knocking it off with the bullshit. Popular media always reek of bullshit, they reek of carelessness and self-taught clumsiness and charlatanry. To live outside the aesthetic laws you must be honest. Know what you're doing; don't settle for the way it looks just cause everybody's used to it. If you've got a palette of 2 million colors, then don't settle for designs that look like a cheap four-color comic book. If you're gonna do graphic design, then learn what good graphic design looks like; don't screw around in amateur fashion out of sheer blithe ignorance. If you write a manual, don't write a semiliterate manual with bad grammar and misspellings. If you want to be taken seriously by your fellows and by the populace at large, then don't give people any excuse to dismiss you. Don't be your own worst enemy. Don't put yourself down.

I have my own prejudices and probably more than my share, but I still think these are pretty good principles. There's nothing magic about 'em. They certainly don't guarantee success, but then there's "success" and then there's success. Working seriously, improving your taste and perception and understanding, knowing what you are and where you came from, not only improves your work in the present, but gives you a chance of influencing the future and links you to the best work of the past. It gives you a place to take a solid stand. I try to live up to these principles; I can't say I've mastered them, but they've certainly gotten me into some interesting places, and among some very interesting company. Like the people here tonight.

I'm not really here by any accident. I'm here because I'm *paying attention.* I 'm here because I know you're significant. I'm here because I know you're important. It was a privilege to be here. Thanks very much for having me, and showing me what you do.

That's all I have to say to you tonight. Thanks very much for listening.