Fargo's Path to Mastery
Brian Fargo has been a pillar of the video game industry for over thirty years (Maher, 2015). Known for his involvement in the Wasteland and Fallout series, he has been a long-standing pillar of the industry. The path of a true master is one laid out by Greene (2012) in Mastery, “Let us call this sensation mastery—the feeling that we have a greater command of reality, other people, and ourselves” (p. 1). This paper aims to apply Greene’s philosophy of mastery to the path of Brian Fargo. It examines the path that Fargo has undertaken thus far on his creative journey, the keys to mastery he has applied throughout his career, the emotional pitfalls he has overcome, and strategies he has enacted.
The Path
Keys to Mastery
The first stage of the creative process to mastery is called the “creative task,” which involves altering your very perception of the world around you (Greene, 2012, p. 179). This means being able to perceive things contrarily from everyone else, thus knowing where to direct your energy. Greene (2012) emphasized that it is entirely up to the master, and no one else, where to direct this creative energy (p. 179). In an interview, Brian Fargo discussed the game climate when he first entered the industry, “We’d try all sorts of different creative things out…you could tinker with different things and different ideas. Everybody was pushing the envelope in every category” (Darren, 2007, p. 47). Fargo’s self-directed creativity and obvious passion indicates that he had already begun to point his creative energy towards releasing video games that would forever alter the industry. Fargo (2012) would go on to contend, “Ultimately, it was the cause and effect that people really enjoyed.”
After embarking upon the creative task, Greene (2012) tells us the next step is to develop creative flexibility by utilizing the five “creative strategies” (p. 181). One such strategy that can help enrich creative flexibility is to cultivate negative capability (Greene, 2012, p. 181). The core of this strategy requires the master to place aside any perceived notions of personal importance to gain a greater understanding of the universe around them. Greene (2012) reasoned, “Truly creative people…can temporarily suspend their ego and simply experience what they are seeing” (p. 182). Brian Fargo has shown that he has the ability to cultivate negative capability many times, none more so than when he was forced to resign from Interplay Entertainment. Reporting for The Orange County Register, Chuang (2003) asserted that Fargo might be the “ousted founder of Interplay Entertainment,” but that leaving Interplay has been an overall positive experience. Fargo was now free to hand-pick his own creative team and approach games the way he wanted (Chaung, 2003). Instead of letting his ego or pride control his actions, Fargo used the event as fuel for his creative task. Not only that, but Fargo would come to not regret the way things had turned out, showing a level of mastery. In an interview with Wojciechowska (2015), Fargo was asked if he regretted the events that had led to him leaving Interplay. Fargo responded, “Not anymore. At the time I did, but I’m in a better place now” (Wojciechowska, 2015). Fargo would come to realize that the path he was on near the end of his time at Interplay Entertainment was the wrong one, a false path. He wasn’t afraid to reassess the situation, removing himself from the equation. He was no longer driven with creativity or passion, was no longer having fun (Wojciechowska, 2015). By leaving Interplay, he was now able to replot his course.
The final phase of the creative process involves the “creative breakthrough” (Greene, 2012, p. 199). One notable creative breakthrough that Brian Fargo had centered around the creation of Wasteland 2. Greene (2012) tells us that when faced with challenges, masters will have the ability to put aside a project until they come up with a creative solution to push the project forward. Brian Fargo was able to achieve a creative breakthrough when trying to turn Wasteland 2 from an idea to reality (Fargo, 2012). After attempting to pitch the game to countless studios and not receiving traction, Fargo decided to boldly endeavor to raise investors through crowdfunding (Fargo, 2012). The results were both unexpected and would drastically change the industry. Hamilton (2013), reporting for The Orange County Register, stated that over four million dollars had been raised for Wasteland 2 through the crowdfunding website, Kickstarter. Fargo, as a master of his trade, showed a true understanding of the industry and those who support it, allowing him to break through the complications facing him.
Emotional Pitfalls
Strategies for the Creative-Active Phase
In conclusion, Brian Fargo has shown an immense understanding of the path to mastery, as laid out by Greene (2012). He has shown that he has the ability to have a greater understanding of reality and thus has followed the path of the master. Fargo has exhibited that, over the last thirty years, that he has the ability to approach and overcome obstacles utilizing the tools of the master. These skills have allowed Fargo to become a master in his field and will continue to push him forward, to groundbreaking new techniques and breakthroughs, in the future.
References
Darren, G. (2007). THE GFW INTERVIEW: BRIAN FARGO. Games For Windows, (9), 46-48. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&db=bth&AN=25740164&site=ehost-live
Fargo, B. (2012). Unite 2012 - The Power of the Crowd. YouTube. Retrieved 16 July 2016, from https://www.youtube.com/watch?v=QHx18deFL0c
Greene, R. (2012). Mastery. New York: Viking.
Hamilton, I. (2013). Game makers play to the crowd. The Orange County Register, p. 1. Retrieved from http://www.lexisnexis.com.oclc.fullsail.edu:81/lnacui2api/api/version1/getDocCui?lni=585R-9D01-JBK9-92N5&csi=270944,270077,11059,8411&hl=t&hv=t&hnsd=f&hns=t&hgn=t&oc=00240&perma=true
Maher, J. (2015). » Brian Fargo and Interplay The Digital Antiquarian. Filfre.net. Retrieved 16 July 2016, from http://www.filfre.net/2015/05/brian-fargo-and-interplay/
Wojciechowska, S. (2015). Bethesda Did A Great Job With Fallout: Interview With Brian Fargo, Creator Of Cult RPGs - GAMEPRESSURE.COM. Game Pressure. Retrieved 15 July 2016, from http://www.gamepressure.com/e.asp?ID=124
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