AVOIDING THE SELF INSERT
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Games are a form of expression. And we, as people, tend to express what we feel. As a result, the downer you feel, the more you tend to appear in your stuff (in a bad way). I don't mean style or tastes, I mean your life being painted there, your problems seeping into your creations and altering them in ways you don't really like. And if you try to get rid of it, your creations feel pretty apathic, too. In fact, I'm feeling exactly this.
During these last 2~3 years i've been under a pretty large downer period and I'm having a hard time dealing with this. I don't want to make bland, tasteless games as I've been doing (and ditching, endlessly) but I also am afraid of connecting with what I do and actually creating another direct projection of my life, such as Provolone and LOVE (a game I haven't posted here) which are things that are meant for me and for me only.
How do you guys deal with this? How do you push these kinds of sentiments away from your creations and separate them from your lives without losing the "connection" that gives them their real life, their real flavor?
This is a hard question, I know. But still -- for instance, I find it hard to think about imaginary situations when real-life situations simply don't go out of my head, and in the end that's why I end up writing about them instead. xD How do you deal with it? ;w;~
another badly formulated topic 'o mine
During these last 2~3 years i've been under a pretty large downer period and I'm having a hard time dealing with this. I don't want to make bland, tasteless games as I've been doing (and ditching, endlessly) but I also am afraid of connecting with what I do and actually creating another direct projection of my life, such as Provolone and LOVE (a game I haven't posted here) which are things that are meant for me and for me only.
How do you guys deal with this? How do you push these kinds of sentiments away from your creations and separate them from your lives without losing the "connection" that gives them their real life, their real flavor?
This is a hard question, I know. But still -- for instance, I find it hard to think about imaginary situations when real-life situations simply don't go out of my head, and in the end that's why I end up writing about them instead. xD How do you deal with it? ;w;~
I don't. What would be the point of creating art if it were not influenced by who I am and what I feel? It would cease to be art, it would be a fake. There's no point in distilling yourself out of what you do. If you take yourself out of it, then it isn't really yours, now is it?
For example, as somebody who is constantly pained by the separation between himself and the (fictional) people that he loves, my stories always end up having themes of loss, or romance stories, or themes of finding what you always wanted. My projects are usually spawned of a particular emotion, so I try my best to keep them within that emotion.
I too experience problems with stories trying to suddenly change, based on my mood at the time of working on them. The best thing I found to do was to simply channel them into another project. If you're designing a really happy game, then let all your negative feelings filter into something on the side. This is the kind of thing that just comes down to making plans and following them.
If you're like me and have multiple projects being written at a time, then just stay focused on what you're actually working on. When unrelated feelings come up, find ways to use them: put them in the game which fits them best. You have to take advantage of what you feel, not let it take advantage of you.
For example, as somebody who is constantly pained by the separation between himself and the (fictional) people that he loves, my stories always end up having themes of loss, or romance stories, or themes of finding what you always wanted. My projects are usually spawned of a particular emotion, so I try my best to keep them within that emotion.
I too experience problems with stories trying to suddenly change, based on my mood at the time of working on them. The best thing I found to do was to simply channel them into another project. If you're designing a really happy game, then let all your negative feelings filter into something on the side. This is the kind of thing that just comes down to making plans and following them.
If you're like me and have multiple projects being written at a time, then just stay focused on what you're actually working on. When unrelated feelings come up, find ways to use them: put them in the game which fits them best. You have to take advantage of what you feel, not let it take advantage of you.
I'm honestly a little confused, but I'll try to answer to the best of my ability.
Projecting yourself onto a project isn't bad, per say. In a loose quote from Rohan Kishibe, the best work is based on reality. Of course, there are definitely exceptions, but touches of real experiences can help guide the game if used right. When I try to work on my secret projects, often times I write my characters based on aspects of my self or those I know. However, usually I take just one personality element and go original to build off it.
So basically, if I express my own real life issues or feelings, I let it be a base for themes/tone/etc. and build upwards, and not simply making a reiteration of real life events or whatnot.
Probably easier said than done for some, I can restrain myself and separate work from life with no problem... ._.
Projecting yourself onto a project isn't bad, per say. In a loose quote from Rohan Kishibe, the best work is based on reality. Of course, there are definitely exceptions, but touches of real experiences can help guide the game if used right. When I try to work on my secret projects, often times I write my characters based on aspects of my self or those I know. However, usually I take just one personality element and go original to build off it.
So basically, if I express my own real life issues or feelings, I let it be a base for themes/tone/etc. and build upwards, and not simply making a reiteration of real life events or whatnot.
Probably easier said than done for some, I can restrain myself and separate work from life with no problem... ._.
You can put different amounts of yourself into anything you create :)
Creating a game without personality is possible - Call of Duty can be fun, despite coming off as soulless. But... one of the things that is striking about a project made by just a person or three is how much of the creator you can see in it. It's the reason why a lot of indie games are interesting and new despite being rough or unpolished in spots!
It does take skill to communicate yourself well, though, especially through a video game. You don't want to hold a pity party! You want to make something that shows what you're feeling in a way that a conversation can't. Honesty is a big part of it - you have to be honest about how you feel and why you feel it, and then you have be to willing to admit that to every jackass who plays your game, which is really hard to do, y'know?
When I made It'll Look Great On Your Resume, I was mad about job hunting, and I wanted to make fun of the whole ordeal. Still, I was super worried that people would interpret it wrong, or maybe they'd say I was just lazy, or maybe they'd think - etc. etc. etc. And a few people did. But a lot of people have told me they really liked the story and they thought it was funny and sympathized with it! It felt good to get it off my chest, for sure, even if it was just a goofy platformer/VN slightly inspired by spite :P
It's all up to you. I think games inspired by our personal lives can be a great way to express our emotions or politics or beliefs or just to rant or to inspire others - and it's so much easier to write stories you know firsthand! But you don't have to make games like that, either, and if you're not comfortable with it, don't. You may just have to learn to write games from someone else's perspective.
Creating a game without personality is possible - Call of Duty can be fun, despite coming off as soulless. But... one of the things that is striking about a project made by just a person or three is how much of the creator you can see in it. It's the reason why a lot of indie games are interesting and new despite being rough or unpolished in spots!
It does take skill to communicate yourself well, though, especially through a video game. You don't want to hold a pity party! You want to make something that shows what you're feeling in a way that a conversation can't. Honesty is a big part of it - you have to be honest about how you feel and why you feel it, and then you have be to willing to admit that to every jackass who plays your game, which is really hard to do, y'know?
When I made It'll Look Great On Your Resume, I was mad about job hunting, and I wanted to make fun of the whole ordeal. Still, I was super worried that people would interpret it wrong, or maybe they'd say I was just lazy, or maybe they'd think - etc. etc. etc. And a few people did. But a lot of people have told me they really liked the story and they thought it was funny and sympathized with it! It felt good to get it off my chest, for sure, even if it was just a goofy platformer/VN slightly inspired by spite :P
It's all up to you. I think games inspired by our personal lives can be a great way to express our emotions or politics or beliefs or just to rant or to inspire others - and it's so much easier to write stories you know firsthand! But you don't have to make games like that, either, and if you're not comfortable with it, don't. You may just have to learn to write games from someone else's perspective.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I don't think I've ever noticed myself accidentally or unavoidably projecting my feelings into a story. If a character thinks the same way I would about a situation, it's only because I find it easier to write believable characters if they think the same way I do. And while they all have certain things in common with me, and some have certain things in common with where I've been in the past, none of them are more than 10% me, and it's a different 10% for each character. The only reason I do it is because it makes the writing better.
The events I write about are just things I think are cool. Neat ideas that I think create good tension and interesting settings and proper pacing. Themes and conflicts that are based more on the type of fiction I enjoy than on anything in my own life.
I've never really made, tried to make, or even briefly wanted to make a game just because I felt a certain way. Or even a major aspect of a game, really. Unless you think "my life is kinda boring and I'd like to go on an adventure like you see in RPGs, oh hey what is this RPG Maker thing, maybe I'll write a game like that" counts. I don't think that's what you're talking about though.
The events I write about are just things I think are cool. Neat ideas that I think create good tension and interesting settings and proper pacing. Themes and conflicts that are based more on the type of fiction I enjoy than on anything in my own life.
I've never really made, tried to make, or even briefly wanted to make a game just because I felt a certain way. Or even a major aspect of a game, really. Unless you think "my life is kinda boring and I'd like to go on an adventure like you see in RPGs, oh hey what is this RPG Maker thing, maybe I'll write a game like that" counts. I don't think that's what you're talking about though.
I think that whatever you make will always include a part of yourself, whether you know of it or not. If this was not the case, then "creativity" will be but a myth.
Including the entirity of yourself (like making a character to represent you) also isn't a bad thing, so long as the self-insert serves a purpose of some sort; pretty much like everything else in the game, imo. Everything should have a place. And if you think that you have a place in your game, then why stop yourself from taking part in it?
As per my experience, all, and I mean all, characters I write about is a part of me in some way; twisted, bent, and re-moulded in numerous ways to project a new and distinct person. The events are also mostly over-exaggerated versions of past experiences with a couple elements swapped around. I do this, not only to make the writing better, but also to save time since I am recycling and reprocessing ideas instead of making new ones. These don't necessarily apply to game making though, since I am less serious with that than I am at writing. (Do note that I'm not claiming to be an awesome-tastic writer. I'm everything but that ;p)
My 2 cents..
Including the entirity of yourself (like making a character to represent you) also isn't a bad thing, so long as the self-insert serves a purpose of some sort; pretty much like everything else in the game, imo. Everything should have a place. And if you think that you have a place in your game, then why stop yourself from taking part in it?
As per my experience, all, and I mean all, characters I write about is a part of me in some way; twisted, bent, and re-moulded in numerous ways to project a new and distinct person. The events are also mostly over-exaggerated versions of past experiences with a couple elements swapped around. I do this, not only to make the writing better, but also to save time since I am recycling and reprocessing ideas instead of making new ones. These don't necessarily apply to game making though, since I am less serious with that than I am at writing. (Do note that I'm not claiming to be an awesome-tastic writer. I'm everything but that ;p)
My 2 cents..
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yeah, but I feel like he's talking about inserting the part of you that is upset with being ignored and abused by your authority figures, or the part of you that thinks the established church should be abolished by force because of how they mistreat people like you, or the part of you that is desperately trying to resolve the trust issues your children have with you.
Not, like, the part of you that thinks ancient giant robots made of cast iron are awesome, or the part of you that is annoyed when characters get new powers out of nowhere in a fantasy story, or the part of you that thinks the accents villains use in old noir movies are hilarious.
Those are two very different types of things. Inserting your life situations vs. inserting your tastes.
Not, like, the part of you that thinks ancient giant robots made of cast iron are awesome, or the part of you that is annoyed when characters get new powers out of nowhere in a fantasy story, or the part of you that thinks the accents villains use in old noir movies are hilarious.
Those are two very different types of things. Inserting your life situations vs. inserting your tastes.
Risking being totally off the mark, i'll leave this here
https://www.youtube.com/watch?v=E1oZhEIrer4
https://www.youtube.com/watch?v=E1oZhEIrer4
I may be odd, but when real life is being awful, I want to keep that awfulness out of my game, and instead use the game-making itself as an escape. So, generally, I try to keep real life issues that I'm struggling with out of my games.
That's not to say that real life situations won't inspire me, just that they go through a filter of "is this good for the game I'm making" first.
I'd play that XD
Yeah. If things are really getting me down, I open a notepad file and start typing down ideas for a story more suited to the dark tone. So, maybe someday the world will get a completely out-of-left-field dark depressing game from me XD
That's not to say that real life situations won't inspire me, just that they go through a filter of "is this good for the game I'm making" first.
author=slashphoenix
I want to make a game about giant noir robots resolving trust issues with their children.
I'd play that XD
author=Pizza
I too experience problems with stories trying to suddenly change, based on my mood at the time of working on them. The best thing I found to do was to simply channel them into another project. If you're designing a really happy game, then let all your negative feelings filter into something on the side. This is the kind of thing that just comes down to making plans and following them.
If you're like me and have multiple projects being written at a time, then just stay focused on what you're actually working on. When unrelated feelings come up, find ways to use them: put them in the game which fits them best. You have to take advantage of what you feel, not let it take advantage of you.
Yeah. If things are really getting me down, I open a notepad file and start typing down ideas for a story more suited to the dark tone. So, maybe someday the world will get a completely out-of-left-field dark depressing game from me XD
JS, I used to think that way about how my life might be reflected in my projects or individual parts of my projects, but I don't think it's quite so cut and dry. I've struggled with depression over the years, and found there's a balance you have to figure out. See what works, and what doesn't, but trust your feelings.
There is kind of an evolution to how you work creatively though. These days I think less about my fluctuating moods themselves and more about the projects. Like the video ricifidi posted alluded to, I decide what to get done at a given time, and put as much effort into it as possible. I recognize that some days I won't get much done, and I'm okay with that.
Regarding moods affecting the actual content of your projects: You can kind of use it to your advantage. For example: When I'm in kind of a bummer mood, but still want to get something done, I either code or make/remake graphics. The more tedious, the better, and by the end of the day, you'll still have more than what you started with. When depressed, I get some weird results though. Dialog tends to be more on the boring side, and maybe even angry, but in general, I spend more time on the graphics & presentation.
When I'm in more of an excitable or elated mood (usually due to caffeine), my writing is a lot more fun and whimsical, but the flow of speech isn't as good and requires more rewrites later on. In the coding realm, I start the more ambitious tasks in this state--things that would feel incredibly daunting in my lower moods. Finally, there's that "normal" sweet spot where you can look at your work rationally and be able to tackle any challenge with ease. That's usually when I do things like rewrites and bug fixing, and simply level out the other stuff I've worked on.
For example: I wrote this really dark and broody cutscene one day that I instantly thought was perfect and reflected what I wanted to show. As more days passed, the more I didn't like how it came out, and thought it was too dark, angry, etc. so I went back and rewrote it... again... and again... until I was satisfied with it. The content itself remained very similar to how it was at first, but the mood was a little lighter, and more mysterious, which was what I wanted. It more closely matched other parts of the story.
I guess what you can take from that is to worry less about the actual content and just focus on the task at hand. The content might reflect your mood on a given day, but so what? Just roll with it, and change it later if it doesn't work. Don't censor or limit yourself in those early stages because you won't totally be sure of what you want.
There is kind of an evolution to how you work creatively though. These days I think less about my fluctuating moods themselves and more about the projects. Like the video ricifidi posted alluded to, I decide what to get done at a given time, and put as much effort into it as possible. I recognize that some days I won't get much done, and I'm okay with that.
Regarding moods affecting the actual content of your projects: You can kind of use it to your advantage. For example: When I'm in kind of a bummer mood, but still want to get something done, I either code or make/remake graphics. The more tedious, the better, and by the end of the day, you'll still have more than what you started with. When depressed, I get some weird results though. Dialog tends to be more on the boring side, and maybe even angry, but in general, I spend more time on the graphics & presentation.
When I'm in more of an excitable or elated mood (usually due to caffeine), my writing is a lot more fun and whimsical, but the flow of speech isn't as good and requires more rewrites later on. In the coding realm, I start the more ambitious tasks in this state--things that would feel incredibly daunting in my lower moods. Finally, there's that "normal" sweet spot where you can look at your work rationally and be able to tackle any challenge with ease. That's usually when I do things like rewrites and bug fixing, and simply level out the other stuff I've worked on.
For example: I wrote this really dark and broody cutscene one day that I instantly thought was perfect and reflected what I wanted to show. As more days passed, the more I didn't like how it came out, and thought it was too dark, angry, etc. so I went back and rewrote it... again... and again... until I was satisfied with it. The content itself remained very similar to how it was at first, but the mood was a little lighter, and more mysterious, which was what I wanted. It more closely matched other parts of the story.
I guess what you can take from that is to worry less about the actual content and just focus on the task at hand. The content might reflect your mood on a given day, but so what? Just roll with it, and change it later if it doesn't work. Don't censor or limit yourself in those early stages because you won't totally be sure of what you want.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=slashphoenixSubscribed.
I want to make a game about giant noir robots resolving trust issues with their children.
I'd do it, too! Imagine a huge city-size mech smoking a cigarette and wearing an old city-size duster...
Real talk, I love using the tagline "makes games about reality disguised as games about fantasy". My supreme hope is that someone plays a game of mine and goes "Damn that was a blast and that final boss was so hard and shit did I just learn a life lesson??"
Real talk, I love using the tagline "makes games about reality disguised as games about fantasy". My supreme hope is that someone plays a game of mine and goes "Damn that was a blast and that final boss was so hard and shit did I just learn a life lesson??"
author=slashphoenix
I want to make a game about giant noir robots resolving trust issues with their children.
What? Where is this gaaaaaaame!?
*Edit, more serious post:
With Oracle of Askigaga I'm desperately trying to embrace those negative thoughts, those negative emotions. Use them to turn around, and hopefully come out the better for it. Maybe it will work. Maybe it won't. It's the attempt that matters most, I think!
There's nothing wrong with using some of your life as inspiration. Just don't go overboard.
Using some stuff in your real life as a way to flesh out a story, or even as a base for a story isn't a bad thing. You write what you know, after all. Making a game that's ONLY based on you, or literally putting yourself INTO a story is a lot more likely to go wrong though. Use your experiences as a tool with care, and it will definitely make the game more interesting.
Just remember: Do what is best for the Story.
Like, for example: The background plot of my current main project (Mayhem Maiden) has the recent Ex-Boyfriend of the main character going on a mission to save her from a giant tower (when she's breaking out with relative ease all on her own). That background plot that comes up briefly in between dungeons is actually inspired pretty heavily from my own breakup (which happened LITERALLY just after I was done the combat system and was just starting on the story, believe it or not), and is also heavily informed by my recovery from it and the epiphany I had along the way.
Is it front and center in the story? Not really. It's a background thing. Short little (usually somewhat humorous) cutscenes between each dungeon. The actual game follows the four kidnapped girls breaking out of the tower they're kidnapped in and overcoming their personal flaws and hangups along the way. Still, that one aspect of the game is based on my personal experience, and thus I'm able to bring more life into the game that way.
In the end, basing that part of the game on my breakup and recovery made it SO much more interesting than just "oh hey, boyfriend is on a mission to save his girl, but it turns out she didn't need help, and he went on a silly cliche adventure for nothing! Yay!". Now it's "Ex-boyfriend grappling with his emotions wants to do the right thing and save the girl, but is struggling with his doubt and hero complex about whether he should do it or just turn around and go home. Also, he's dealing with the fact he's on a cliche RPG adventure and it's really irritating him to run into the usual cowardly soldiers and Totally Pointless Resort Town Episodes when he's on a journey he REALLY doesn't want to be on".
Using some stuff in your real life as a way to flesh out a story, or even as a base for a story isn't a bad thing. You write what you know, after all. Making a game that's ONLY based on you, or literally putting yourself INTO a story is a lot more likely to go wrong though. Use your experiences as a tool with care, and it will definitely make the game more interesting.
Just remember: Do what is best for the Story.
Like, for example: The background plot of my current main project (Mayhem Maiden) has the recent Ex-Boyfriend of the main character going on a mission to save her from a giant tower (when she's breaking out with relative ease all on her own). That background plot that comes up briefly in between dungeons is actually inspired pretty heavily from my own breakup (which happened LITERALLY just after I was done the combat system and was just starting on the story, believe it or not), and is also heavily informed by my recovery from it and the epiphany I had along the way.
Is it front and center in the story? Not really. It's a background thing. Short little (usually somewhat humorous) cutscenes between each dungeon. The actual game follows the four kidnapped girls breaking out of the tower they're kidnapped in and overcoming their personal flaws and hangups along the way. Still, that one aspect of the game is based on my personal experience, and thus I'm able to bring more life into the game that way.
In the end, basing that part of the game on my breakup and recovery made it SO much more interesting than just "oh hey, boyfriend is on a mission to save his girl, but it turns out she didn't need help, and he went on a silly cliche adventure for nothing! Yay!". Now it's "Ex-boyfriend grappling with his emotions wants to do the right thing and save the girl, but is struggling with his doubt and hero complex about whether he should do it or just turn around and go home. Also, he's dealing with the fact he's on a cliche RPG adventure and it's really irritating him to run into the usual cowardly soldiers and Totally Pointless Resort Town Episodes when he's on a journey he REALLY doesn't want to be on".
My game's main character was supposed to be loosely based on myself, but the more I think about it, the less he's actually like me, lol. Hell, he's not even a person I'd want to be like. It doesn't mean he isn't like me in any way at all, just not as much as I may have wanted him to be when I first started.
But it's not like it really matters. Random people on the internet playing your game don't know you, so you could have your character to be 100% like yourself, and they'll probably not know it, anyway. And as long as the character is still written well, or interesting to follow around, that's all you need.
But it's not like it really matters. Random people on the internet playing your game don't know you, so you could have your character to be 100% like yourself, and they'll probably not know it, anyway. And as long as the character is still written well, or interesting to follow around, that's all you need.
Art is life, and life is art; basically, people always project parts of themselves into what they do. It's unavoidable, because everything you create is biased from what you've experienced in life. This doesn't have to be as obvious as giving your main character your personality and background in a genre adjusted setting, but this also goes for more subtle things like your biases, perceptions about things, and what you know.
How subtle you want to apply this is sort of dependent on your skill, though. Tactics Ogre: Let Us Cling Together was written from Matsuno's study of the Yugoslav Wars, for example. Can you tell?
How subtle you want to apply this is sort of dependent on your skill, though. Tactics Ogre: Let Us Cling Together was written from Matsuno's study of the Yugoslav Wars, for example. Can you tell?
I think this misses the point. Ideally, if the world were any good, you would want to be a character in it. Having a creator cameo is perfectly fine. So is casting yourself as a hero/supporting hero. If you had any healthy sense of self-worth you would want to be a hero, if not the hero in your own world.
Here's the key though. Healthy sense of self-worth. A healthy person does not need to be some super-powered overactor in their world. An ordinary school student, and ordinary teacher whatever. They play their role and fit within the framework.
A Mary Sue, is by definition someone who tries to subvert their normal role, and rather than just trying to fit in, has to be the center of attention. Normal people don't do this, they are more Rosa Parks than MLKJr. stepping up only
Compare the following:
A new girl enters school. She has magical powers, but otherwise normal. Some kids tease her, some ignore her, but generally aside from what makes her special, she's every other kid. She's obviously the author.
A new boy enters school. Everyone immediately notices his lightning shaped scar. He's routinely late for school events, frequently causes trouble, but everything's okay because of some event that happened to him long ago which actually wasn't even his doing. He's obviously the author.
Which of these two is a Mary Sue? Choose carefully.
Just in case you're wondering, it isn't the role they place that makes them a Mary Sue. You can even have a character become God within the story.
http://tvtropes.org/pmwiki/pmwiki.php/Main/GodInHumanForm
It's how that role is played.
Here's the key though. Healthy sense of self-worth. A healthy person does not need to be some super-powered overactor in their world. An ordinary school student, and ordinary teacher whatever. They play their role and fit within the framework.
A Mary Sue, is by definition someone who tries to subvert their normal role, and rather than just trying to fit in, has to be the center of attention. Normal people don't do this, they are more Rosa Parks than MLKJr. stepping up only
Compare the following:
A new girl enters school. She has magical powers, but otherwise normal. Some kids tease her, some ignore her, but generally aside from what makes her special, she's every other kid. She's obviously the author.
A new boy enters school. Everyone immediately notices his lightning shaped scar. He's routinely late for school events, frequently causes trouble, but everything's okay because of some event that happened to him long ago which actually wasn't even his doing. He's obviously the author.
Which of these two is a Mary Sue? Choose carefully.
Just in case you're wondering, it isn't the role they place that makes them a Mary Sue. You can even have a character become God within the story.
http://tvtropes.org/pmwiki/pmwiki.php/Main/GodInHumanForm
It's how that role is played.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=JosephSeraph
During these last 2~3 years i've been under a pretty large downer period and I'm having a hard time dealing with this. I don't want to make bland, tasteless games as I've been doing (and ditching, endlessly) but I also am afraid of connecting with what I do and actually creating another direct projection of my life, such as Provolone and LOVE (a game I haven't posted here) which are things that are meant for me and for me only.
How do you guys deal with this? How do you push these kinds of sentiments away from your creations and separate them from your lives without losing the "connection" that gives them their real life, their real flavor?
TBCH there's nothing wrong with making a work that's self-indulgent and just for you.
If you're really wanting to make games for others as well, I'd suggest leaving the work you've done for a week/month or so, then coming back when you're not in the same mindset to check it out with fresh eyes. Does it still resonate? Beyond just reminding you of that time? If not, it's time to tinker with things until it seems like it works better, then repeat the process. If it does resonate, have someone else try it out, and see if it clicks for them as well.
Art is basically trying to communicate something to other people, so if you can get someone else to empathize with whatever's going on in the game, you win! You did a art!
There's nothing inherently wrong with a self-insert of any kind in art. It only becomes a problem when it's not a thing the audience can get into, and that's got more to do with how well the creator's sold the stakes in a story. Ego-based self-inserts tend to be unappealing because only one person has a reason to give a shit what happens to the character, and that's the author. (They also tend to avoid the sort of things that make a narrative compelling to most people- risk and failure.)
tl;dr the question shouldn't be one of avoiding self-insert, but of communicating things so that the audience is cool with going on a ride into your self.
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