Interactive as Olympics or Chess? Advice for Traditional Agencies and other n00bs
I have a weird memory from a surfer movie. I can’t remember the title, and having never watched surfer movies aside from stopping briefly on the remote in between stops, I have no context for it. (Major exception to the previous sentences: Point Break, which, of course, transcends and resists genre classification.) So here’s the memory:
Some girl, wearing an old-fashioned, square cut bikini is talking to an older guy about her boyfriend-the-hero-of-this-movie’s chances at winning a surfing contest. The boyfriend is, of course, the underdog. He has been screwed by his wealthier, more practiced, less scrupulous, and prettier but less attractive opponents. The boyfriend is behind and his success depends on the next run. The girlfriend wonders what’s needed to pull off this surfing and life miracle.
The older guy is big, barrel-chested, chomping a cigar, wearing a tank top and hat and holding his binoculars. He looks pensive and says something like “well, he may have the skill, and he may catch a good wave, but he needs more than that . . . he needs a great, big chest full of character.” (Not sure how to spell chest full — chestful seems like treasure chest. Chest full feels too biological and ribcage focused.)
This kind of thinking is common to people and companies new to interactive work. There’s a belief that spirit and energy and character can overcome all obstacles, even the laws of physics or ignorance (or a bad wave). In the movies, we see repeatedly how someone can overcome absurd adversity with a pep talk, digging down and finding the fire, or coming up with a clever trick (that Karate Kid broken ankle thing). In the Olympics, many of the events give athletes three shots at getting it right, so that third attempt is a chance at making up for a suboptimal performance and bringing a lot of heart to win the gold. In distance events or timed sports, there’s always a hope that the runner can pour it on in the last five minutes, or the team can put together a series of scoring drives (touchdown!, on-sides kick!, touchdown!, interception!, gadget play! touchdown! ZOMG we won!).
But interactive isn’t like that. Notions of heart, digging deep, fishing something out of your bag of tricks doesn’t work. You’re usually up against laws of physics. As Fred Brooks reminds us, nine women in a month can’t make a baby — no matter how much character they have.
Interactive is like chess. It’s built on a foundation, there are virtually no clever tricks, no ways to surge and overcome a bad position. If you play a poor opening, your middlegame options are limited — you’re on the defensive. If your middlegame position is weak, you can’t go on the attack, even if you have a lot of heart for it. If your endgame is technically lost, all you can hope is that your opponent makes a mistake. But no pep talk or chirpy can-doism can change the fact that you have a lost position. You need to play to win from the beginning, you need to begin with a view of the end, you need to be in the now and be in the future calculating possible nows that may arise.
For my software surfer movie, some gems:
Measure twice, cut once.
Have a plan.
Explore the implications of your moves.
When you have a problem and hear someone say “oh, it’ll be fine, I’m not worried” a half tone higher than their usual voice, smack that person on the forehead until s/he starts worrying.
Track your projects early, not just two weeks out from launch.
In fact, don’t bother checking in two weeks out from launch, cuz if it’s broke it’s too late and you’re only gonna screw it up.
Don’t trust the happy optimists, fill your team with people who like solving puzzles and loathe inelegance and easy solutions.
Most important, keep your head in the game, look at the whole board, and calculate.
I continue to be crotchety about generalism and the speed with which people think they can learn to be something (see crotchety posts