This post originally appeared at Bridged Design

If you dropped out of school and can't find a job, you're unemployed. If you just graduated college and came home to live with your parents, you're taking a year off. The way we frame things is integral to the way we react to them. The problem with framing creative value, however, is that you can't readily see the product you're getting, as you can with, say, jewelry. Sell a diamond ring for fifty-percent less than the competition and something must be wrong with it, but sell a creative service for a fourth of the price and you just got yourself a deal! Perception is funny like that, except the only laughs you'll hear are the ones coming from the prospects you’re trying to sell to.
Creative frauds are everywhere. You can spot them by their lack of a portfolio, the absence of a formal degree and the willingness to work for abysmal prices. The latter is the most dangerous due to its seductiveness. Lucky for you there's a sweet spot that exists in the creative professions. Think of it as a bullseye -- the focal point of creative interest. Roy Sutherland defined this spot as the intersection of economics (price), technology (toolkit) and psychology (creativity). If you find this holy trinity, then you are in the midst of a true creative professional. Finding this spot, however, is not so much about looking for the right attributes, as it is the wrong ones, such as precarious pricing.
When Ludovico Sforza commissioned Leonardo da Vinci to create The Last Supper, he probably didn't ask da Vinci what tools he was using, or if he was using dry wall or wet plaster for canvas. But you're not hiring Leonardo da Vinci, so go ahead and ask. If she so much as utters the words "Microsoft Publisher," run. Run fast and run hard. But let's humor this faux-creative miscreant and assume she actually pitches you a smart idea. When it comes down to it, no matter how brilliant her idea, without the proper tools and knowledge to wield them, your Mona Lisa is going to come out looking like it was drawn in crayon by a five-year-old.
Examine the following: The trifold brochure on the left was created by an amateur designer using Microsoft Publisher, while the one on the right was created by a professional designer using industry-standard design software, Adobe Creative Suite. It should also be noted that most commercial printers do not accept Microsoft files for professional printing.

Okay, so you’ve done your due diligence, vetted your prospective creative professional and found no trace of MS Publisher or other training-wheel design software in her repertoire. That's a green light, no? Not quite. Think of the fine dining restaurant: no matter how expensive the entree, or how state-of-art the skillet that cooked it; a lack of presentation makes it look sloppy. That's where psychology comes into play.
Creative people are nuts. Not nuts in the rum-chugging homeless sort of way, but nuts in the wine-tasting wealthy eccentric way. Professional designers do not utilize artistic skill alone, but a mixture of art, science, psychology and philosophy. They take in and retain a plethora of technical information that may seem pointless minutia to most. For example, most people look at paper and see simply paper, whereas true marketing and design professionals know the type of paper, down to its weight, dimensions and texture, and understand its role to serve as a frame of reference that not only compliments, but actually improves your clients perception of the content.
The comparison depicted in Figure 2 is a real case study of a magazine design and layout project that was first awarded to the low-price freelancer with no real credentials (relative of an employee). After several missed deadlines, the client received the magazine on the left as “final” and ready to go to press. As you can imagine, this was completely unacceptable and time was running out. After paying the amateur designer for hours of wasted time, the client had to turn to (and again, pay) a professional designer to “fix” everything on an extremely truncated timeline. In the end, the job got done and turned out great, but ended up costing a lot more money, time, and stress than it needed to. Always go with a creative professional that has demonstrated expertise. You end up saving more in the long run, and the effectiveness of the resulting design will yield a much higher return on your investment.

As you can see, the psychology behind your project is not merely an added benefit, it's the difference between being unemployed and taking a year off.

Photograph by Jodi Miller
I must be one insufferable little prick. As I navigate the Inception-like hallways of Halo: Reach’s Reflection map, a grin spreads slyly across my face. I’m armed only with a DMR, a score of 49 to 49, and a genuine lust for Blue Team blood. “Hallway’s clear,” signals my friend in a fuzz of chatter. It wasn’t. A blue figure jumps around the corner. My heart hesitates, but my finger doesn’t. The shot stays true.
“Competition has one goal: Determine a winner at the end,” writes Brian Campbell for The Escapist. Campbell’s theory about competition and play asserts that intense competition means “the feel of the game becomes far more serious…and less fun.”
But is play really divorced from competition?
Do they live separately, engaging in a failing long-distance relationship where Play decides there’s too much living to do to stay tied down to sweaty-sounding nouns? In a word: No. It’s an argument based on a term-confusion problem that runs rampant in videogame journalism.
Ask five people what videogames are and you might get five different answers: videogames are art; videogames are entertainment; videogames are interactive; videogames are social; videogames are a new form of storytelling. Those five people might not agree on each other’s definitions of videogames, but they may find common ground on the fact videogames are about playing. So let’s avoid the leviathan of subjectivity that videogames are and focus on what play is – an activity of enjoyment. In other words, play is fun. Wow, so videogames are fun; didn’t need a quantum physicist to figure that one out. But instead of asking what fun is, let’s try instead looking at how fun is achieved.
In a phrase that would make Dr. Seuss blush, fun is won.
So when you look at fun as a goal to be achieved, you’re faced with a competition of some sort. You cannot win anything without competing against something. And since videogames are about playing, and playing is about winning, then videogames are about competing. What you win, however, comes from a staggering number of possibilities, such as fellowship, enjoyment, or championship within the game’s rules. Each of these goals are accomplished through competition. You see now how quickly subjectivity become a thorn in the collective urethra of games writing?
Mistaking cooperation for mercy, Campbell theorizes, “Valuing play over competition sometimes means letting someone take back a bad move or recover from bad luck.” Putting forth his own encounter with “cooperative competition,” Campbell recalls a Magic: The Gathering game with a female friend where he didn’t “press the advantage” because “where’s the fun in an ending you already know?” This style of play, he argues, brought out the best in each of them.
Playing, Campbell suggests, should be about “how we play without always letting it be why [we play].” But isn’t how we play determined by why we play? When we play for a reason it affects how we go about playing. People play videogames to win adoration; to win fellowship; to win within the game’s rules; etc. So, if playing to win within the rules of the game, how we play becomes more aggressive. If playing to win, say, the enjoyment of company, how we play becomes less aggressive, but only in the traditional sense. Why we play leads into how we play, and becomes the basis for playing. Where Campbell’s subjectivity hits its stride is his assertion that people playing to win the game take the fun away for everyone else. Can’t the same be said about people playing for simple amusement?
Let me explain: In 2010 I played Halo: Reach team deathmatch religiously with one of my good friends. Much of our time playing Halo and other first-person shooters involved the “prepare to die” mentality Campbell describes. For the most part, win or lose, I had a blast playing, because the teams my friend and I competed with were also embroiled in a “Die! Die! Die!” style of play. It’s exhilarating — at least to me — to face someone more skilled than I (Darwinian Difficulty, anyone?). I’d go so far as to say it’s fun for me. What isn’t fun, however, is when some jackass takes that competitive spirit of the match and shits all over it by playing for simple kicks. I like a good knock-out and tea-bag as much as the next Spartan, but if you do it to your own teammate again and keep costing us points I’m gonna write an article about you in a few years.
“If the motive is more important than the play itself, it’s not play,” said Dr. Stuart Brown in 2008. Campbell puts forth a similar argument: “Are we allowing the competitive ‘spirit’ behind our play to become the competitive ‘phantom’ that overshadows it?” What Campbell failed to take into account, however, was the concept of flow, which Mihaly Csíkszentmihályi defined as “being completely involved in an activity for its own sake.” When in a flow state, however, the motive to win isn’t the motive for play, but a by-product of it.
A world without competition is a world without play. WhatCampbell suggests cannot be about toning down the competitive nature of gaming, but rather a matter of common courtesy, of human decency. Because our interests do not, and will not align 100 percent of the time, we should all just accept that eventually someone is gonna sneak up behind us and fuck us right in the fun.
Meet Martin “Marty” Michael Hall, a ordinary high school kid with a remarkable ability to turn the mundane into magic. Marty’s story begins much in the same way many of our own teenage fantasies start — in our dreams. As Marty falls asleep, his dream is shaped by a TV show featuring the villain Commander Hood. Marty’s mind intercepts the stimulation from the show, casting him the protagonist in battle with Commander Hood: kidnapper of Samantha – the girl literally of Marty’s dreams – and proponent of shotgun-styled weddings. After getting his ass kicked, a witty wizard sporting an ultra hip demeanor bestows Marty with an “ancient artifact” that can take down Commander Hood – a ’80s styled Trapper Keeper.
Saturday Morning RPG’s emphasis on the old-school Trapper Keeper as Marty’s – and therefore the player’s – source of power mimics the mobile industry’s values in spite of the AAA console market. The Trapper Keeper represents tradition, a return to form, as power. The use of pixel animation makes SMRPG traditionalist. If you want, think neo-noir, only as Tom Auxier pointed out, the lines of influence are clearer for us videogame folk to see than for audiences to see in a movie like Brick, for example. And as Christopher Nolan, a traditionalist in his own right has proven through use of film over digital, utilizing an outdated form can be an effective tool toward innovation and creativity if done well and without a total neglect of modern benefits.
Marty’s magic notebook is fashioned with customizable Scratch-N-Sniff stickers that yield additional benefits to speed, defense, attack and magic depending on how fast you can flick a finger back and forth on the screen. With just one finger, SMRPG finds that elusive, almost mythical, JRPG clitoris. One that hasn’t been stimulated in years, mind you. Tap the screen to select the Indiana Jones inspired satchel containing floppy discs, basketballs, joysticks, Transformers look-a likes and Michael Jackson’s rhinestone glove. Tap the screen again to target an enemy and once more to hit at the exact moment for maximum damage. The same goes for defense. Simple and effective, yes; but more importantly it is inclusive. I feel connected to the action and consequently become a participant whose mental and physical reactions mean the difference between game start and game over, and more importantly between Marty and Samantha.
The episodic nature of cartoons allows the season to be digested slowly and thoughtfully. Using the benefits of iOS and the App Store, Mighty Rabbit plans to release SMRPG as a season, with several episodes scheduled throughout the year. These episodes can be played in any order, with stats and inventory carrying over between each as you play. Releasing the game in episodes fosters a situation where gamers feel compelled to play at a much slower and methodical pace, rather than racing through the game and bragging about their speed online.
Blame it on the platform limitations, or on the title’s humble funding through Kickstarter, but SMRPG isn’t interested in dazzling audiences with visual spectacle. Instead the aesthetic choices affect the narrative. For instance, the pixilated NES style smashed against stylistic polygonal backdrop sets the stage for nostalgia (while still appearing flattering on the iPhone’s retina display), taking us back to a simpler time before cable television stole cartoons from Saturday and redistributed them across the week like a Robin Hood of animation. The pastels breathe life into the tongue-in-cheek characters of SMRPG, like the school faculty who insist they “are not soldiers” and will “totally kill you” for not flushing your toots. Several characters resemble actual Saturday morning cartoons and 80s pop culture icons, such as the Transformers, Michael Jackson and The Karate Kid, but with subtle differences to avoid copyright issues.
The retro movement has been criticized as anti-progressive, faux-innovative and nostalgic for no other reason than being nostalgic. SMRPG should serve as an example that derails this thought train to expensive roadside waste, as every bit of its nostalgia and retro design serve a purpose to create an experience grounded in tradition while still taking advantage of the technologies mobile gaming has to offer. Perhaps its most notable difference is in the soundtrack, where audio mixing can be tricky on mobile devices because of limited asset space. Think of it like this, a music album is about 3MB per track, while the limit of apps for over-the-air download is 20MB – hardly any room at all for a soundtrack to breath and impress. Perhaps this is the reason why many retro games imitate lo-fi NES soundtracks, but SMRPG is different. It succeeds on a musical level by enlisting the ’80 certified talents of Vince DiCola (Rocky IV, Transformers: The Animated Movie) and Kenny Meriedeth (Duck Tales, Power Rangers). The result is a tangy re-imagination not possible by retro-imitation. Wearing the standard Apple earphones, I found the lows thundering, the mids clear and the highs crispy. There is an undeniably retro feel in the soundtrack, but aside from one Transformers: The Animated Movie reject, it’s all modern stuff played by guys who helped shape your animated adventures in the ‘80s.
It’s not all good in the hood, though, as the controls suffer the same fate of most mobile games. Touching anywhere on the screen produces a virtual analog stick that follows your finger. Sounds easy enough, but the lack of multi-touch to hold two points at once makes for some clunky maneuvers as your finger eventually slides too far to the side of the phone. What’s more, for a game as intuitive as SMRPG there’s an unnecessary and annoying amount of tutorial. In a title where exploration is encouraged, it feels as if you’re not so much in the wild as you are in a city park with your parents. The most authentic aspect of the controls — at least for the dudes — is the ability to play with one hand while the other rests cozily inside your pajama bottoms like your mom used to scold you for while watching cartoons.
Saturday Morning RPG is traditionalist retro gaming done right. Rather than retro for retro’s sake, SMRPG is a videogame for videogames’s sake. That is, SMRPG uses a traditional lens to frame a modern take on a stale genre without screwing with the underlying principles gamers love about JRPGs.