{"version": "1.0", "type": "rich", "title": "The Virtue of Execution", "author_name": "kontextmaschine", "author_url": "https://kontextmaschine.com", "provider_name": "kontextmaschine", "provider_url": "https://kontextmaschine.com", "url": "https://kontextmaschine.com/post/676661789653712896/", "html": "<p><a class=\"tumblr_blog\" href=\"https://moonlit-tulip.tumblr.com/post/676649164719915008/the-virtue-of-execution\" target=\"_blank\">moonlit-tulip</a>:</p><blockquote><h1>The Virtue of Execution</h1><p>Within local sectors of culturespace, it&rsquo;s traditional for people pursuing creative projects\u2014writers, programmers, musicians, and so forth\u2014to heavily prioritize <i>originality</i>, <i>uniqueness</i>, and other such things, when pursuing their craft. To try to stick out from the crowd on the basis of, in some fashion, <i>making a different sort of content</i> from the rest of the crowd.</p><p>This is, as far as it goes, a good and valuable thing for people to do. More exploration of contentspace leads to more chances that a particular person&rsquo;s idiosyncratic tastes will happen to be perfectly hit upon. But it&rsquo;s just that: <i>exploration</i>. It&rsquo;s a way of <i>finding new and interesting sectors of contentspace</i>; it&rsquo;s not a way of <i>producing maximally good content</i> within those sectors.</p><p>So, yes, originality is something to celebrate. But equally valuable, and far less celebrated, is <i>execution</i>. The creation of works, not necessarily original, which stick out from the crowd by being <i>good</i> rather than just by being <i>new</i>. Which polish all the pieces already floating around the memespace, and present them in a prettified and optimized form rather than in minimum-viable-product form.</p><p>Consider, by way of example:</p><ul><li>Fallout 3 was the game which defined the broad shape of How 3D Fallout Works. But it was Fallout: New Vegas, <i>not</i> Fallout 3, which ended up as the widely-regarded best of the 3D Fallout games and the most enduring classic among them, having imported most of Fallout 3&rsquo;s mechanics but combined it with substantially better writing and more interesting world-design. (This now-common opinion, I&rsquo;ll note, stands in contrast with reviewer consensus upon release, under which New Vegas&rsquo;s mechanical similarity to Fallout 3 was treated as reason to give it <i>lower</i> scores than Fallout 3 got.)</li><li>Also on the video game front, see the various games which sit solidly within their genres, which aren&rsquo;t known for being particularly mechanically or narratively innovative, but which execute their mechanics well, have pretty visuals and pretty music, are well-written, and in general are exceptionally good <i>implementations</i> of their genres. Celeste, among precision platformers; Hollow Knight, among metroidvanias; Divinity: Original Sin 2, among talky isometric RPGs; et cetera.</li><li>Gwern has <a href=\"https://href.li/?https://www.gwern.net/Design#returns-to-design\" target=\"_blank\">written previously</a> about the surprisingly-large increase in how many positive comments his website got, once he&rsquo;d put sufficient effort into improving its design above and beyond the design standards of most of the internet. I myself have noticed that, since his various design upgrades, I&rsquo;ve become far more prone to reading his website than I used to be.</li><li><a href=\"https://href.li/?https://www.shamusyoung.com/twentysidedtale/?cat=14\" target=\"_blank\">DM of the Rings</a> created the campaign comic genre, but it&rsquo;s <a href=\"https://href.li/?https://www.darthsanddroids.net/\" target=\"_blank\">Darths &amp; Droids</a> which seems to have come out as the <i>enduring classic</i> of that genre, the shining example whose standard of quality other comics try to live up to.</li><li>There are lots and lots of artists on the internet who are clearly pursuing very similar styles in their art (e.g. the crop of Standard-Issue Concept Artists, the crop of Standard-Issue Anime Character Fanartists, et cetera), but who have substantial gaps between one another in terms of <i>how good they are</i> at that art, in terms of quality of lineart and shading and lighting and so forth. None of these people tend to be particularly original; but many of them are very <i>good.</i></li></ul><p>&hellip;et cetera.</p><p>The virtue I&rsquo;m gesturing at here is a very different virtue from the virtue of originality. It&rsquo;s a virtue seen, not in discrete flashes of brilliance, but in the slow iterative process of taking a good-enough product and polishing it until it <i>shines</i>.</p><p>(And, if one does that enough, then eventually one will become practiced enough with it that even one&rsquo;s first passes will look pretty shiny. A skilled artist&rsquo;s ten-minute sketches are likely to look better than the best art I know how to make even given hours of time-investment. But nonetheless those artists&rsquo; ten-minute sketches tend to be substantially inferior to what those same artists can do over the course of many hours of their own.)</p><p>I call this virtue <i>execution</i>, for lack of a better name. It&rsquo;s not a virtue I see celebrated nearly as often as originality; but it&rsquo;s an important one nonetheless, one <i>worth</i> celebrating.</p></blockquote>\n<p>I mean, before webcomics were a thing at all, I was reading Knights of the Dinner Table on <i>paper</i> in the comic book shop where I played Magic.</p><p>Written and set in Muncie, it joined Madison-based The Onion and Wisconsin-based John Kovalich as part of the &lsquo;90s midwestern slacker vibe that tended to get overlooked behind Austin and Portland and largely merged into '10s Funko Pop &amp; board games geek chic; it was kind of about the players, and while their party wasn&rsquo;t illustrated it was about them <i>playing</i> so you&rsquo;d follow the campaign, though in fairness turns of the campaigns mostly had &ldquo;stakes&rdquo; in terms of how they&rsquo;d effect the group.</p>"}