(1 / 14)
Date: April 08, 1992 12:20
From: GAWD::BRAD
To: @SYS$MAIL:JUNK,NAKAJIMA
CC: BRAD
I don't think we are short of creative people with creative ideas. The problem is that management has structured the company in such a way as to inhibit innovative ideas from surfacing. There currently is no way to start and carry through these creative and exciting projects. If management is serious about creativity they would set up a structure to channel these ideas. Since there is no channel, they must not be too serious. It is management's responsibility to make the best of what they have sitting in front of them. Please send all responses to @SYS$MAIL:JUNK - brad -
(2 / 14)
Date: April 08, 1992 14:04
From: BERT::CAMERON
To: @SYS$MAIL:JUNK
First of all, Brad, good luck getting much response to your message. We are all either tired, dead or overscheduled. You can see it in the vaxmail. No one responds anymore to humor, snivelgrams, or political commentary. People ask me all the time why I don't write many messages anymore. Because I don't get any replies. I didn't get any remarks concerning "Virtual Olfaction" (come one, what an opening line.) We didn't even have any April Fool's Day pranks. WAKE UP, EVERBODY! Now back to your question, Brad. You know I agree with you completely! I give up trying to be creative. The creativity is here and always has been. There never has been a good way to tap it. If you step back and look, this company is made up of many very interesting individuals who are involved in a diverse set of activities and skills. We are a group of people who are intelligent, clever, involved, and possess a good sense of humor and sharp wits. So where is the creativity going? We have brainstorming sessions where good ideas are collected. Then what happens with those ideas? How are the people that have those ideas rewarded? How are "diverse" ideas greeted? (Answer: We don't know that market. We don't have qualified personnel to handle that. We don't have the time or money to investigate that.) I won't snivel about my own experiences with creativity. If you don't mind, Rusty, I'll site yours. How many years ago did Rusty suggest, through proper channels (brainstorming), to do Network games???? Here was an idea that poised almost no financial exposure to the company save his salary. No expensive controls, cabinets and PCB's that may end up lanquishing in the store room. Was he met with open arms? Wasn't Hard Drivin' meant to be a driving training simulator? Wasn't BMX meant to be a simulator and not a game? (oops, sniveling) What happened to our fancy 3D hardware project group? If you are a game programmer, hardware engineer, or close friends with either, you have a chance at seeing your idea happen. If you are not, you might as well just forget it. If you use your own time and resourses to convince someone you have a good idea, you might see it happen. But you will be told over and over again that having an idea isn't worth anything. Only implementing an idea has value. The company has no insight into that some people may have vision, even though they may not have the skill to implement them. Bonuses are paid to the implementors. What's the answer to all of this? I really don't know anymore. Maybe a good starting point would be to acknowledge the creativity in all of us and not just a few. Carole
(3 / 14)
Date: April 08, 1992 15:33
From: BERT::CAMERON
To: @SYS$MAIL:JUNK
From: MIKE::MCCOMB 8-APR-1992 14:14:12.41 To: BERT::CAMERON CC: Subj: reply Carole, I'm sure it's been said before, but for what my opinion is worth, I think one of the most important comments you made is the last sentence in your next-to-last paragraph: "Bonuses are paid to implementors." People respond to rewards, and the reality is that money is a major reward. I was very surprised that so many people got upset, felt threatened, ran for cover, etc., when the Tengen group sent out humorous 20th anniversary slogans. regards, Chris
(4 / 14)
Date: April 08, 1992 15:43
From: BERT::CAMERON
To: @SYS$MAIL:JUNK
From: KIM::PLOTKIN "Sharon Plotkin" 8-APR-1992 14:43:47.01 To: BERT::CAMERON CC: Subj: Carole-- Is it too late to respond to the "Virtual Olfaction" notice? (...just kidding.......) And by the way thanks for putting into copy so well the kind of things that folks around here have been muttering for some time... Just sign me, Dead Tired of being Overscheduled (Sharon)
(5 / 14)
Date: April 08, 1992 15:47
From: MIKE::OWEN
To: @SYS$MAIL:JUNK
From individuals who have ventured forth and given suggestions (that were taken and used) mainly myself and Hoendervoogt, I would like to inform all that there is no benifit to suggest. I have made efforts with promise of ripe apples and have enjoyed the core while others reap the benifits and cold cash. I realize that we were acknowledged in the rolling scroll at the beginning of the game but would the other members of the team be satisified with the same bodatious reward? .......NOT.............. Fair is fair, and this ain't it............Howard & Mark
(6 / 14)
Date: April 08, 1992 17:09
From: GAWD::NATALIE
To: @SYS$MAIL:JUNK
I agree that there is a problem in gettting your idea to market if you are not a programmer. It appears that Atari is not set up to use ideas that come from people other than the programmers and game designers, unless these people can be convinced (through pitch sessions or otherwise) that these ideas will be the next smash hit. Part of the reason that this is so is because when it comes to evaluating ideas, there is no right or wrong. Who is to say what will be successful and what won't? No one really knows, so the person(s) responsible for the project makes the call. Part of reason why things are set up the way they are is that the programmers must be 100% behind the project that they are working on. The work required for a successful game is too demanding for a half-hearted attitude. Too many late nights and weekends are required to be merely an implementor of someone else's idea. Also, the project leader must shoulder the burden of an unsucessful product. It's difficult enough to do when it was your idea. If a flop was someone else's idea, it would be even more difficult to swallow. So this is the way it works now. Is this the best way? I don't know. But I do know of another way. Other companies have a position known as a "Producer." Producers are responsible for designing all of the games, then they just dole them out to the programmers. Programmers become mostly implementors, although they do have the oppurtunity to convince the producer that their ideas are worth implementing. But the producers get the final say in everything. They are also responsible for the scehduling, and the success or failures of all the projects. For a staff of our size, we would have only 2 - 4 producers. They would act as a funnel for ideas that get turned into games. They would be "the way" that the creativity in all parts of the company could be accessed. They are different from what we call project leaders in that programmers are never producers, and the ratio of projects to producers is more than 1:1. Also, producers can have a more global picture of the company resources and needs, since they are a part management, and do no technical work. The company can more directly drive the direction of our products through the producers. There are many problems, however, with this approach. There would be fewer people responsible for the ideas that come out of Atari. This could mean less diversity in ideas. Also, I believe the programmers would be unhappy about not getting to implement their own ideas. Unhappy employees are unproductive employees. I can only speak for myself for sure, but I believe that part of the reason that many programmers choose to program here rather than any of the other zillion companies in the valley is that we get to choose what we want to work on. Companies that use producers often have trouble keeping their good programmers because they don't get enough freedom to design their games. Working under producers could possibly be like living under a dictatorship. The company's success would be directly linked to the quality of its 2 or 4 producers. Sounds risky to me. In summary, using producers is one way of accessing creativity in all parts of the company. I know of 2 companies that are successfully using this approach. These 2 companies are prospering. However, I'm not sure if this would work here at Atari. There are reasons for the way things are. Management takes a "convince me" approach, and if convinced, the project is initiated. They could take a more aggressive approach, more clearly defining and driving the direction of the projects. But that's not the way it is. Management can change this, if they think it will work best. So far, I haven't heard that. And Carole, you seem to have had some success in getting your ideas started. Stun Runner and BMX Heat both came from brainstormings, I believe. Bonnie's game is starting up, also from Brainstorming. It's not like programmers are completely closed to ideas from other people. Natalie (one of Atari's programmers)
(7 / 14)
Date: April 08, 1992 17:35
From: MIKE::SMITH
To: @SYS$MAIL:JUNK
I normally don't participate in the junk mail chit chat because I'm one of those "OVERSCHEDULED" individuals that Carol made reference to. I felt compelled to attempt to respond Brad's comments and share my perspective of what creativity means to me. In its most pure form CREATIVITY equates to "ORIGINAL" and/or "INNOVATIVE". Many times people engaged in disciplines outside of the discipline that generated something creative, confuse that creativity, if it is recognized, with "CLEVER". The trap of confusing "CLEVER" with "CREATIVE" is typically due to an ignorance of the idiosycratic nature of the other discipline. It is not untypical that a person working within a discipline can be very creative and that creativity can be ignored, not recognized, and often taken for granted because the person that evaluated the results of that creativity may be ignorant of the details of that discipline. The problem of ignorance is often draped over by the corporate Balance Sheet. The universal bottom line in evaluating the corporate worth of creativity is the Balance Sheet which is the upper management bible the quantifies the worth of creativity. It is the Balance Sheet bulge that defines the monetary (bonus) reward for creativity. In this company, Programmers, Hardware Engineers, and their technical support staff have the highest visibility, because they develop the games that provide the major contribution to the Balance Sheet bulge. This is the corporate nature of ATARI Games, an Engineering Driven company, and the consequent lion share of the reward goes to that segment of the company. To me, the reward of creativity, is my own satisfaction knowing I did something creative, it works, and it contributes to the benifit and sucess of the company and it's employees. All of us in our own way are creative. The degree that the creativity is recognized by people within the company relies on their perception of its worth to them. A successful game is worth something to all ATARI employees because it is reflected in their contiued employment and bonus. Is it all fair ??? I don't know. Fair is defined by those in position, with the power, to reward creativity. In any case we should strive to always be creative in everything we do lest we fall prey to a golem state of existance. Thanx....Tom ps: Look over your shoulder the rest of the world is gaining on us. (sorry Satchel Page)
(8 / 14)
Date: April 09, 1992 09:56
From: MIKE::CLAUSEN
To: @SYS$MAIL:JUNK
ISN'T THIS FABULOUS! Sometimes when we struggle to come up with something elegant or exciting or special we may tend to feel jaded, overburdened and frustrated because things aren't coming around as fast as we feel they should. I think that "creativity controversy" is great because it's shaking out some cobwebs in folks that would otherwise keep their feelings to themselves and brood. I thought I would put in my two cents worth, simply because I can. Don't be shy, after all we work for an entertainment company. Always a pleasure, Mike
(9 / 14)
Date: April 21, 1992 10:43
From: GAWD::BRAD
To: @SYS$MAIL:JUNK
CC: BRAD
'The Creative Spirit' Part #3: Creativity in the Workplace will be shown tomorrow at noon in the Engineering Common Area. This is a very good series on creativity that has been running on several PBS stations. (I personally find it inspiring.) All are welcome! - brad - x3788 [if you do not know how to get to the Engineering Common Area give me a call]
(10 / 14)
Date: April 22, 1992 11:04
From: GAWD::BRAD
To: @SYS$MAIL:JUNK
CC: BRAD
REMINDER: 'The Creative Spirit' Part #3: Creativity in the Workplace will be shown today at noon in the Engineering Common Area. All are welcome! - brad -
(11 / 14)
Date: April 23, 1992 12:19
From: KIM::YATURNER
To: @SYS$MAIL:JUNK
In the spirit of greater creativity at Atari, I offer the following challenge (other than correcting my spelling). What are the top 10 reasons for the phones in the hallways? To get the ball rolling I offer the following reasons (with their authors) 10. So that we can locate Counselor Troi from anywhere on the ship (me) 9. So that we can finally answer those pesky "Would Captian Striker please go to the nearest white courtesy phone" pages (rusty) 8. So that we can get phone calls in Atari's most popular conference rooms 7. So engineers have something to aim at when they move the video games (lois)
(12 / 14)
Date: May 04, 1992 10:42
From: GAWD::BRAD
To: @SYS$MAIL:EVERYBODY
CC: BRAD
We are starting a new distribution list called: CREATIVE It is intended for you to voice your opinions, interests and knowledge about the world of human creativity. For starters, I intend to send a daily message to help us think more creatively. If you would like to contribute to the 'creativity pool' all you have to do is send a message to: @SYS$MAIL:CREATIVE and all on the list will benefit from your ideas! If you would like to be on this distribution list, please reply to this message. The distribution list will be available on wednesday so SEND IN THOSE CARDS SOON! - brad - Here's is an example daily message: COMBINE IDEAS "The time has come," the walrus said, "to talk of many things: of shoes - and ships - and sealing wax - of cabbages - and kings." Combining unusual ideas is at the heart of creative thinking. The ancients mixed soft iron with even softer tin to create hard bronze. Gutenberg combined the wine press and the coin punch to crete moveable type and the printing press. What different ideas can you combine?
(13 / 14)
Date: May 06, 1992 12:34
From: GAWD::BRAD
To: @SYS$MAIL:EVERYBODY
CC: BRAD
Thanks to all who have replied to be added to the CREATIVITY POOL! For those of you who have not replied it's never too late. But, from now on, you must send a message to SHEPPERD to be added to the CREATIVE distribution list. - brad -
(14 / 14)
Date: August 13, 1992 08:58
From: MIKE::BRAD
To: #sys$mail:everybody
Today in the Common Area from 12 to 1, the CREATIVE Special Interest Group will be showing: "The Creative Spirit Part I - Exploring the Creative Mind" All are welcome! - brad -
Apr 08, 1992