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When I was little, excercise meant taking our bikes into the forest and reenacting the Death Star trench run from Star Wars (contrary to popular opinion, playing as Porkins was a lot of fun - getting to scream and yell and jump off your bike before it hits a tree ...). It meant walking for miles along an old railway track, stopping to climb trees or tie rope swings to overhangs or explore little dirt paths. At the very least, it meant a trip to the park to climb, run, jump - freeform activity with no restrictions, no strict goals, and nothing to clog up our heads as we played and relaxed.

Now I'm an adult, and I find myself tethered to a desk for 8 hours a day, my exercise regime has fallen by the wayside. The concept of the game developer as an overweight, unhealthy nerd is one we need to dispell, and our minds - our most important commodity - require a healthy body to stay healthy in themselves. Yet the common solution is to go the gym - a dry, dull place in which people pay money to run on the spot, and pedal bikes that go nowhere, all with the same fixed goal of achieveing a perfectly formed body that looks like everyone else's. We work our pecs, or our delts, or our glutes, all based on a fixed template of human appearance that takes little account of the majesty of human individuality.
This might be a common complaint about the modern world and its cardboard-cut-out population, but where it really hits me hard is that I design games for a living (or, at least, I aspire to - I design games for grades right now). The reason my exercise is sacrificed, the reason I don't have the time to ride bikes or walk old train tracks is that I'm busy crafting whole worlds full of imaginitive fun and frolics for others.
So when I see game designers "hitting the gym", I have to ask - where is the fun? Where, in your world, is the emergence you strive to create in fantasy worlds during work hours? Where, in your life, is the agency you so desperately struggle to create for your game testers? Where is that sense of purpose, of self-orientated goals, that you so lovingly pour into your games?
Of course I'm aware of the facetious nature of this argument - there's emergence in any exercise, there's self-orientated goals in the number of weight crunches you can do, or the amount of time you can pedal your infernal machines, and there's agency in seeing the change in your physique and feeling the burn in your chest - but these are plain, simple responses. If this were a game world, you would (I would hope) laud the repetitious nature of your activity, the old-school simplicity of a numerical counter as goal, or the lack of individuality in the nature of your goals.
Overall, attending a gym - to me - smacks of that one aspect of modern life that should be absent from anyone in any creative art: conformity. The idea that we should be healthy and fit is ideal - a healthy mind can only live on a healthy body, and that can't be maintained with 8 hours a day spent at your desk. However, I've got more time for a game designer who climbs rocks or mountains, runs up hills, or goes paintballing, or even just runs a few laps around the block, than I do for someone who pays money rides a bike to nowhere.
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We spend many hours learning to craft artificial environments, characters and sound effects - and yet for some reason the idea of lifting weights in real life disturbs you?
Being a game developer usually necessitates a lot of hours at the computer, sitting on your ass - and not all developers make the time to take care of their physical selves. So if it is easier to hop onto a treadmill for 15 minutes than go for a run out in the rain, who cares? At least they are exercising.
I hear what you're saying - that there are more interesting ways to get exercise. True dat. I do martial arts - it is way more exciting than the gym. But why would you care how others choose to get their exercise?
But yeah, it doesn't really matter, except that I'd sort of expect the kind of person that designs games to get bored by things like gyms and dull office buildings and the general mundaneness of regular life.
As for the irony ... what disturbs me is that the worlds we craft sometimes end up being more fun than our own real worlds! Its the subject of Jane McGonigal's Reality Is Broken if you're interested in reading more about it. In truth it goes much further than just the gym - why must our jobs be so mundane? When did we deem "play" as something just for children?
I currently work 40 hours a week (that's 8 hours a day at a desk) and still have time for the gym between 1 and 2 hours a night. Exercise has been proven to relieve stress among loads of other benefits that aren't just being 'fit' so it can almost be considered as returning you part of those 8 hours. It is possible to maintain this schedule.
A designer who exercises outdoors is no better or worse than someone who works out in a controlled atmosphere and giving more credit to one is giving more credit to someone based on their interests. It'd be like me saying I'm a better designer than Joe Schmo because I listen to Rock and he listens to Pop, and pop is total conformity.
Music tastes are an important thing. I often wonder what big-budget games would be like if game developers listened to less thrash/speed metal and more be-bop or jazz - would their creative output follow the tonal shift away from adrenaline and structure to relaxation and improvisation?