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    <title>pushing blocks</title>
    <subtitle>media journal</subtitle>
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    <updated>2026-07-11T00:00:00+00:00</updated>
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        <published>2026-07-11T00:00:00+00:00</published>
        <updated>2026-07-11T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              block pusher
            
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        <content type="html" xml:base="https://pushingblocks.com/blog/inconstanty/">&lt;p&gt;Xbox finds itself in the midst of a C-suite rotation and the classic
destruction of thousands of jobs that follows. As the gaming industry
grapples with an overwhelming churn of creative talent, the internet
waxes poetic about the creative ability of some of the surviving
studios. The discourse around Obsidian has really rubbed me the wrong
way.&lt;&#x2F;p&gt;
&lt;blockquote&gt;
&lt;p&gt;&quot;The number of times I&#x27;ve seen people, with no understanding of
who has worked on our previous games or what they contributed, talk
about how Obsidian isn&#x27;t who they used to be... is staggering. Most
of the time they are not just wrong, but spreading an enormous amount
of misinformation.&quot;&lt;&#x2F;p&gt;
&lt;p&gt;[...]&lt;&#x2F;p&gt;
&lt;p&gt;&quot;Is Obsidian the same as it was 20 years ago? No, of course not.
Nothing stays the same. But the DNA at Obsidian is the same as it always
was. The same DNA that created KotOR, New Vegas, NWN2, and Stick of
Truth.&quot;&lt;&#x2F;p&gt;
&lt;p&gt;Brandon Adler&lt;&#x2F;p&gt;
&lt;&#x2F;blockquote&gt;
&lt;p&gt;People have a tendency to take formative experiences from their youth
and cling to them as sacred throughout the rest of their lives. Their
memory attaches a place and time to an experience, creating an ideal
vision of creativity that exists exclusively in their past. That vision
grows more powerful than the media itself, resurrecting as nostalgia
while deteriorating new experiences cast through its lens.&lt;&#x2F;p&gt;
&lt;p&gt;The idea that a studio, given the same cast of creatives, can produce
a piece of media that perfectly emulates such experiences is a fable.
It cannot be done. No perfect amalgam of creative juice can possibly
compete with reminiscence.&lt;&#x2F;p&gt;
&lt;p&gt;Nostalgia aside, there&#x27;s another aspect of the idea of consistent
creative output that to me feels wholly inconsiderate of the creative
process. Inconstancy is the name of the game. Creativity isn&#x27;t produced
through a machine and a formula, but the feelings and emotions of
individuals collaborating. Were the same set of individuals given an
identical forum to collaborate, the output of their creativity will
still vastly differ from one work to the next. There are too many
human factors at play to pretend that creative work can be reduced
to some formula.&lt;&#x2F;p&gt;
&lt;p&gt;Noclip&#x27;s series on &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=eH6mUTHZ5C4&quot;&gt;Disco
Elysium&lt;&#x2F;a&gt; captures this
notion perfectly. It demonstrates that the creation of one of the most
powerful games in the last decade was the result of chance and pure
human will.&lt;&#x2F;p&gt;
&lt;p&gt;Montaigne&#x27;s essay on inconstancy of action comes to mind:&lt;&#x2F;p&gt;
&lt;blockquote&gt;
&lt;p&gt;We do not go, we are driven; like things that float, now leisurely,
then with violence, according to the gentleness or rapidity of the
current.&lt;&#x2F;p&gt;
&lt;&#x2F;blockquote&gt;
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